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📖 Glossary

New to ranked? Every term you need to understand the game — explained simply with real examples.

43 terms

AD

💥 Damage Types

Attack Damage. The stat that increases the damage of basic attacks and many physical abilities. Champions who deal AD damage are countered by Armor.

💡 Example

Garen, Darius, and Caitlyn all deal primarily AD damage. Build Plated Steelcaps or Bramble Vest against them.

AP

💥 Damage Types

Ability Power. The stat that increases the damage of magic abilities and spells. Champions who deal AP damage are countered by Magic Resist (MR).

💡 Example

Lux, Ahri, and Syndra deal AP damage. Build Mercury's Treads or Banshee's Veil against them.

True Damage

💥 Damage Types

Damage that ignores all resistances — both Armor and Magic Resist. There is no item that reduces true damage, making it extremely dangerous.

💡 Example

Vayne's Silver Bolts, Fiora's Vitals, and Cho'Gath's Feast all deal true damage. Building armor or MR won't help.

Hybrid Damage

💥 Damage Types

A champion that deals both AD and AP damage. Building only one type of resistance won't fully protect you — you need both, or just stack health.

💡 Example

Corki, Jax, and Kayle deal hybrid damage. Rather than buying pure armor or pure MR, build health items and adaptive defences.

On-hit

💥 Damage Types

Damage triggered by basic attacks that applies special effects on each hit. On-hit damage often scales with max health, meaning tanks take significant damage too.

💡 Example

Kog'Maw and Vayne deal on-hit damage. Anti-heal (Bramble Vest) and health are more effective counters than flat armor.

Armor

📊 Stats

A defensive stat that reduces physical (AD) damage taken. Each point of armor makes you slightly harder to kill from physical sources.

💡 Example

Plated Steelcaps give bonus armor and reduce incoming auto attack damage. Great against AD champions.

MR

📊 Stats

Magic Resist. A defensive stat that reduces magic (AP) damage taken. The equivalent of Armor but against ability damage.

💡 Example

Mercury's Treads give MR and tenacity. Essential against AP-heavy teams.

Tenacity

📊 Stats

Reduces the duration of crowd control effects like stuns, slows, and silences. Tenacity of 30% means a 1-second stun only lasts 0.7 seconds.

💡 Example

Mercury's Treads provide 30% tenacity. Great when the enemy team has lots of CC.

Ability Haste

📊 Stats

Reduces the cooldown of your abilities, letting you cast them more often. Formerly called CDR (Cooldown Reduction).

💡 Example

With 20 Ability Haste, a 10-second cooldown becomes an 8.3-second cooldown.

Grievous Wounds

📊 Stats

A debuff that reduces healing by 40% (or 60% from some sources). Essential against champions who rely on healing to sustain through fights.

💡 Example

Bramble Vest applies Grievous Wounds on hit. Build it against Aatrox, Dr. Mundo, or Soraka.

Lethality

📊 Stats

A form of Armor Penetration that ignores a flat amount of the target's armor. More effective against low-armor targets like squishies.

💡 Example

Duskblade and Youmuu's Ghostblade give lethality. Assassins use it to one-shot carries.

HP / Health

📊 Stats

Your total health pool. When it reaches zero you die. Building health is effective against mixed damage (both AD and AP) because resistances only protect against one type.

💡 Example

Against a Jax who deals both AD and AP, building Warmog's Armor (pure health) can be better than stacking one resistance.

CC

Crowd Control

Crowd Control. Any ability that limits what an enemy champion can do — including stuns, roots, slows, silences, and more.

💡 Example

Leona has heavy CC: her E roots you, her Q stuns you, and her R stuns in the centre. Always respect high-CC supports.

Stun

Crowd Control

Completely stops an enemy from moving or using abilities for the duration. The strongest form of hard CC.

💡 Example

Blitzcrank's E (Power Fist) knocks you up and stuns you after hooking you in.

Root

Crowd Control

Stops an enemy from moving but still allows them to use abilities. Less powerful than a stun but still very dangerous.

💡 Example

Morgana's Q roots you in place. You can still cast spells, but you can't walk away.

