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Gold, experience and lane pressure

One minion can give gold and XP to different players.

The final hit normally decides who receives gold. Nearby champions receive shared experience whether they attacked the minion or not. Support-item charges add a specific gold-sharing exception.

Summoner's Rift with three minion lanes TopSolo waveMidSolo waveBotShared lane

Follow one minion

Its rewards travel down separate paths

Death triggers both checks at once. The final hit decides ordinary gold; distance decides experience.

Minion diesTwo reward checks begin
Gold checkWho landed the final hit?Ordinary gold goes to that champion.
XP checkWho is standing close enough?Every eligible nearby ally receives the relevant share.
Support exceptionWas Shared Riches valid?Support gains quest gold and the nearest ally receives normal minion gold.

The direct answer

If Support kills a minion, what does Bot receive?

Check gold and experience separately. They are not awarded by the same rule.

Ordinary last-hitGold goes to the last hitter

If Support takes a normal minion without a valid support-item charge, Support receives the last-hit gold and Bot normally does not.

Nearby when it diesBoth champions share XP

If Bot and Support are both in experience range, each receives the two-player shared amount. Who landed the final hit does not change that split.

Only Bot nearbyBot receives solo XP

If Support is outside experience range when the minion dies, Bot receives the one-player amount. That does not automatically make roaming the correct play.

Bot lane partnership

Support should not compete with Bot for the wave

Protect the carry's income
1Normal minionLeave the last-hit to Bot

Help control the wave without taking the final hit. Attacking can still be useful when both players deliberately want to push.

2Shared Riches availableSupport may execute the minion

With an ally nearby, consuming the charge gives Support quest gold and grants the nearest allied champion the minion's normal last-hit gold.

3Prepare a recall or objectiveHelp Bot push the wave

Damage minions quickly but let Bot collect final hits where possible. Stop hitting when the desired crash is secured.

4Bot is absentSave farm that would otherwise disappear

Last-hit minions that would die to the turret or opposing wave before Bot returns. Do not erase a safe freeze without a reason.

Take it

A Shared Riches charge is ready, Bot is nearby, or the minion would otherwise be lost.

Help damage it

The pair is intentionally crashing, racing for level two, recalling or moving to an objective.

Leave it

Bot can safely last-hit and the lane does not need to be pushed faster.

Read the wave

Four minion jobs

Values and wave frequency can change by patch and queue. The visual role of each minion remains useful.

MeleeMeleeMelee
Travels down lane
CasterCasterCasterCannonScheduled waves
MFront lineMelee minion

Absorbs early damage at the front of the wave. Three normally begin each early standard wave.

CBack lineCaster minion

Deals ranged damage from behind the melee line. Clearing casters quickly changes which wave wins.

SHigh-value siege unitCannon minion

Worth more gold than a normal minion and has special turret interactions. The first cannon now arrives on wave three.

SPOpen-inhibitor pressureSuper minion

Joins every wave in a lane while the opposing inhibitor is destroyed under the current 2026 rules.

Choose the wave state

Do not hit minions without knowing the intended result

The right choice depends on safety, recalls, objectives and where both Junglers may be.

1Collect onlyLast-hit

Deal the final damage as late as practical. This avoids pushing faster than necessary.

Use when the current position is safe and no fast move is required.
2Hold near safetyFreeze

Keep an opposing minion advantage alive outside your turret so the meeting point stays on your side.

Do not let the remaining enemy minions enter turret range.
3Build a larger waveSlow push

Remove fewer enemy minions so your surviving waves stack together.

Useful before a recall, roam or pressure play when there is time.
4Move it nowFast push and crash

Clear quickly until your minions reach the opposing turret.

Creates a short window to recall, ward, roam or attack a structure.

When an inhibitor falls

Super minions create time pressure, not a guaranteed win

Push the open lane far enough to demand an answer, then use that defender's absence around another lane, Baron, dragon or vision line.

Open the full inhibitor plan
  1. 1Clear safely when defendingProtect Nexus access before walking into unwarded jungle.
  2. 2Avoid sharing every super waveAssign suitable waveclear while the rest of the team contests the map.
  3. 3Track the inhibitor returnThe automatic super-minion pressure stops when the inhibitor respawns.

Quick answers

Minion questions players ask in lane

Open an answer without losing your place in the wave guide.

Does Bot get XP if Support kills the minion?

Yes, if Bot is within experience range. The final hit decides ordinary gold; proximity decides XP.

When should Support take a minion?

Use a valid Shared Riches charge with an ally nearby, collect farm that would otherwise vanish, or help complete a deliberate push. Otherwise, leave the ordinary last-hit to Bot.

What is the difference between a freeze and a crash?

A freeze holds the meeting point near your side without letting the wave enter turret range. A crash clears quickly so your minions reach the opposing turret.

When do super minions appear?

They join waves in the affected lane while the opposing inhibitor is destroyed, then stop when that inhibitor respawns.

Patch-aware references

Official Riot sources

Patch 26.1Current minion XP shares, values, wave timing and role questsSupport quest rulesShared Riches and nearest-ally minion gold2026 gameplay previewFaster waves and super minions on every open-inhibitor wave