We were all new to the Rift at one time or another. If you haven’t quite learnt your GLHF from your KYS, this League of Legends terminology guide is for you.
Jumping into any MMO requires a wealth of vocabulary that takes time to pick up. League of Legends isn’t exempt.
Thankfully, Final Kill has your back. This guide will teach you everything you need to know to conquer the League of Legends chat system and set you on your way to conquering the leaderboards too.
League of Legends terminology
AD: Attack damage.
AD carry/ADC: Attack damage carry. The summoner goes to the botlane. Marksmen are usually used to play this role.
AFK: Away from keyboard; not active in game.
AFK Farming: Farming while not contributing to the team effort of winning the game.
Aggro: To aggravate an enemy, whether player or mob.
Animation: The time it takes for a player to cast an ability or auto-attack to be casted and its appearance. It differs from spell to spell and affects the reactions of players.
AoE: Area of Effect. Spells and item passives or actives can have area of effect damage or crowd control which implies they spread to the immediate vicinity of the point they are casted.
AP: Attack power.
Aram: A type of game-mode that means All Mid All Random. Often used to describe situations where teams group as five in a lane and fight each other.
AS: Attack speed.
Assassin: A champion type that can kill enemies quickly; they play around stealth and ambushes.
Babysitting: Repeatedly ganking a specific lane.
Back: The process of recalling or returning to your own base; also backing off a fight.
Backdoor: Taking down the opponent’s nexus unnoticed, while the nexus is undefended.
Backdoor Bonus: Enemy towers and structures become more vulnerable to attacks when your minions are around.
Bait: Tricking your opponent into thinking he has an advantage, so that he falls in a trap.
Baron Nashor: A powerful monster that spans on Summoner’s Rift after 20 minutes and if slain provides your team with a powerful buff.
Blind Pick: A mode of picking champions; it might also refer to picking a champion in a role before knowing the corresponding champion of the enemy team.
BM: Bad manners; Acting cocky in game or in chat.
Bruiser: A champion that starts off the game with both physical damage and tankiness.
Buff: One of 2 Epic Monsters in the jungle; each offers a different reward and has different strengths. Also, the process of making a champion stronger by adjusting in-game numbers.
Burst: Dealing lots of damage in a short time interval. Similar to nuke.
Camp: One of the places in the jungle of Summoner’s Rift where a jungler can fight neutral monsters to gain gold and experience.
Camping: Waiting in brush in order to repeatedly gank. Similar to babysitting.
Carry: Being responsible for winning a game through a very good performance.
CC: Crowd Control. This can include various effects such as being unable to do anything (stun), being immobile (root), being slowed (slow) and being unable to cast spells (silence).
CDR: Cooldown Reduction. One of important stats, especially mages. Reduces the cooldown of all champion abilities by the given percentage.
Chain CC: The process of layering crowd control in a timely manner so that at the end of one effect, the next effect is applied.
Cheese: An unexpected strategy that if known can be countered but because it is unexpected it succeeds and gives great advantages. Early ganks, invades etc. are cheese strategies.
Clear: Usually refers to the act of killing monsters of the jungle; clearspeed is an important aspect of jungle champions.
Counter jungling: Invading the enemy jungle in order to steal monsters from the enemy jungler.
Creep-Block: When minions interact with champions in such a way so that they block their path.
CS: Creep score, referring to the number of minions killed.
DC: Disconnected. A player that is disconnected automatically returns to the fountain.
Dive: An attack on enemy champions under tower; this makes it significantly harder to pull off, especially in the early levels.
Face Check: Entering territory (usually bushes) that you don’t have vision of, risking getting caught by the enemy team.
FB: First blood. The first kill of the game that gives 400 gold to the summoner that gets it.
Feeding: Intentionally getting killed by your opposition. This can result in a ban.
First Tower Bonus: A gold bonus that is split among the team that takes down the first turret of the map.