Slow

Crowd Control

Reduces an enemy's movement speed. Doesn't stop them entirely but makes it much easier to chase or escape.

💡 Example

Ashe's passive permanently slows targets she attacks — making her incredibly difficult to run away from.

Silence

Crowd Control

Prevents an enemy from casting abilities but allows them to move and basic attack. Counters ability-reliant champions.

💡 Example

Garen's Q silences you briefly. Use your gap-close before it lands if possible.

Suppression

Crowd Control

The strongest form of CC — completely stops movement and ability use, and cannot be cleansed by regular means. Only QSS (Quicksilver Sash) removes it.

💡 Example

Malzahar's R and Warwick's R suppress their targets. Build QSS if you're being focused by these champions.

Knockup

Crowd Control

Launches an enemy into the air, preventing all actions. Cannot be reduced by tenacity — it always lasts its full duration.

💡 Example

Malphite's R knocks up everyone it hits. Unlike stuns, tenacity does not reduce knockup duration.

Fear

Crowd Control

Forces an enemy to run away from the source of the fear uncontrollably. They cannot control their movement during the fear.

💡 Example

Fiddlesticks and Nocturne can fear enemies. If feared near a wall you'll run into it — stay away from terrain.

Gank

🧠 Game Concepts

When the jungler (or another ally) leaves their lane or jungle to attack an enemy laner alongside you. Successful ganks create kills, summoner spell burns, or map pressure.

💡 Example

If your jungler pings they're coming bot, shove the wave to deny the enemy a reset and set up the gank.

Poke

🧠 Game Concepts

Repeatedly dealing small amounts of damage to an enemy from range to chip away at their health before a fight. Poke champions want to whittle you down then engage when you're weak.

💡 Example

Jayce in cannon form pokes with empowered Shock Blasts. Don't engage unless you're healthy — his poke will chunk you in a full fight.

Burst

🧠 Game Concepts

Dealing a large amount of damage in a very short time — ideally before the target can react. Burst champions aim to kill quickly rather than sustain damage over a long fight.

💡 Example

LeBlanc is a burst assassin. She wants to kill you in one combo. Stacking health and a Stopwatch gives you a chance to survive.

Sustain

🧠 Game Concepts

The ability to restore health during or after fights, either through healing abilities, lifesteal, or shields. Sustained champions become harder to kill the longer a fight goes.

💡 Example

Aatrox sustains through his Q hitting sweet spots. Anti-heal (Bramble Vest) is the primary counter.

Kite

🧠 Game Concepts

Moving away from an enemy while continuing to deal damage — typically by attacking and then moving between auto attacks. Kiting is how ranged champions fight melee champions.

💡 Example

Caitlyn kites by auto-attacking then immediately moving away. Melee champions need to close the gap with dashes or CC to fight her.

Wave Management

🧠 Game Concepts

Controlling the minion wave to create advantageous situations. Freezing keeps the wave near your tower for safety. Shoving pushes the wave to the enemy tower to deny gold and set up roams.

💡 Example

Before recalling, shove the wave under the enemy tower so they miss minions while you're gone.

Power Spike

🧠 Game Concepts

A specific level, ability unlock, or item completion where a champion becomes significantly stronger. Knowing enemy power spikes helps you avoid fighting them at their strongest.

💡 Example

Kassadin spikes at Level 6 when he unlocks Riftwalk. Play aggressively before 6, then respect his mobility.

Roam

🧠 Game Concepts

Leaving your lane to help another lane or secure objectives. Roaming champions create pressure across the map but risk losing lane priority.

💡 Example

After pushing the wave under the enemy tower, a mid laner might roam bot to help their ADC. Ping your team when the enemy laner is missing.

All-in

🧠 Game Concepts

Committing fully to a fight, using all abilities with the intention to kill. Going all-in means you can't easily disengage — only do it when you're confident you can win.

💡 Example

Darius all-ins by using E to pull you in, then spinning and building Hemorrhage stacks. Never all-in Darius when he already has passive stacks.

