
Spend ten minutes in ranked chat or on a co-stream and League of Legends starts sounding like air-traffic control. Somebody asks for mid prio, your jungler pings weak side, top lane calls a cheater recall, and five minutes later half the lobby is arguing over whether a Baron fight was a clean turn or a throw. Most players pick those words up piecemeal after losing a cannon wave or walking into an unwarded bush.
Alphabetical dictionaries bury the connection between related calls. A freeze only makes sense alongside a slow push, a crash, and a bounce, and weak side only makes sense once you see where your jungler is pathing on strong side. Below, every term in our coaching glossary is grouped into ten match phases, from champion select through post-game stats, so you can connect the shorthand to the exact play on Summoner's Rift.
Draft, Scaling, and Team Roles
Before minions spawn, five picks have already decided who has to force early action and who gets to farm for three items. Draft shorthand describes two things at once: how comfortably a champion survives lane and what job they fill once five-on-five fights break out.
Pay attention to power spikes and damage splits while runes are still editable. Heavy physical or magic damage invites stacked resistances, while a fragile backline carry needs a frontline sturdy enough to buy three seconds of space.
Players who stick to a single comfort pick across bad lanes run into a specific version of these tradeoffs; read what being a one-trick pony (OTP) really changes for the mastery numbers behind narrow pools.
- Draft (Champion Select) — The pre-game ban and pick phase where both five-player teams build their compositions, reveal matchups, and lock in summoner spells and runes.
- Blind pick — Locking in your champion before seeing the opposing laner's pick, which favors flexible champions with safe waveclear and few unplayable matchups.
- Counter pick — Selecting a champion after seeing the enemy pick specifically to punish their kit in lane or shut down their job in teamfights.
- OTP (One-Trick Pony) — A player who dedicates almost all of their ranked games to a single champion, trading draft flexibility for deep matchup and mechanical mastery.
- Meta — The champions, item builds, and map strategies that perform most reliably on the current patch at a given skill bracket.
- AD / AP (Attack Damage / Ability Power) — The two primary offensive scaling stats: AD boosts basic attacks and physical-scaling abilities, while AP powers magic-scaling abilities and mage itemization.
- DPS (Damage per Second) — Sustained combat output dealt continuously over long fights, typical of marksmen and skirmishers rather than one-rotation burst mages.
- Buff / Nerf — Patch balance adjustments where Riot strengthens (buffs) or weakens (nerfs) a champion, item, rune, summoner spell, or neutral objective.
- Win condition — The clearest plan for how your team can win, such as protecting a late-game damage dealer or building an early lead around one champion.
- Itemization — Choosing which items to build based on the enemy team, your role in your comp, and the current game state.
- Power spike (powerspike, spike) — A moment where your champion suddenly gets much stronger — usually from finishing a key item or hitting level 6/11/16.
- Scaling — How a champion's strength changes as levels and items accumulate; some improve more later in the match than others.
- Outscale — Becoming stronger relative to an opponent as both gain levels and items; the advantage may shift later in the match.
- Carry — A teammate expected to provide much of the damage or playmaking needed to win, often because they have more gold or a champion that grows strong with items.
- Hypercarry — A damage-focused champion whose late-game strength can become high enough for the team to build battles around them, especially after several items.
- Frontline — The durable teammates who stand closest to the enemy, absorb attacks, and create space for allies behind them.
- Backline — The low-defense damage dealers who stay behind tougher teammates and attack from a safer distance.
- Squishy — A champion with low health or defenses who is easier to defeat when focused, often a ranged damage dealer.
Laning Phase, Minions, and Wave States
Minion waves dictate almost every trade in the first fourteen minutes. Attacking the enemy laner inside twelve enemy casters loses health fast, whereas stacking two waves turns your own minions into extra damage and a safe recall window.
When coaches talk about wave states, they are really describing where the two minion lines meet and which side is pushing. Once you can tell a slow push from a freeze at a glance, terms like crash, bounce, and turret plates become concrete timers rather than guesswork.
For exact minion counts and tower-line rules, check our step-by-step guide on how to freeze, slow push, and fast push during laning phase.
