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HoK Slow Push Guide: Win Games in 15 Minutes (2025)

Slow push in Honor of Kings uses controlled minion wave manipulation to create overwhelming lane pressure for early tower destruction. Maintain 3-4 enemy minions near your tower before 4:00, then release accumulated waves to generate 150-200 gold leads while denying opponents 20-30 gold per missed wave. This enables first tower captures at 10-12 minutes and consistent 15-minute game closures through economic and positional dominance.

Understanding Slow Push Strategy

What Is Slow Push Wave Management?

Slow push is a controlled minion accumulation technique. Instead of clearing enemy waves immediately, you maintain 3-4 enemy minions near your tower while controlling which minions die and when. This builds progressively larger waves that crash into enemy towers with overwhelming force.

The optimal freeze position sits one tower range from your base, providing safety while maximizing control. Your minions accumulate faster than enemies can respond, creating wave momentum.

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Why Slow Push Wins Games Faster

Economic advantages:

  • Three frozen waves produce 60-90 gold differential

  • Pre-4:00 freezing yields 15-20% gold leads (150-200 gold)

  • Each missed wave costs enemies 20-30 gold

  • Last-hitting under tower grants 50% gold bonus (if safe to approach)

Structural advantages:

  • 62% higher tower damage in first 10 minutes vs standard laning

  • First tower captures at 10:00-12:00

  • Opens map for objective control

The Science Behind 15-Minute Endings

Clash Lane spawns 4 minion waves before the crucial 4:00 Tyrant spawn. Controlling these early waves sets the foundation for mid-game dominance.

Key timings:

  • Dragons: 3:30, 7:30, 11:30

  • River Sprites: 126 gold every 60 seconds until 4:00

  • Target: 6-7 CS per minute with 70-80% efficiency

By 15 minutes, accumulated advantages converge: substantial gold leads, first tower bonuses, and vision control create both economic power and map control for decisive engagements.

How Minion Waves Work

Spawn Timing and Composition

  • Waves spawn every 30 seconds

  • First wave clears ideally by 0:30

  • Pre-4:00 contains exactly four waves in Clash Lane

  • Target mage minions for maximum experience

Minion types:

  • Melee: consistent damage

  • Ranged: higher DPS, lower health

  • Mage: maximum experience when last-hit

Lane States: Neutral, Pushing, Frozen

Honor of Kings comparison of neutral, pushing, and frozen lane states for slow push strategy

Three fundamental states:

  • Neutral: Waves meet at midpoint with equal minion counts

  • Pushing: Minion advantage moving toward enemy structures

  • Frozen: Static position through deliberate minion count manipulation (3-4 enemy minion advantage)

To convert neutral to slow push: allow 1-2 enemy minions to kill yours before last-hitting, gradually building their advantage that reverses into your accumulated wave.

Minion Aggro Mechanics

  • Towers target minions before champions until 4:00

  • Auto-attacking 1-2 enemy minions pulls them into tower aggro range

  • Trade aggressively at levels 2, 4, and 6 during freeze states

  • Pull 1-2 enemy minions into tower range while maintaining 3-4 minion freeze threshold

Step-by-Step Execution Guide

Phase 1: Setup (0-5 Minutes)

  1. Clear first wave by 0:30 for lane priority

  2. Secure River Sprite pairs between last-hits (126 gold/60 seconds until 4:00)

  3. Maintain 3-4 enemy minion freeze near tower

  4. Last-hit enemy minions just as they'd die to yours

  5. Allow enemy minions to kill 1-2 of yours to maintain freeze

  6. Plan waves 10 seconds ahead

  7. Target mage minions for max experience

Phase 2: Building Momentum (5-10 Minutes)

  1. Release freeze 30-45 seconds before major objectives by clearing all enemy minions

  2. Ward rivers 30-45 seconds before objectives spawn

  3. Freeze lanes 60-90 seconds before Dragon to build 2-3 wave accumulation

  4. Force enemies to choose: defend tower or contest objective

Phase 3: Game-Ending Push (10-15 Minutes)

