VRC.LOL

Beginner reference

League terms, explained

Short, practical definitions for the words used in champion guides, team chat and matches.

Showing all 70 terms.

Roles and map

8 terms

Top

#

The solo lane at the top of Summoner's Rift. Top champions usually need to survive a long lane and often become durable fighters, split-pushers or team front liners.

Also called: Top lane

Jungle

#

The area between lanes. The Jungler defeats neutral monsters for gold and experience, helps lanes, controls vision and contests major objectives with Smite.

Also called: Jungle role

Mid

#

The short solo lane through the centre of the map. Mid champions often clear minion waves quickly and can reach either side of the map.

Also called: Middle lane

Bot

#

The lower lane, usually occupied by a sustained-damage carry and a Support. Bot is also commonly called ADC, although not every Bot champion is a traditional marksman.

Also called: Bottom lane, ADC

Support

#

The Bot-lane partner who earns income through a support item instead of taking most minions. Supports protect allies, start fights, control space and place vision.

Also called: Support role

Lane

#

One of the three main paths where minion waves travel: Top, Mid and Bot.

Also called: Lane

River

#

The waterway crossing the map between lanes and jungle areas. Dragon, Baron and other neutral objectives are found here.

Also called: River

Side lane

#

Top or Bot, especially after the early laning phase. A player may collect a side-lane wave before returning to their team.

Also called: Side lane

Lane and movement

12 terms

Gank

#

A surprise visit to a lane, usually by the Jungler, to pressure or eliminate an opponent. A good gank needs a reachable target and a nearby ally who can help.

Also called: Ganking

Roam

#

Leaving your usual lane to help another part of the map. Clear or safely position your minion wave first so the move does not cost too much farm.

Also called: Roaming

Rotate

#

Move from one area to another as a team or small group, usually to defend, attack, collect a wave or contest an objective.

Also called: Rotation

Lane swap

#

Two teammates agree to exchange their normal lanes or assigned positions. In queues with assigned positions, trade during champion select so each player receives the intended role quest. A temporary gank, roam or wave cover is not a lane swap.

Also called: Swap lanes, position swap

Lane cover

#

Temporarily defend another lane or collect a wave that would otherwise be lost. Covering does not permanently change your assigned role.

Also called: Cover a wave

Pathing

#

The planned route a player takes across the map. Jungle pathing usually describes the order of camps, lanes and objectives in a clear.

Also called: Jungle path

Clear

#

Defeat a group of minions or jungle monsters. A first clear is the Jungler's opening route through camps.

Also called: Wave clear, jungle clear

Recall

#

Channel the return to base so you can heal and buy items. Damage or certain effects interrupt it.

Also called: Back, base

Lane pressure

#

The ability to make the opposing lane play cautiously. Health, minion position, available abilities and the threat of an engage all affect pressure.

Also called: Pressure

Lane priority

#

Your lane can move before the opponent because your minion wave is controlled and you are not trapped under your turret. Priority helps nearby fights and objectives.

Also called: Priority, prio

Overextended

#

Positioned far from the safety of a friendly turret or team. An overextended player has a longer escape route and may be easier to gank.

Also called: Overextend

Face-check

#

Walk into an unwarded brush or dark area without first checking it safely. This is dangerous because opponents may be waiting there.

Also called: Facecheck

Minions and income

8 terms

Wave

#

A group of lane minions travelling together. Managing the wave changes where players must stand to collect gold and experience.

Also called: Minion wave

Push

#

Damage enemy minions quickly so your wave moves towards the opposing turret.

Also called: Pushing

Freeze

#

Keep the minion wave in roughly the same safe position by controlling how quickly minions die.

Also called: Wave freeze

Crash

#

Move your minion wave fully into the opposing turret. This can create time to recall, roam, ward or attack the turret.

Also called: Wave crash

Farm

#

Collect gold and experience, usually by defeating minions or jungle monsters.

Also called: Farming

CS

#

Creep Score: the number of lane minions and certain monsters a player has last-hit.

Also called: Creep Score, last hits

XP

#

Experience points used to gain champion levels. You can receive lane experience without landing the final hit if you are close enough.

Also called: Experience

Gold

#

The currency used to buy items. Minions, monsters, structures, objectives and champion takedowns can award gold.

Also called: Gold income

Fights and team jobs

14 terms

Trade

#

A short exchange of damage or abilities. A good trade costs the opponent more health or resources than it costs you.

Also called: Trading

All-in

#

Commit most available abilities and movement to try to win a fight or secure an elimination. Leaving may be difficult if it fails.

Also called: All in

Engage

#

Start a fight, usually with movement or crowd control that gives allies a target they can reach.

Also called: Initiate

Disengage

#

Stop or escape a fight using distance, movement, shields, healing or crowd control.

Also called: Disengaging

Peel

#

Protect a teammate by stopping, moving or discouraging enemies who are attacking them. For Blitzcrank, Power Fist can peel an enemy away from a carry.

Also called: Peeling

Crowd control

#

An effect that restricts movement or actions, such as a stun, root, knock-up, silence, slow or fear.

