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.

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Written by LaneDojo · not endorsed by Riot Games