
Ranked Placements Explained: How Your First 10 Games Determine Your Rank
You've finally hit level 30 and you're ready to play ranked. But before you jump in, you need to understand placements—t...
January 28, 2026Welcome to Season 16! Use Coupon SEASON16 for a discount off your next purchase! ↑↑↓↓←→←→BA

If you've played a game that lasted longer than 25 minutes in Season 16, you've probably noticed something terrifying.
Taking one Inhibitor now ruins the entire enemy base.
In previous seasons (1-15), taking an inhib meant you got super minions in *that* lane. It was annoying, but manageable. The enemy team could just send their Waveclear Mage (hello Anivia) to hold it, and the other 4 players could stall.
In Season 16, Riot changed the rule in a way that fundamentally breaks the game: Destroying an Inhibitor now spawns a Super Minion in ALL THREE LANES every 3rd wave.
"Wait, what? All three lanes?" Yes. All three lanes.
This change was designed to stop games from stalling out to 50 minutes. And it works. It works a little *too* well. If you are a Top Laner or Split Pusher, this is the single most important macro mechanic you need to abuse to climb out of Emerald.
The "Global Super Wave" (as the pros are calling it) creates impossible map pressure.
Here is the scenario: 1. You are Tryndamere. You split push Top and take the Top Inhibitor at 22 minutes. 2. Usually, the enemy team would just send one person Top and ignore you. 3. Now: Top lane gets Supers every wave (standard). BUT Mid and Bot also get a Super Minion every 90 seconds.
The enemy team cannot turtle. If they group as 5 for a Dragon, their Bot Lane Tier 3 tower will literally die to minions. They *have* to spread out. And when they spread out, you pick them off.
In Season 15, the smurf flowchart was "Get Kills -> Get Baron -> End." In Season 16, the flowchart is "Get Inhib -> Get Baron -> End."
The Global Super Wave breaks their turtle. Here is the Step-by-Step guide on how to abuse it:
Smurfing isn't about fair fights. Look at the scoreboard. Is the enemy Top laner 0/3? Is the enemy Mid laner a squishy mage with no escape? That is your target. Split push that lane relentlessly. Do not group for useless Cloud Drakes. Do not help your team fight over a Scuttle Crab. Your only goal is that Inhibitor.
Once you take the Inhibitor, recall immediately. Do not overstay. Do not try to end the game solo and die. The Global Timer has started. In approx. 90 seconds (3 waves), the side lanes will start pushing automatically. You have started the clock.
Now that all three lanes are pushing into them, force a Baron fight. The enemy team has a binary choice:
It is a lose-lose situation. This is how you close out games in 20 minutes instead of 40.
The huge mistake I see smurfs make is playing for KDA. They get 20 kills on Rengar, but they never touch a tower. They recall to buy items while the enemy inhib is open.
In Season 16, Structure Damage > Champion Damage.
You can be 0/5/0. If you take an Inhibitor, you have done more to win the game than the 10/0 Lee Sin who is chasing kills in the jungle. If you kill their inhibitor, the game plays itself. You can literally AFK farm their jungle while the minions end the game for you.
Mechanics get you to Platinum. Macro gets you to Diamond. If you want to practice this "Inhib Rush" strategy without risking your main's LP (because messing up a split push usually means you die), get a fresh smurf account.
Spam games on champions like Tryndamere, Yorick, or Trundle. Learn exactly how much damage you can deal to a tower before the enemy team collapses. Master the art of the split push.