- Last-hitting — Landing the killing blow on a minion — you only get its gold if you deal the final hit. The core farming skill in lane.
- CS (Creep Score) — Creep Score — the number of minions and monsters you've killed. Each gives gold and XP.
- CS/min — Creep Score per minute: how quickly you collect minions and monsters. It measures farming pace, not a universal target.
- Wave management — Manipulating minion waves to create pressure, safety, or movement windows.
- Waveclear — How quickly a champion can defeat a full group of minions. Faster clearing helps defend turrets and creates time to move elsewhere.
- Slow push — Building a large wave over time by killing enemy minions slowly so multiple waves stack together.
- Fast push — Killing the enemy minions as quickly as possible so your minions reach the enemy turret sooner.
- Shove — Pushing your minions toward the enemy turret quickly, usually to make time for another action.
- Crash — Clearing the enemy minions so all of your surviving minions reach the enemy turret, giving you time to move or return to base.
- Bounce — When minions begin moving back toward your side after your minions die under the enemy turret.
- Freeze — Holding the minion wave near your turret so the opponent must move forward to collect gold and experience, leaving them more exposed.
- Cheater recall — Pushing the first few waves quickly, then going back to buy while the minions sit near the enemy tower — you gain an early item without missing gold or experience.
- Proxy farming (proxy) — Clearing enemy minion waves behind an enemy turret before they reach lane, causing your minions to crash into that turret while forcing the enemy to respond.
- Side-wave — The minion wave in a side lane (top or bot). Managing it determines where pressure lives on the map.
- Side-wave setup — Preparing a top or bot wave in advance so it creates pressure while the team plays elsewhere.
- Plates (turret plates) — Gold-paying sections of a turret's defenses. Breaking a plate gives local gold and moves the turret closer to falling.
- Trade — A brief exchange of damage with an opponent in lane. Winning trades means dealing more damage than you take.
- Poke — Dealing small amounts of damage from long range before a battle starts.
- Sustain — Healing or shielding that keeps you alive over time — from abilities, items, or runes.
- All-in — Using nearly every available spell and resource to try to win a battle immediately, with little room to back out.
Recalls, Tempo, and Lane Priority
Unspent gold adds zero combat stats. Tempo is the lead you keep when you clear a wave, shop for items, and walk back onto the map before your opponent can answer. Waste twenty seconds chasing a low-percentage kill after a crash and you hand that entire window right back.
Priority, usually shortened to prio, is what lets a laner leave first for Scuttle Crab or a river skirmish without losing a wave to their turret. Syncing recalls across lanes before Dragon or Baron keeps all five players on fresh items at the same time.
If you routinely lose plates or arrive late to river fights after shopping, review how to time recalls cleanly around cannon waves and objective timers.
- Recall — Standing still during a short channel that sends your champion back to base to heal and buy items.
- Recall timing — Whether you recalled at the right moment relative to wave state, gold, and map pressure.
- Reset — Returning to base to buy and heal at a moment when you will lose as little gold and experience as possible.
- Reset quality — How good your base timing was in practice — what you gained or lost by leaving the map.
- Spend timing — Buying items before a major battle or map reward, so unused gold does not leave you weaker when it matters.
- Tempo — The advantage of being able to act first while opponents are busy or too far away to respond.
- Tempo management — Managing the pace of the game so your team acts first and wastes less time.
- Base-to-map tempo — How fast and efficiently you return to the right part of the map after recalling.
- Syncing resets — Recalling together or in compatible windows so the team can act at full strength.
- Desyncing team timings — Teammates returning to base, moving, or pushing at different times, leaving the team unable to act together.
- Lane priority — Being able to leave lane first because your wave is pushed and the enemy has to answer it.
- Prio (priority) — Having enough control of your lane to move first while your opponent stays behind to deal with minions.
- First-move window — The short period where a player or team can move before the opponent can respond.
- Moving first — Reaching a fight, river, or setup area before the enemy.
Vision Control, Tracking, and Fog of War
Dropping a trinket in the closest river bush five seconds before a gank rarely saves anyone. Good vision works ahead of the play: deep wards spot the enemy jungler on their camps, ward lines move forward or backward with fallen towers, and sweepers black out the bushes your opponents need to walk through.
