Tower Logic

Knowing how your players will push towers during the Basic Plays of the game is a huge factor to winning games consistently. Each Phase has a different set of rules and logic that your players will follow when pushing towers. While Meta Games will not confirm this logic, hundreds of games have been analyzed to provide these patterns.

## Early Game

### Plays

* Aggressive or Controlled Laning
* Aggressive or Controlled Push

### Logic

Early Game Basic Plays appear to be ordered during phase by each lane's Champion Power. The "Laning" plays will come directly after any Power or Combo Plays and there will be 3 scheduled for each team. Each Laning corresponds to one of your lanes, so you cannot push the same tower twice in a Phase with just Laning plays. Laning Plays in this phase can be cancelled if the laner is killed or zoned prior to it occurring. Generally, the Early 1 Laning pushes will not kill a tower, but the Early 2 Laning plays usually do!

The Push plays happen if there is space on the queue as each Phase can only have 8 plays. Generally, Laning plays will need to be cancelled for these plays to even show on the queue. These finals plays also are difficult to trigger as your team needs to have a numbers advantage for the play to go off. Killing enemy laners during your own Laning plays is a good way to help the Pushes occur and potentially grab a second tower in a lane.

Note: If you outnumber the enemy by 2 during a Push play, the enemy will not defend at all and you will take the tower.

## Mid Game

### Plays

* Aggressive or Controlled Fight Dragon
* Aggressive or Controlled Push

### Logic

While Early Game Basic Plays can be difficult to predict, Mid Game Basic Plays are more consistent. This is primarily due to the Power and Combo plays in the Mid Game being combat focuses with one team generally getting a lead early in the phase. The Fight Dragons will always come before the Pushes and after Combo and Power Plays (with the notable exception of Team Push). The team with the most Champion Power at the end of the Power and Combo plays will be able to attempt the Dragon fight first which gives them a nice advantage in the fight (if the initiating team is up by 2 players, the fight will not be contested at all). The second team's Fight Dragon will be cancelled if Dragon is taken by either team. Fight Dragon, the Power Play, can see both team's Basic Fight Dragon cancelled due to Dragon no longer being available.

Once the Dragon fights are over, Pushes can be begin where, again, Champion Power will determine the push order. Like Early Game, each lane can only be pushed once by these Basic Pushes. Due to the combative nature of Mid Game with all of its Power, Combo, and Basic Fight Dragons, one team will usually outnumber the other and get all 3 of their pushes in a row. While it is possible to see the teams' pushes mixed together, it is rare. Again, due to the 8 play cap, one team may not see all, or even any, of their pushes during this phase. It can be beneficial to look at how many plays will be used before the Basic Plays and strategize how to maximize your pushes and minimize your opponent's. Even if all your opponent's Champions are dead at the end of the Phase, if only 7 plays occurred (including your Basic Plays) they will still get a Push with their Minions.

### Mid Game Victories

If you are looking to win as early as possible, you are aiming for a Mid Game win, either Mid 1 or 2. To do this you are going to need at least 1 non-basic pushing play OR take a full tower on a Basic Push in Early (rare). This is due to the tower logic where if you were to take a tower on every second Basic Lane play in Early and every Push in Mid, you would take 3 towers in each lane. You will be aiming for your last Basic Push in a Mid Phase to go for Core so Core must be open in at least one lane. See: Lane Swap, Early Push, Push, Split Push, and Team Push

## Late Game

Plays

* Aggressive or Controlled Fight Hydra
* Aggressive or Controlled Push

### Logic

To ensure the end of the game, Late Game Basic Plays behave quite a bit differently than the past Phases as we need one team's Core to be gone after just a few pushes. After most Power and Combo Plays, The Fight Hydra will occur, again with the Team with the Higher Champion Power initiating. Due to the forced combat here, one team will find usually find themselves outnumbered and the other team will get all three of their Push plays at once.

Late Game Tower Pushes are more complicated than the other plays, but a definitive pattern does emerge. The logic looks like this:

1. Push the most pushed lane
2. Push the second most pushed lane
3. Push the most pushed lane

Ex: You have TOP down to one tower, MID has all its towers, and BOT has 2 towers. Your players will push TOP, then BOT, then TOP again for a Core fight.

To add to this complexity, if for any reason your Power/Combo push based plays (Split Push, Team Push) occur after the Fight Hydra and right before the Basic Push Plays, the logic above will change. The game appears to be coded to not allow the same lane to be pushed twice in a row by plays one after the other.

Ex: If you have the following play queue (Split Push->Push->Push->Push) and same towers as the previous example (1 in TOP, 3 in MID, 2 in BOT) you can change the logic by pushing either TOP or BOT.

Pushing TOP gets this sequence:

1. Split Push TOP
2. Push BOT (since we cannot push TOP twice in a row)
3. Push Core through TOP

Pushing BOT gets this sequence:

1. Split Push BOT
2. Push TOP (most pushed)
3. Push BOT (second most pushed)
4. Push TOP (Core Fight)

Part of why Fast Push is so strong is that, because of its initiative, it can allow one lane to be pushed a total of three times. Since you can push the most pushed lane with Fast Push, the Fight Hydra occurs, and then the normally logic of pushing the most pushed lane twice will occur. Fast Push is then able to completely push a lane with 2 towers at the start of Late to Core and even kill Core.

## Conclusion

Yes the tower logic can be confusing and difficult to master, but continue to pay attention to how your players push. Try to predict how they will push using this guide and see how the logic flows for each Phase. Soon enough you'll be planning full Phases with how and when your plays will push with ease.