Freeze: Manipulating the wave so that it remains stationary near to your tower but not within its attack range. This makes your farming safer and it forces your opponent to overextend in order to get to the minions.
Gank: Getting into a lane and trying to use a number’s advantage to get a kill on the opponents; mostly attempted by junglers.
GG: Good game.
GGWP: Good game, well played.
GLHF: Good luck, have fun.
Harass: The act of dealing damage to an opponent; it restricts his choices and applies pressure on them.
Hypercarry: A champion that has the potential to deal a lot of damage when he has a lot of gold, usually in the lategame.
Inhib: Inhibitor. Each lane has an inhibitor and breaking it makes your minion waves stronger since Super Minions start spawning.
Initiation: Starting a fight, engaging on the enemy champions.
Juke: The act of dodging an enemy ability or spell.
Jungler: This role is mostly centered around killing neutral monsters in the jungle and helping lanes.
KDA: Kills/Deaths/Assist. It is the ratio of the sum of kills and assists over the deaths of a summoner. This stat gives some indication of how a player has performed.
Kite: The act of using a range advantage to damage an enemy that has lower range, while also maintaining your distance from him.
KYS: Kill yourself. The preferred insult of League of Legend’s toxic few.
Leash: Help that a jungler gets in his first clear of the jungle from his laners.
Mage: A champion type that usually deals a lot of damage. A mage’s style of play is centered around his spells.
Map Control: Having an advantage that restricts the actions of the opposing team; this can mean more vision, better control around objectives, gold lead etc.
Mia: Missing In Action. A phrase that means that the opposing laner is missing from his lane and might impact other parts of the map.
Mid: One of the solo lane in league of legends; one can find mostly mages and damage dealers there.
Mid laner/APC: Ability power carry. As the name suggests, this role is played in the mid lane. However, the mid laner can roam depending on where help is needed.
Meta: The term meta refers to what champions, strategies and items are considered popular/optimal in a given moment in time.
Melee: Champions or minions that have a very short auto-attack range.
Nerf/Nerfed: The act of tuning down a champion by changing in-game numbers (either affecting his abilities, his items or other parts of the meta in general).
Nuke: The act of killing or dealing a lot of damage to an enemy in a short amount of time.
Objective: A crucial point in the map that players need to defend or attack. Turrets and drakes are some prime examples.
OOM: Out of mana.
OTP: One-trick-pony; Summoners that play only 1 champion, especially in ranked.
Peel: The act of protecting an important member of the team; it can be achieved by healing, crowd controlling aggressors or killing aggressors.
Poke: Dealing long-range damage.
Proxy: Pushing a wave that has not walked past all of the opponent’s turrets.
Push: Killing off the enemy minions faster than your opponent, so that your minions approach the enemy base.
Rage: When a player becomes visibly angry with the game.
Ranged: Champions or minions that have a long auto-attack range; in general any ability that does not require the caster to be close to his target.
Resistance: Armor and Magic resistance; 2 types of stats that reduce incoming physical or magical damage.
Rotation: A movement around the map so that resources can be allocated in the best way to players and objectives can be defended.
Scaling: The process of getting stronger by acquiring items and getting later in the game; applies especially to champions that are inherently better later on in the game.
Snipe: Dealing a killing blow from a great distance.
Snowball: Push your advantage very quickly and consequently ending the game fast.
Splitpush: The act of sending a champion or 2 to push in another lane while the rest are grouped together.
Squishy: Having little health and low resistances.
Support: The position that is responsible to lane with and help the marksman in the botlane.
Tank: A champion that has high health and high resistances so that he can take a lot of damage.
Teamfight: A fight that involves (almost) all the champions in the game.
Throw: The act of losing a game through a mistake, either α mechanical misplay or a wrong decision.
Tenacity: A stat that reduces various forms of crowd control.
Toxic: A badly behaved player that negatively effects the game for others.
Zoning: Restricting the area your opponents can access by threatening them with a spell or an auto-attack.