The roam
Leaving your lane to help another, then coming back.

« Roams are round trips, not holidays. Crash your wave, sneak around their wards, strike, and be home before the next wave knocks. »
- Push first
Your wave crashes into their tower. Their mid has to stay and catch it: you're free, they're not.
- A path they don't see
Their ward covers the river next to mid. You go around it, through your jungle, down to bot.
- Hit, then go back
Three against two at bot: a kill. Then straight back to mid, before the next wave reaches your tower. Nothing lost.
- The classic mistake
You leave while their wave pushes into your tower, and you stay away. Your minions die for nothing, and a plate falls.
When to do it
- Your wave is pushed into their tower: your opponent has to stay and catch it, you're free.
- A nearby lane is gankable: their wave on your side, their laner walked up, no Flash.
- Something is starting next to you: the dragon, the scuttle, a fight in the river.
How to keep it
- Push first, walk second: a roam that costs you a wave isn't free.
- Take the path they don't see: around their wards, not straight down the lit river.
- Hit, then come straight back: kill or not, your lane is waiting for you.
The tip for your rank
Before you leave your lane, push your wave into their tower. If you can't, stay: the roam would cost more than it brings.
Pick your path: around their wards, toward a lane whose wave sits on your side. A roam nobody sees coming works far more often.
Time your roams on your wave: leave just after it crashes, be back as the next one arrives. You help the map without giving up a minion.
Measured at each rank
Share of mids and supports with a kill or an assist in another lane between 3 and 14 minutes.
Measured on 8,000 of our ranked games.