Also called: CC

Follow-up

#

The damage, movement or control an ally contributes after another player starts the action. An engage is poor if teammates cannot follow.

Also called: Follow up

Front line

#

Durable champions who stand between opponents and more fragile teammates, controlling space and absorbing pressure.

Also called: Frontline

Back line

#

Fragile damage or utility champions who usually operate behind their team's front line.

Also called: Backline

Carry

#

A teammate expected to provide a large share of the team's damage or winning pressure. The Bot player is often a carry, but any role can become one.

Also called: Damage carry

Target priority

#

The order in which opponents should be pressured. The best target is usually valuable, reachable and safe for teammates to attack, not simply the lowest-health enemy.

Also called: Focus target

Poke

#

Deal damage from range before committing to a full fight.

Also called: Poking

Burst

#

A large amount of damage dealt in a short time.

Also called: Burst damage

Sustain

#

Healing, shielding or other recovery that lets a champion remain active through repeated damage.

Also called: Lane sustain

Objectives and vision

11 terms

Vision

#

Information provided by wards, allied units and revealed areas. Vision helps the team move without walking blindly into opponents.

Also called: Map vision

Ward

#

A placed unit that reveals an area. The yellow trinket and support items are common ward sources.

Also called: Warding

Fog of war

#

Map areas your team cannot currently see. Opponents inside fog may be hidden.

Also called: Fog

Objective

#

A map target that gives a useful reward, such as a turret, Dragon, Void Grubs, Rift Herald or Baron Nashor.

Also called: Neutral objective

Dragon

#

A neutral monster in the lower river that grants a permanent team bonus. Later dragons can lead to a Dragon Soul.

Also called: Drake

Dragon Soul

#

The permanent elemental reward earned by the first team to defeat four elemental dragons. Its effect matches the Elemental Rift and is added on top of the dragon buffs already collected.

Also called: Soul

Elder Dragon

#

A late-game dragon that begins spawning after a team claims Dragon Soul. Its temporary buff burns damaged enemy champions and can execute targets at low health.

Also called: Elder, Elder buff

Baron

#

Baron Nashor is a powerful late-game neutral monster in the upper river. Its buff strengthens nearby minions and helps a team attack structures.

Also called: Baron Nashor

Smite

#

The Jungler's summoner spell for dealing large damage to monsters. Teams often preserve Smite to secure major neutral objectives.

Also called: Smite control

Invade

#

Enter the opposing jungle to take camps, place vision or pressure the enemy Jungler. Invading is safer when nearby allied lanes can move first.

Also called: Jungle invade

Counter-gank

#

Arrive as the opposing team attempts a gank, turning the fight with an unexpected extra player.

Also called: Countergank

Builds and timing

11 terms

Core build

#

The dependable early group of completed items that supports a champion's normal role. Situational items may replace a later slot when the match demands it.

Also called: Core items

Power spike

#

A moment when a champion becomes noticeably stronger, often after gaining a level, completing an item or unlocking an important ability.

Also called: Item spike

Cooldown

#

The waiting time before an ability, item or summoner spell can be used again.

Also called: CD

Scaling

#

How a champion's strength changes as levels, items and game time increase. A scaling champion generally becomes more effective later.

Also called: Scale

Early game

#

The opening part of a match, focused on first clears, lanes and early objectives. Exact timings vary by match.

Also called: Early

Mid game

#

The stage when players leave their original lanes more often and fight around completed items, structures and neutral objectives.

Also called: Mid-game

Late game

#

The stage when several items are complete and one lost fight can decide major objectives or the match.

Also called: Late

Off-meta

#

A champion, role or build outside its common established use. Off-meta does not automatically mean impossible, but it needs a clear plan and may be less reliable.

Also called: Off meta

Anti-heal

#

Effects that apply Grievous Wounds and reduce healing received. Buy it only when meaningful enemy healing is actually changing fights.

Also called: Grievous Wounds

Armour penetration

#

A stat that lets physical damage ignore some enemy armour. It becomes more useful as opponents build armour.

Also called: Armour pen

Magic penetration

#

A stat that lets magic damage ignore some enemy magic resistance.

Also called: Magic pen

Match flow and shorthand

6 terms

FF

#

Player shorthand for forfeit: asking the team to start or accept a surrender vote. The vote itself is private; another player or companion app should not claim to know how a specific teammate voted.

Also called: Forfeit, surrender vote

Surrender

#

A team vote to end the current match before the Nexus is destroyed. League decides when a vote is available and how many votes are required for the current queue.

Also called: FF, forfeit

Remake

#

An early vote that may end a match when an eligible player failed to connect or remained inactive near the start. A remake is different from a normal surrender.

Also called: Early remake

AFK

#

Away from keyboard: a player who is inactive or not participating. Briefly disconnecting is not automatically proof that somebody intentionally abandoned the match.

Also called: Inactive, away

DC

#

Disconnected: the player has lost connection to the match. The cause is not visible to other players, so a disconnect should not automatically be treated as deliberate.

Also called: Disconnect

GG

#

Good game. Players commonly use it at the end of a match as a brief sign of sportsmanship.

Also called: Good game