Trade

🧠 Game Concepts

A short exchange of damage between two champions. Short trades are quick engagements where both sides deal damage and back off. Extended trades last longer and favour certain champion types.

💡 Example

Darius wins extended trades. Take short trades against him — deal damage quickly and back off before his bleed stacks.

Freeze

🧠 Game Concepts

Keeping the minion wave near your own tower by last-hitting while letting enemy minions push slightly. Freezing denies the enemy safe farm and makes them vulnerable to ganks.

💡 Example

If you're ahead, freeze the wave near your tower to force the enemy to overextend for farm — making them easy gank targets.

CS

🧠 Game Concepts

Creep Score. The number of minions and monsters you've last-hit for gold. CS is the primary source of gold in lane — a few missed CS can mean missing an item spike.

💡 Example

10 CS is roughly equal to 1 kill in gold value. Consistent CS is more reliable than chasing kills.

Lane Priority

🧠 Game Concepts

Having pushed the wave and being free to roam, contest objectives, or help teammates. You have lane priority when your wave is shoved and your opponent is stuck farming.

💡 Example

If your wave is pushed and you have lane priority, you can roam mid or contest a Dragon without falling behind on CS.

Assassin

Champion Types

A champion built to quickly eliminate single targets with burst damage before escaping. Assassins are strong against isolated or immobile carries but weak in extended fights.

💡 Example

Zed and Katarina are assassins. They want to find you alone, burst you in one combo, and escape before your team responds.

Tank

Champion Types

A durable frontline champion built to absorb damage and protect teammates. Tanks have high health and resistances but deal less damage than other roles.

💡 Example

Malphite and Ornn are tanks. They engage fights, absorb CC, and create space for their carries to deal damage safely.

Juggernaut

Champion Types

A melee champion that is both durable and deals high damage, but has limited mobility. Juggernauts dominate extended fights but struggle to engage or disengage.

💡 Example

Darius and Nasus are juggernauts. Kite them — their lack of mobility is their biggest weakness.

Mage

Champion Types

An AP champion who deals damage through abilities rather than auto attacks. Mages typically have high burst or sustained ability damage and use mana as a resource.

💡 Example

Lux and Syndra are mages. They deal AP damage — build Magic Resist against them.

Marksman / ADC

Champion Types

A ranged carry who deals sustained physical damage through basic attacks. ADC stands for Attack Damage Carry. Marksmen are weak early but become very strong with items.

💡 Example

Caitlyn and Jinx are marksmen. They need protection early but scale into powerful late-game carries.

Support

Champion Types

A champion whose role is to help teammates rather than carry damage. Supports provide healing, shielding, crowd control, or vision control.

💡 Example

Lulu shields and buffs her carry while Thresh hooks and creates picks. Both are supports with different playstyles.

Skirmisher

Champion Types

A melee fighter who excels at short, intense duels. Skirmishers are strong in small fights and side lanes but can struggle in large teamfights.

💡 Example

Fiora and Jax are skirmishers. They want 1v1 or 2v2 situations — avoid duelling them without backup.

QSS

🛡 Items

Quicksilver Sash. An item with an active that removes all debuffs from yourself — including suppression, which cannot be cleansed any other way. Builds into Mercurial Scimitar.

💡 Example

Build QSS against Malzahar, Warwick, or Mordekaiser. Their ultimates suppress or isolate you — QSS is your escape.

Stopwatch

🛡 Items

A cheap item with a one-time use that puts you in stasis (untargetable and invulnerable) for 2.5 seconds. Can be used to dodge burst combos. Builds into Zhonya's Hourglass.

💡 Example

Use Stopwatch to survive an Zed or Fizz all-in. Activate it when you see their ultimate land — the damage triggers on the way out of stasis.

Anti-heal

🛡 Items

Items that apply Grievous Wounds, reducing enemy healing by 40–60%. Essential against champions who rely on healing to survive fights.

💡 Example

Bramble Vest (tank/melee) and Executioner's Calling (ranged) both apply anti-heal. Build them early against Aatrox, Soraka, or Dr. Mundo.

⚡ Knowledge is power. The more you know, the less you feed.