Game Play Guide - Pushing
Introduction
The decision to group push, split push, retreat, back door and defend is by far one of the most critical aspects of mid and late game strategy in League of Legends. In competitive play, it is very essential to understand the mechanics of pushing. Think of it like a playbook for the coach of any professional NFL team: It holds the key to outwitting your opponent. Making key decisions in this area can turn the tide of gameplay. This guide will introduce you to these concepts and test your knowledge. Mastering the strategy behind this will make you an adept team leader, able to guide a competitive team to victory on the fields of justice.
Change Log:
Advantages to Pushing
Towers
Pushing strategies focus on eliminating the towers of enemy team as quickly as possible. The advantages of killing towers:
- Increase map control
- Weaken the overall zone of the enemy team (areas of the map in which they are protected)
- Gain additional gold and experience
- Make the enemy champions who farm in those lanes (where there are no towers) more vulnerable to ganks.
Map Control
As Enemy towers are controlled, map control increases significantly. Each enemy tower has its own zoning protection. This zone assists the enemy team by allowing them to advance further on the battlefield with relative safety. Without this safe-hold, it is much riskier for those enemy champions to push the lanes, and they are forced to stay closer to their towers. This means that in order for them to avoid being ganked at those positions, new wards in their own jungle are needed.
As you can see from the below illustration, a considerable amount of ‘safe zone’ is created by the attacking radius of enemy turrets. The turrets are represented by the gold circles and the red concentric circle represents the extended zone offered by it. Assuming that Turret 1 is eliminated by your team, the blue area is more controlled by your team than the enemy team. You have created a greater area of map control by eliminating the turret. This now requires the enemy team to likely purchase a ward at their own Ancient Blue Golem to farm effectively in bottom lane.
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Objectives (Baron/Dragon)
The effects of pushing will invariably also effect the dynamics for obtaining Baron and Dragon. When lanes are fully pushed (meaning that the allied creeps/minions are pushing towards the enemy towers, forces the enemy team to decide on wheather to defend towers or not defend them and fight for these objectives. When the decision is to fight for these objectives, they lose whatever gold and CS that was available in those pushed lanes.
Think about it as the ‘Art of Sacrifice’. During gameplay, your team will be forced to make decisions like:
- Do we let them take the tower so we can spend our effort going to Baron?
- Do we continue pushing or back and retreat?
- Do we decide to split push or group push?
- Do we bait the enemy team or recall to fountain
- Do we go as a group to attack the enemy team or do we decide to push against their towers.
These decisions will significantly effect the outcome of the game.
THE TYPES OF PUSHES
This section of the guide will illustrate and define the most common types of scenarios you will encounter.
- The Group Push
- The One-Man Split Push
- Multi-Lane Push
- The Retreat
- The Back-Door
- Defending
- Page 1 of 6
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Posted 2/16/2012 2:23:51 PM"If you are not the AD carry, focus on protecting the AD carry while they hit the tower. Your main objective is to get as many safe tower hits as possible when the creep wave arrives. If you have ranged spells, focus on casting these around the tower (beside it or behind it). This will force the enemy team to be at a safer distance, allowing your AP carry to do more damage to the tower. "
I think you meant AD carry in the last sentence. allowing the AP carry to do more damage to the tower doesn't seem right ;)
Nice guide btw. Very helpful! =]
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Posted 2/16/2012 12:38:53 PMYou should add Nasus to the split pushing and back door sections - he's an enormous threat with Summoner Teleport if he's well farmed.
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Posted 11/23/2012 8:35:20 PMGetting him farmed is the hard part.. ganks just make nasus non-viable
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
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Posted 2/11/2012 11:49:31 PMGood guide, thanks for the info. Sorry you didn't have the time to hire a professional editor. You can't make everyone happy, it seems.
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Posted 11/23/2012 8:35:31 PMYes, we need an editor :(
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
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Posted 2/11/2012 3:01:41 PMSorry but can't help posting some more page 2 corrections - "AP carry" should be the fourth "Ad carry" instead right? Then in the second paragraph "deviating" should be "devastating" also? Deviating doesn't make much sense in the context. Then it should say "can buy time" instead of "by time"
Feel free to delete this post once it's corrected, just trying to help!
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Posted 11/23/2012 8:36:27 PMthank you, fixed! Let me know via pm if you would like to be an editor for lolpro (volenteer)
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
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Posted 2/11/2012 4:40:02 AMCan you make there an additional paragraph "How to push lane/ When you should push lane"?, because i usually have jungler who comes on gank and also if it fails, he stays and pushes my lane without actually hitting the tower, so i cant farm for 1-3 Mins, which could be really annoying. And i would really appreciate list of best pusher characters ingame aswell. :)
>> Proud owner of Nurse Akali bought in time of Japanese Disaster ^^ <<
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Posted 2/10/2012 6:26:06 PMSpelling error, Group Push, its not Viegar, its Veigar.