  1. Secure first tower at 10:00-12:00 using economic lead

  2. Continue wave manipulation in side lanes while grouping mid

  3. Establish multiple slow pushes simultaneously

  4. Coordinate for inhibitor destruction and super minion waves

Minion Count Thresholds

Honor of Kings guide to minion count thresholds and tower damage in slow push

  • 1 wave (7 minions): Minimal tower damage

  • 2 waves (14+ minions): Forces response, clearable by one champion

  • 3+ waves (21+ minions): Genuine tower-taking threat, requires multiple defenders

Optimal: 18-21 minions (2.5-3 waves) including at least one siege minion

Optimal Timing Windows

Early vs Mid Game Opportunities

Early game (0-5 min):

  • Focus: economic denial and experience advantages

  • Pre-4:00 freeze generates 150-200 gold leads

  • Denies 20-30 gold per missed wave

Mid game (5-10 min):

  • Focus: objective-focused wave manipulation

  • Release before Dragon at 7:30

  • Shift from personal to team-wide advantages

Late early game (10-15 min):

  • Focus: game-ending structure destruction

  • Multiple slow pushes across lanes

  • Convert advantages into rapid closure

Coordinating with Objectives

Tyrant (4:00):

  • Release pre-4:00 freeze 30-45 seconds before spawn

  • Forces choice: defend towers or contest Tyrant

Dragons (3:30, 7:30, 11:30):

  • Freeze 60-90 seconds before spawn

  • Release to crash as objective becomes contestable

  • Dual pressure generates advantages regardless of response

15-Minute Power Spike

  • Accumulated gold leads = completed core items

  • 150-200 gold advantages every few minutes = two-item power spike vs 1.5 items

  • Tower destruction bonuses compound advantages

  • Psychological impact forces desperate plays

Slow Push vs Fast Push vs Freeze

Honor of Kings comparison: slow push vs fast push vs freeze strategies

When to Choose Each

Slow push:

  • You have lane priority

  • Want pressure while rotating to objectives

  • Applies continuous pressure after leaving lane

Fast push:

  • Need immediate tower damage

  • Rapid lane clearing before rotations

  • Dragon spawns in 15 seconds

Freeze:

  • Want to deny farm while staying safe

  • Against aggressive opponents or when behind

  • Prevents overextension deaths

Combining Techniques

Double wave stacking:

  1. Freeze first wave near tower

  2. Allow second wave to join

  3. Release both simultaneously

  4. Creates 14+ minion waves in ~60 seconds vs 90 seconds

Multi-lane coordination:

  • Freeze your lane while teammates slow push sides

  • Release all waves simultaneously

  • Enemies can't defend multiple lanes

Role-Specific Applications

Fighters and Sidelane Specialists

  • Establish early freezes for gold leads

  • Use item advantages to pressure towers mid-game

  • Maintain constant slow push during teamfight setups

  • Teleport-equipped: build slow push one side, teleport opposite lane when enemies rotate

Mid Lane Mages

  • Fast push mid to create roam windows

  • Coordinate with sidelane slow pushes

  • Use wave clear advantage to build pushes quickly, then roam

  • Ward enemy jungle before establishing slow pushes

Supports

  • Ward rivers 30-45 seconds before objectives

  • Roam to opposite lane when carry has accumulated wave

  • Position to intercept enemy engages during aggressive setups

  • Provide peel during wave manipulation

Junglers

  • Path toward lanes with established slow pushes

  • Position nearby to counter ganks

  • Counter-jungle when lanes have slow push pressure

  • Ensure sidelaners release pushes 30-45 seconds before objectives

Advanced Pro Techniques

Double Wave Stacking Method

  1. Freeze first wave (3-4 minion maintenance)

  2. Allow second wave to arrive and join

  3. Release both by clearing all enemy minions

  4. Creates 14+ minions in 60 seconds

  5. Release 30-45 seconds before objectives

Vision Control

  • Ward rivers 30-45 seconds before objectives

  • Deep wards at jungle entrances provide 5-10 second advance warning

  • Clear enemy wards before establishing freezes

  • Deny enemy vision around slow push lanes

Recall Timing

  • Recall immediately after releasing accumulated waves

  • Push into enemy tower, recall while minions tank shots

  • Never recall during freeze maintenance

  • Recall 60-75 seconds before major objectives

Backdoor Opportunities

  • Multiple slow pushes force enemy splits

  • If three enemies defend one wave, teleport to opposite lane

  • Take undefended structures

  • Inhibitor destruction creates permanent super minion pressure

Common Mistakes to Avoid

Pushing Too Early

❌ Clearing waves immediately without setup ✅ Maintain 3-4 enemy minion freeze for 60-90 seconds before releasing

