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Arrr, beginner reference

League articles, explained

Short, practical definitions fer th' words used in champion guides, crew chat and matches.

Showing all 70 articles.

Roles and sea chart

8 articles

Top

#

Th' solo course at th' top o' Summoner's Rift. Top champions most often need to survive a long course and often become durable fighters, split-pushers or crew front liners.

Also called: Top course

Jungle

#

Th' area betwixt lanes. Th' Jungler defeats neutral monsters fer doubloons and experience, helps lanes, controls vision and contests major prizes wit' Smite.

Arrr, also called: Jungle role

Mid

#

Th' short solo course through th' centre o' th' sea chart. Mid champions often clear th' deck minion waves quickly and can reach either side o' th' sea chart.

Also called: Middle course

Bot

#

Th' lower course, most often occupied by a sustained-damage carry and a Support. Bot be also commonly called ADC, although nay every Bot champion be a traditional marksman.

Also called: Bottom course, ADC

Support

#

Th' Bot-course partner who earns income through a support gear instead o' taking most minions. Supports protect crewmates, set sail fights, control space and place vision.

Arrr, also called: Support role

Course

#

One o' th' three main paths where minion waves travel: Top, Mid and Bot.

Also called: Course

River

#

Th' waterway crossing th' sea chart betwixt lanes and jungle areas. Dragon, Baron and other neutral prizes be spotted here.

Arrr, also called: River

Side course

#

Top or Bot, especially after th' early laning phase. A sailor may collect a side-course wave afore returning to their crew.

Also called: Side course

Course and movement

12 articles

Gank

#

A surprise visit to a course, most often by th' Jungler, to pressure or eliminate an foe. A good gank needs a reachable target and a nigh th' ship ally who can lend a hand.

Arrr, also called: Ganking

Roam

#

Leaving yer usual aboard course to lend a hand another part o' th' sea chart. Clear th' deck or safely position yer minion wave first aboard so th' move does nay cost too much farm.

Arrr, also called: Roaming

Rotate

#

Move from one area to another as a crew or small group, most often to defend, attack, collect a wave or contest an prize.

Arrr, also called: Rotation

Course swap

#

Two teammates agree to exchange their normal lanes or assigned positions. In queues wit' assigned positions, trade during champion pick so each sailor receives th' intended role quest. A temporary gank, roam or wave cover be nay a course swap.

Arrr, also called: Swap lanes, position swap

Course cover

#

Temporarily defend another course or collect a wave that would otherwise be lost. Covering does nay permanently change yer assigned role.

Arrr, also called: Cover a wave

Pathing

#

Th' planned course a sailor takes across th' sea chart. Jungle pathing most often describes th' order o' camps, lanes and prizes in a clear th' deck.

Also called: Jungle course

Clear, matey

#

Defeat a group o' minions or jungle monsters. A first aboard clear th' deck be th' Jungler's opening course through camps.

Also called: Wave clear th' deck, jungle clear th' deck

Recall

#

Channel th' return to base so ye can heal and buy gear. Damage or certain effects interrupt it.

Arrr, also called: Back, base

Course pressure

#

Th' trick to make th' opposing course play cautiously. Hull, minion position, available tricks and th' threat o' an engage all affect pressure.

Arrr, also called: Pressure

Course priority

#

Yer course can move afore th' foe because yer minion wave be controlled and ye be nay trapped under yer turret. Priority helps nigh th' ship fights and prizes.

Arrr, also called: Priority, prio

Overextended

#

Positioned far across th' waters from th' safe harbour o' a friendly turret or crew. An overextended sailor has a longer escape course and may be easier to gank.

Arrr, also called: Overextend

Face-inspect

#

Walk into an unwarded brush or dark area without first aboard checking it safely. This be perilous because foes may be awaiting there.

Arrr, also called: Facecheck

Arrr, minions and income

8 articles

Wave

#

A group o' course minions travelling together. Managing th' wave changes where sailors must stand to collect doubloons and experience.

Arrr, also called: Minion wave

Press ahead

#

Damage foe minions quickly so yer wave moves towards th' opposing turret.

Arrr, also called: Pushing

Freeze

#

Keep th' minion wave in roughly th' same seaworthy position by controlling how quickly minions die.

Arrr, also called: Wave freeze

Crash

#

Move yer minion wave fully into th' opposing turret. This can create time to recall, roam, ward or attack th' turret.

Arrr, also called: Wave crash

Farm

#

Collect doubloons and experience, most often by defeating minions or jungle monsters.

Arrr, also called: Farming

CS

#

Creep Score: th' number o' course minions and certain monsters a sailor has last aboard-hit.

Also called: Creep Score, last aboard hits

XP

#

Experience points used to gain champion levels. Ye can receive course experience without landing th' final hit if ye be belay enough.

Arrr, also called: Experience

Doubloons

#

Th' currency used to buy gear. Minions, monsters, structures, prizes and champion takedowns can award doubloons.

Also called: Doubloons income

Fights and crew jobs

14 articles

Trade

#

A short exchange o' damage or tricks. A good trade costs th' foe more booty hull or resources than it costs ye.

Arrr, also called: Trading

All hands attack

#

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

Arrr, also called: All in

Engage

#

Set sail a fight, most often wit' movement or crowd control that gives crewmates a target they can reach.

Arrr, also called: Initiate

Disengage

#

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

Arrr, also called: Disengaging

Peel

#

Protect a teammate by stopping, moving or discouraging enemies who be attacking them. For Blitzcrank, Power Fist can peel an foe astern from a carry.

