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Week 3: The Minion Wave

The minion wave is the resource that gates almost every other decision on the map — where a champion can safely stand, what a gank threatens, what a lane can afford to give up. Extends Week 2's account of power into the mechanism that produces or denies it, lane by lane.

8 March 2027

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Guiding question

Why do six minions determine what ten champions are allowed to do?

A resource with a mind of its own

Every other resource this course discusses — gold, experience, cooldowns — belongs to a player and moves when they do. The minion wave belongs to neither laner, has its own rules for where it sits, and those rules determine what both players are allowed to do while it’s between them. A laner ahead in gold and level (Week 2) still can’t act on that lead if the wave has them pinned under their own tower.

Four wave states

This week’s deck walks each of those states with a diagram, plus what happens at the moment one state turns into the next — the bounce back off a tower, the moment a freeze breaks.

What a state buys you

The reason a lane opponent’s wave state matters more than their gold total is that it gates access to everything off to the side: whether a recall is safe (crashing a wave buys the time to shop and return before it matters), whether a roam is punished (a slow push left alone gets crashed onto a tower, or worse, invites a gank the other way), and whether contesting an objective is even an option (a frozen wave means one laner cannot leave to help, whatever their gold total says they could otherwise do).

Builds on Weeks 1–2

The wave is simultaneously a resource, in Week 1’s sense — something both sides draw power from — and a constraint on time and space that decides whether the power from Week 2 can actually be spent this minute. A gold lead that can’t leave its own tower because of the wave is exactly the “advantage that hasn’t been converted” from Week 1’s principle, with a cause you can now name.

Teaching team