Strong map reading fills in what wards miss. Counting enemy CS, watching which sidelane wave disappears, and noticing who just walked out of base lets you infer where unseen threats are standing so nobody has to facecheck dark brush.
Lighting up your own jungle safely when towers are falling takes a different approach; see how to ward when playing from behind to reclaim chokes without getting picked.
- Fog of war — Parts of the map your team cannot currently see. Enemies there stay hidden until an ally, minion, structure, or placed sight item reveals the area.
- Ward — A small placeable item that reveals the area around it for your team. Wards warn you when enemies are approaching through that part of the map.
- Ward timing — Placing wards early enough to matter — before danger, not after the play has started.
- Ward lines — The overall shape and depth of your team's vision coverage across an area of the map.
- Deep ward — A sight-granting item placed far inside enemy territory to reveal movement there; placing it can be dangerous.
- Control Ward — A buyable item that stays on the map until destroyed and reveals and disables nearby enemy sight tools.
- Pink ward (pink) — An older player name for the buyable item that reveals and disables nearby enemy sight tools.
- Sweeper (Oracle Lens) — Oracle Lens — the trinket used to detect and disable enemy wards.
- Sweeper usage — Using Oracle Lens at the right time and place to clear enemy vision before plays.
- Vision setup — Preparing vision before a play or objective so the team has information and control.
- Vision denial — Removing the enemy team's sight so they cannot see your movement or enter an area safely.
- Vision score — A score the game gives you for placing wards and removing enemy wards. Higher means you provided more information for your team.
- Map reading — Using minion positions, visible enemies, missing enemies, and upcoming map rewards to decide what is likely happening and where to go next.
- Jungle tracking — Estimating where the enemy jungler is based on camps, timings, vision, and map state.
- Enemy location inference — Deducing where unseen enemies probably are from missing information and likely rotations.
- Facecheck — Walking into an unseen area without first checking whether enemies are waiting there.
Macro, Rotations, and Side-Lane Pressure
Once outer turrets fall, grouping five mid every minute bleeds gold and XP on both edges of the map. Mid-game macro comes down to lane assignments, rotation timing, and knowing whether your side of the map is the focus of allied plays or the side absorbing pressure.
Split pushing works only when pressure lines up across lanes. Walk past river while four teammates are still shopping in base and the enemy team collapses for a free pick; push on the same wave your team threatens mid or Baron and the defense has no clean answer.
- Macro — The big-picture side of the game — deciding where to be on the map, which objectives to play for, and when to push or fall back — as opposed to moment-to-moment fighting.
- Roam — Leaving your usual lane to help teammates, pressure a major map reward, or enter enemy territory.
- Roam timing — Leaving lane at a moment where movement is efficient and low-cost.
- Punishing enemy roams — When an opponent leaves lane, gaining something in return by following, pushing minions, damaging the turret, or helping elsewhere.
- Rotation timing — Moving to another lane or map area early enough to help without leaving your current task too soon.
- Lane assignments — Deciding which champion should be in top, mid, bot, or grouped at a given moment after lane phase.
- Lane swaps — Reassigning the duo lane or other roles to different lanes, usually after towers fall or objectives change sides.
- Map-side rotations — Shifting team attention and bodies toward the side of the map where the next play matters most.
- Strong side — The side receiving more teammates, information, and resources because the team wants to create an advantage there.
- Strong-side play — Playing the side where your team is investing attention, vision, and pressure.
- Weak side (weakside) — The side receiving less help and fewer team resources because attention is focused elsewhere.
- Weak-side play — Playing the side of the map where your team has fewer resources, less vision, or less nearby support.
- Punish decisions — Choosing the best way to benefit from an enemy mistake, such as moving too far forward, returning to base at a bad time, or fighting without enough teammates.
- Cover decisions — Choosing when to protect a vulnerable teammate, wave, or lane state.
- Cross-map — Taking value on the opposite side of the map instead of matching the enemy directly.
- Cross-map trading — Intentionally giving up a play on one side to gain something worthwhile on the other side.