Arrr, also called: Peeling

Arrr, crowd control

#

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

Arrr, also called: CC

Arrr, follow-up

#

Th' damage, movement or control an ally contributes after another sailor starts th' action. An engage be poor if teammates cannae follow.

Arrr, also called: Follow up

Arrr, front line

#

Durable champions who stand betwixt foes and more booty fragile teammates, controlling space and absorbing pressure.

Arrr, also called: Frontline

Arrr, back line

#

Fragile damage or utility champions who most often operate astern o' their crew's front line.

Arrr, also called: Backline

Carry

#

A teammate expected to provide a large share o' th' crew's damage or taking th' victory pressure. Th' Bot sailor be often a carry, but any role can become one.

Arrr, also called: Damage carry

Arrr, target priority

#

Th' order in which foes should be pressured. Th' best target be most often valuable, reachable and seaworthy fer teammates to attack, nay simply th' lowest-hull foe.

Arrr, also called: Focus target

Poke

#

Deal damage from range afore committing to a full fight.

Arrr, also called: Poking

Burst

#

A large amount o' damage dealt in a short time.

Arrr, also called: Burst damage

Sustain

#

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

Also called: Course sustain

Prizes and vision

11 articles

Vision

#

Ship's intelligence provided by wards, allied units and revealed areas. Vision helps th' crew move without walking blindly into foes.

Also called: Sea chart vision

Ward

#

A placed unit that reveals an area. Th' yellow trinket and support gear be common aboard ward sources.

Arrr, also called: Warding

Fog o' war

#

Sea chart areas yer crew cannae currently see. Foes inside fog may be hidden.

Arrr, also called: Fog

Prize

#

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

Also called: Neutral prize

Dragon

#

A neutral monster in th' lower river that grants a permanent crew bonus. Later dragons can lead to a Dragon Soul.

Arrr, also called: Drake

Arrr, dragon Soul

#

Th' permanent elemental reward earned by th' first aboard crew to defeat four elemental dragons. Its effect matches th' Elemental Rift and be added on top o' th' dragon buffs already collected.

Arrr, also called: Soul

Arrr, elder Dragon

#

A late-battle dragon that begins spawning after a crew claims Dragon Soul. Its temporary buff burns damaged foe champions and can execute targets at low hull.

Arrr, also called: Elder, Elder buff

Baron

#

Baron Nashor be a powerful late-battle neutral monster in th' upper river. Its buff strengthens nigh th' ship minions and helps a crew attack structures.

Arrr, also called: Baron Nashor

Smite

#

Th' Jungler's summoner spell fer dealing large damage to monsters. Teams often preserve Smite to secure major neutral prizes.

Arrr, also called: Smite control

Invade

#

Enter th' opposing jungle to take camps, place vision or pressure th' foe Jungler. Invading be safer when nigh th' ship allied lanes can move first aboard.

Arrr, also called: Jungle invade

Arrr, counter-gank

#

Arrive as th' opposing crew attempts a gank, turning th' fight wit' an unexpected extra sailor.

Arrr, also called: Countergank

Arrr, builds and timing

11 articles

Core loadout

#

Th' dependable early group o' completed gear that supports a champion's normal role. Situational gear may replace a later slot when th' clash demands it.

Also called: Core gear

Arrr, power spike

#

A moment when a champion becomes noticeably stronger, often after gaining a level, completing an gear or unlocking an fit fer th' captain's eye trick.

Also called: Gear spike

Cooldown

#

Th' awaiting time afore an trick, gear or summoner spell can be used again.

Arrr, also called: CD

Scaling

#

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

Arrr, also called: Scale

Early battle

#

Th' opening part o' a clash, focused on first aboard clears, lanes and early prizes. Exact timings vary by clash.

Arrr, also called: Early

Mid battle

#

Th' stage when sailors leave their original lanes more booty often and fight 'round completed gear, structures and neutral prizes.

Also called: Mid-battle

Late battle

#

Th' stage when several gear be shipshape and one lost fight can decide major prizes or th' clash.

Arrr, also called: Late

Arrr, off-meta

#

A champion, role or loadout outside its common aboard established use. Off-meta does nay automatically mean impossible, but it needs a clear th' deck course and may be less reliable.

Arrr, also called: Off meta

Arrr, anti-heal

#

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

Arrr, also called: Grievous Wounds

Arrr, armour penetration

#

A stat that lets physical damage ignore some foe armour. It becomes more booty useful as foes loadout armour.

Arrr, also called: Armour pen

Arrr, magic penetration

#

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

Arrr, also called: Magic pen

Clash flow and shorthand

6 articles

FF

#

Sailor shorthand for forfeit: ask the crew to start or accept a surrender vote. Each vote stays private; no sailor or companion should claim to know a particular crewmate’s choice.

Arrr, also called: Forfeit, surrender vote

Strike the colours

#

A crew vote to end the match before the Nexus falls. League decides when the vote opens and how many votes the current queue requires.

Arrr, also called: FF, forfeit

Remake

#

An early vote that may end a clash when an eligible sailor failed to connect or remained inactive nigh th' set sail. A remake be different from a normal surrender.

Arrr, also called: Early remake

AFK

#

Away from keyboard: a sailor who be inactive or nay participating. Briefly disconnecting be nay automatically proof that somebody intentionally abandoned th' clash.

Also called: Inactive, astern

DC

#

Disconnected: th' sailor has lost connection to th' clash. Th' cause be nay visible to other sailors, so a disconnect should nay automatically be treated as deliberate.

Arrr, also called: Disconnect

GG

#

Good battle. Sailors commonly use it at th' end o' a clash as a brief sign o' sportsmanship.

Also called: Good battle