LoL Glossary

KDA, vision score, damage share, gank, wave management — the vocabulary you need to evaluate match data and prompt an AI effectively. Skim it before your first analysis session.

KDA
Kills / Deaths / Assists. The most visible match stat, and the most overrated when read alone. Read together with death timing, lane-opponent deltas, and damage share to recover meaning.
CS (Creep Score)
Last hits on minions and monsters. Read as CS/min, not total. Gold-tier laners average 7.5–8.5 CS/min; below that signals a wave-management or matchup issue.
CS per minute
CS / game time in minutes. Length-normalized lane-skill metric. The cleanest single stat for evaluating lane phase; the gap to your opponent is more meaningful than the absolute number.
Damage share
Your portion of team champion damage. ADC and AP carries should hit 28–35%; supports 8–15%. Surfaces contributions that KDA can't see, especially for carries who absorb fight pressure.
Vision score
Combined value from wards placed (weighted by uptime), wards killed, and control wards. Support target 60+; jungle 35–50; solo lanes and ADC 20–35. Placement alone isn't enough — wards have to live.
Control ward
75g placed ward that disables enemy wards in its radius and is invisible until shot. Target 2+ per game minimum, 5+ for supports. Mandatory before drake and baron.
Gank
Jungler intervening in a lane to set up a kill. Upside: pressure or first blood. Downside: enemy jungler counter-clears your camps. The single river ward beforehand roughly doubles gank success rate.
Counter-jungle
Stealing camps from the enemy jungle. Forces an XP/gold lead but exposes you to a 2v1 if their jungler and laner converge. Best on mobile or invade-strong champions like Shaco, Lee Sin, Nidalee.
Voidgrubs
Six monsters that spawn in Herald pit before Rift Herald. Stacks grant team-wide bonus tower damage. Available only until 15 minutes. Taking 3–4 of 6 is standard.
Elemental Drake
Neutral objective spawning at 5 minutes. Four stacks grant the team a permanent Soul; one further kill spawns the game-deciding Elder Drake. Buff varies by element type.
Baron Nashor
The map's strongest neutral, spawning at 20 minutes. Killing it grants the team Baron buff, super-charging nearby minions. Often the central play of mid-to-late game.
First Blood
The first kill of a match. Awards +100 gold on top of the normal +300, making it a significant early-game lead lever.
First Tower
First outer turret to fall. Awards a +400 team gold split. The team that takes it wins around 70% of games. Usually falls between 9 and 13 minutes.
Wave management
Controlling where the minion wave meets in lane. Three primitives: slow push, freeze, reset. Determines gank vulnerability, turret safety, and roam windows.
Freeze
Holding the minion wave near your own turret by maintaining one fewer minion than the opponent's wave. Denies CS and lets you farm safely; mandatory tool against an outpushing opponent.
Slow push
Killing only enemy minions while letting your wave snowball toward enemy turret. Builds a massive wave for recall timing or gank setup.
Reset
Returning to base for items and HP. Pushing the wave just before recall forces the opponent to recall at the same time, denying them a free CS lead.
Roam
Leaving your lane to assist another lane or contest an objective. Mid laners are best positioned for it; reading roam timing on both sides defines mid-game tempo.
Peel
Protecting your carry from enemy threats with CC, shields, or your own body. Core support and tank job during teamfights.
Engage
Starting a teamfight. Hard-engage spells like Nautilus Q or Leona E. Timing and target priority decide whether the fight is winnable.
Disengage
Tools that interrupt or break off a teamfight (Janna ult, Yasuo Wind Wall). Counter to hard-engage compositions.
Pick comp
A composition built to catch single targets out of position. Assassins plus long-range engage. Strong at mid-game power spikes around objectives.
Poke comp
Composition built around long-range chip damage before fights commit (Xerath, Varus, Jayce). Wins by softening targets to forced engagement.
Teamfight comp
Composition optimized for 5v5 fights — AOE, tankiness, sustain. Wants the game to be decided around mid-to-late objective contests.
Dive
Killing under enemy turret. Requires coordination and a designated tank to absorb turret aggro. Failed dives bleed gold to the enemy.
Prox / Proximity
Short for proximity, used in callouts: "jungler mid prox" means the enemy jungler is near mid lane.
Summoner spells
Game-wide spells like Flash, Ignite, and Heal. Long cooldowns (5 minutes) and high impact; tracking remaining timers is a core advanced skill.
Flash
Short-range blink, 5-minute cooldown. ADC default: save it to live. Using it offensively after 15 minutes is a hallmark of a higher tier.
Ignite
DOT and grievous-wounds (anti-heal) on a single target. Short cooldown, high early kill threat. Standard on aggressive mid and top picks.
Teleport
Long-range channel to a minion, ward, or turret. Standard on top lane. The primary resource for joining cross-map fights or skirmishes.
Recall (B)
8-second channel to return to base. Interruptible. Good players time recalls to moments they're unseen, converting downtime into items.
Base / Fountain
Your team's spawn area. Where recall takes you. Heals you and lets you buy items.
Jungle
The map area outside the three lanes, where neutral camps spawn. The jungler's primary territory, including both jungle quadrants and the central pits.
River
The central path running through the middle of the map. Home to drakes, baron, and scuttle crabs. The contested zone between lanes and jungle.
Scuttle (Rift Scuttler)
Neutral camp on the river. When killed, leaves a movement-speed zone and vision shrine. Major early-game river control objective.
ARAM
All Random All Mid. A single-lane mode on Howling Abyss with random champion assignment. Limited as a practice tool, but a tight time-efficient game format.
Ranked Solo / Duo
Standard ranked queue, played alone or with one duo partner. LP gains/losses move you between divisions and tiers.
Ranked Flex
Ranked queue that allows up to 5-stack parties. Rewards team-coordinated play. Maintains its own MMR separate from Solo/Duo.
Tier / Division
Rank ladder structure: Iron → Bronze → Silver → Gold → Platinum → Emerald → Diamond → Master → Grandmaster → Challenger. Each tier has divisions IV through I (except apex tiers).
MMR
Match Making Rating. Riot's internal hidden skill score, distinct from displayed rank. Determines LP gains and matchmaking opponents; high MMR climbs faster.
LP
League Points. Currency awarded for ranked wins; deducted on losses. Reaching 100 LP triggers a promotion series in tiers below Master.
Meta
The set of currently strong champions and strategies on the live patch. Read it from op.gg or u.gg, not from an LLM (LLM knowledge cutoff is months stale).
Tier list
A ranking of champion strength on the current patch (S/A/B/C). Maintained by op.gg, u.gg, Mobalytics, etc.
LoL Glossary | LoL2LLM