Glossary
The words League of Legends players use, from ADC and aggro to wave management and zone, explained in a line each.
League has its own vocabulary, and most of it is never explained in the client. Here is what players mean.
A to K
- ADC
- Attack damage carry: the ranged champion in the bot lane, usually a marksman.
- Aggro
- The attention of a turret, minion or monster. "Taking aggro" means becoming its target.
- All-in
- Committing every ability and summoner spell to kill a target, with no way back out.
- AoE
- Area of effect: an ability that hits everything in a zone rather than one target.
- AP
- Ability power, the stat most magic abilities scale with. Also short for a champion built around it.
- Auto
- A basic attack, short for auto-attack.
- Backdoor
- Destroying structures while the enemy team is busy elsewhere, often without minions.
- Bait
- Showing a tempting target to draw enemies into a trap.
- Bounty
- Extra gold on a champion or objective. See gold and experience.
- Buff
- A positive effect on a unit, or a balance change that makes something stronger.
- Burst
- Dealing a large amount of damage in a very short time.
- Cannon
- The siege minion that joins every few waves. Worth more gold than the others.
- Carry
- The player expected to deal most of the team's damage and win the game late.
- CC
- Crowd control. See crowd control.
- Cheese
- An unusual early strategy meant to catch the enemy off guard.
- Comp
- Team composition: the five champions a team picked and how they fit together.
- Counter
- A champion or item that is strong against another one.
- CS
- Creep score: minions and monsters killed. The main measure of farm.
- Dive
- Attacking an enemy who is standing under their own turret.
- Engage
- Starting a fight, usually with crowd control from a tank or support.
- Execute
- Damage or an effect that kills outright below a health threshold.
- Farm
- Killing minions and monsters for gold and experience.
- Feeding
- Dying repeatedly and giving the enemy gold and experience.
- Flash
- The blink summoner spell almost every champion takes.
- Focus
- Several players attacking the same target.
- Freeze
- Keeping the minion wave near your turret by last hitting only, so the enemy must overextend to farm.
- Gank
- A jungler or roaming laner arriving in a lane to catch an enemy out.
- GG
- Good game. Said at the end, or early when a player thinks the result is decided.
- Hard CC
- Crowd control that stops all actions, such as a stun.
- Invade
- Entering the enemy jungle to fight or steal camps.
- KDA
- Kills, deaths and assists, and the ratio (kills + assists) ÷ deaths.
- Kite
- Attacking while walking away so a melee enemy can never reach you.
L to Z
- Last hit
- Landing the killing blow on a minion, the only way to get its gold.
- Leash
- Helping the jungler with their first camp before going to lane.
- Lethality
- Flat armor penetration. See damage and mitigation.
- Meta
- The champions, items and strategies currently considered strongest.
- Nerf
- A balance change that makes something weaker.
- Objective
- Anything on the map worth taking besides kills: turrets, drakes, Voidgrubs, Herald, Baron.
- Off-tank
- A fighter durable enough to take some of the tank's job.
- OOM
- Out of mana.
- Peel
- Protecting a teammate by pushing, slowing or stunning the enemies attacking them.
- Poke
- Chipping enemies from range before a fight, without committing to one.
- Power spike
- The moment a champion becomes much stronger: a level, an item, an ultimate.
- Proxy
- Farming a wave behind the enemy's turret, between their turrets and base.
- Push
- Killing a minion wave quickly so it moves towards the enemy turret.
- Recall
- Channelling back to your base. Interrupted by damage.
- Roam
- Leaving your lane to help another one.
- Scaling
- How much stronger a champion gets with levels and items. A late-game champion scales well.
- Skillshot
- An ability aimed at a spot that can be dodged, rather than one that locks on.
- Slow push
- Letting your minion wave build up slowly so it crashes into the turret as a large wave.
- Snowball
- Turning an early lead into a bigger and bigger one.
- Split push
- Pushing a side lane alone while the team holds elsewhere, forcing the enemy to answer.
- Squishy
- A champion with little health or resists.
- Sustain
- Healing or regeneration that lets a champion stay in lane or a fight longer.
- Tank
- A durable champion who absorbs damage and starts fights.
- Teamfight
- A fight involving most or all of both teams.
- Tower dive
- Killing an enemy under their own turret. Same as dive.
- Trade
- Exchanging damage with your lane opponent, ideally taking less than you deal.
- Wave
- A group of minions sent down a lane together.
- Wave management
- Controlling where the minion wave meets: freezing, slow pushing or crashing it.
- Zone
- Threatening an area so the enemy cannot walk into it to farm or contest an objective.
Read next
- Crowd controlEvery kind of crowd control, what each one stops you doing, and how tenacity and cleanse effects interact with them.
- Roles and positionsThe five positions on Summoner's Rift, what each one is responsible for, and how the 2026 role quests reward playing them.
- Gold and experienceWhere gold and experience come from, how last hitting, bounties and shared experience work, and why farm matters as much as kills.
Written by LaneDojo · not endorsed by Riot Games