Build a lane you can leave
0:00–14:00, especially before each recall, river move, or early objective setup; act after a wave crash unless an on-screen allied fight can be changed by immediate arrival.
Prioritize CS, mana, and a wave state that lets you act. Use Threaded Volley to punish approaches while moving, but do not spend every cast on poke if the next wave must be cleared. Worked Ground is a real constraint: if the enemy contests the lane, cast Q on it for the stronger slowing boulder only when the slow creates a trade or disengage; that cast consumes the ground, so otherwise move toward fresh space and preserve the option to use Q normally there. If W is available and E can cover the enemy's escape or dash path, look for a conditional displacement. Crash before recalling or roaming. If behind, take safe XP and CS, keep W/E for their engage, and accept lost priority instead of forcing a bad-wave fight. The 8:00 three-Voidgrub camp is an early map window, not a reason to abandon an unprepared lane.

Annie
Bard
Brand
Fiddlesticks
Heimerdinger
Hwei