Ignoring Map Awareness

❌ Extending without vision or tracking enemies ✅ Check minimap every 3-5 seconds, retreat within 1-2 seconds if enemies missing

Poor Team Coordination

❌ Building perfect waves while team ignores pressure ✅ Ping wave timing, communicate objective contest timing

Misconceptions

  • Wave management only matters in pro play → Works at all skill levels

  • Requires perfect mechanics → Core principles involve decision-making and timing

  • Only works in sidelanes → Every lane benefits from proper manipulation

Countering Enemy Slow Push

Wave Clear Heroes

  • Draft heroes with strong AoE abilities

  • Save wave clear abilities for accumulated waves (20 minions vs 7)

  • Build items with area damage or attack speed

Contest vs Trade

Contest when:

  • Wave threatens inhibitors

  • Team lacks objective contest capability

Trade when:

  • Dragon buff > tower damage

  • First tower gold (~300) < Dragon (permanent stats)

Defensive Positioning

  1. Position behind tower range

  2. Let tower damage minions first

  3. Clear ranged minions first (higher DPS to towers)

  4. Ward before approaching to detect ambushes

Measuring Success

Tower Damage Per Wave

  • 7 minions: 1,500-2,000 damage

  • 14 minions: 3,500-4,500 damage

  • 21 minions: 5,000+ damage (destroys full-health outer towers)

  • Target: 8,000+ tower damage by 15 minutes

Gold and Experience Advantages

  • Pre-4:00 freeze: 150-200 gold lead

  • Three frozen waves: 60-90 gold differential

  • Level advantage: 0.5-1.0 levels by 4:00

  • CS differential: 15-20 CS lead by 10 minutes (300-400 gold)

Win Rate Improvement

  • Typical improvement: 5-10% in primary roles

  • Slow push execution games: 60%+ win rate

  • Standard games: 45-50% win rate

  • Sidelane fighters: 8-12% improvement

  • Supports: 3-5% improvement

Ranked Match Implementation

Communication with Random Teammates

  • Ping Attack on waves 30 seconds before objectives

  • Ping Retreat when teammates should avoid clearing freeze

  • Push top lane while establishing bot slow push

  • Group for Dragon after releasing waves

Team Composition Adaptation

Poke comps: Accumulated waves provide minion shields during siege Teamfight comps: Force engagements on clustered defenders Split push comps: Multi-lane slow pushes create impossible defenses

Rank-Specific Considerations

Diamond-Legend:

  • Opponents often ignore wave manipulation

  • Focus on personal execution

  • Free advantage generation

Mythic:

  • Requires sophisticated execution

  • Combine with superior vision and map awareness

  • Demand team coordination for multi-lane pressure

FAQ

What is a slow push in Honor of Kings? Wave manipulation maintaining 3-4 enemy minions near your tower to accumulate larger waves that crash into enemy structures, generating 150-200 gold leads and enabling 10-12 minute first tower captures.

How long does it take to build a slow push wave? 60-90 seconds to accumulate 2-3 waves (18-21 minions). Double wave stacking reduces this to ~60 seconds.

When should you start a slow push? 60-90 seconds before major objectives (Dragons at 3:30, 7:30, 11:30 or Tyrant at 4:00), release 30-45 seconds before objective spawns.

What's the difference between slow push and fast push? Slow push accumulates minions over 60-90 seconds for maximum tower damage and sustained pressure. Fast push clears waves in seconds for rapid rotations but minimal tower damage.

How many minions for effective slow push? 18-21 minions (2.5-3 waves) including at least one siege minion for 5,000+ structure damage.

Why does slow push help end games at 15 minutes? Generates 150-200 gold leads, enables 10-12 minute first towers (62% higher tower damage), establishes map control for two-item power spikes by 15 minutes vs opponents' 1.5 items, creating decisive combat advantages.


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