- Opposite-side punishment — Taking camps, towers, waves, or objectives where the enemy is absent because they committed elsewhere.
- Side-laning — Having a champion collect and pressure a side lane instead of grouping mid.
- Split push — Pressuring a side lane alone while your team plays elsewhere, forcing the enemy to answer you or lose structures.
- Split-push timing — Choosing the right moment to apply side-lane pressure while the rest of the team holds or pressures elsewhere.
- Split-push depth — How far the side laner pushes before backing off, hiding, or regrouping.
- Pressure sync — Whether side-lane pressure and group pressure happen at the same time instead of separately.
- Overextend (overextension) — Moving or staying farther forward than your information and nearby teammates can safely support.
- Side-wave death prevention — Avoiding deaths while catching or pushing long side lanes — usually requires vision and escape.
- Collapse — Several enemies moving toward the same player from different directions to trap or outnumber them.
Neutral Objectives, Sieges, and Converting Leads
Void Grubs, Rift Herald, Dragon, and Baron Nashor are usually won a full minute before they spawn. Pushing mid and the adjacent side wave, recalling on time, and claiming pit bushes first forces the enemy team to walk into your setup blind.
Kills matter most for what they let you take next. After winning a fight, scan immediately for turret plates, outer towers, enemy jungle camps, deep vision, or a neutral pit before resetting so an early lead turns into permanent map territory.
- Grubs (Void Grubs) — Void Grubs are early neutral objectives that improve your team's pressure against structures.
- Herald (Rift Herald) — Rift Herald is a neutral objective that helps a team break turrets and open the map.
- Drake (Dragon) — Short for dragon — a neutral objective that grants a permanent team buff and builds toward Dragon Soul.
- Soul (Dragon Soul) — A powerful permanent team buff earned after securing enough elemental dragons.
- Baron (Baron Nashor) — Baron Nashor is the large neutral monster in the upper river pit. Defeating it temporarily increases the team's combat power, speeds up returning to base, and empowers nearby minions.
- Scuttle (Rift Scuttler) — The neutral crab in each river. Defeating it grants gold and experience, reveals the nearby area, and creates a movement-speed field.
- Inhibitor — The structure behind the third tower of each lane. Killing one makes super minions spawn in that lane.
- Objective setup — Preparing nearby minions, purchases, player positions, and sight before a major map reward appears.
- Waves before spawn — Managing lanes before an objective spawns so enemies must answer minions instead of rotating freely.
- Recalls before spawn — Resetting early enough to spend gold and arrive on time to control the objective area.
- Numbers before spawn — Making sure the right players are present and not stuck on side waves or dead when the objective spawns.
- Positioning before spawn — Taking useful ground before the objective appears rather than walking in late.
- Objective decisions — Choosing how to approach a major map reward based on nearby teammates, enemy positions, and each team's strength.
- Objective windows — Time periods where an upcoming or active objective makes a fight especially valuable or risky.
- Contest — Fighting to stop the enemy from taking an objective.
- Bait — Threatening or starting an objective to force enemies into a bad position.
- Turn off the objective (turn on the enemy) — Pausing damage on a major map monster to attack the enemy team as they approach, then returning to finish it.
- Baron usage — Using Baron Nashor's temporary team bonus to empower minions, return to base faster, and damage enemy structures.
- Siege — Setting up outside an enemy tower with vision and a big wave to pressure the structure down.
- Siege setup — Preparing waves, vision, and champion positions to pressure towers safely.
- Tower pressure — Threatening or damaging turrets in a way that forces the enemy to respond.
- Inhibitor timing — Deciding whether destroying the enemy structure that creates super minions will help your team now or give the enemy safer minions to collect.
- Resource conversion — Turning temporary gains (a kill, a pick, a summoner used) into permanent value (towers, objectives, vision).
- Kills into plates — After a kill, using the enemy's absence to damage the temporary armor segments on their turret for extra gold.
- Kills into towers — Using enemy death timers to secure tower damage or take the tower outright.
- Kills into camps — Stealing jungle camps after forcing enemies off that side of the map.
- Kills into vision — Placing or clearing wards after forcing enemies off the map.
- Kills into objectives — Securing neutral objectives or map control immediately after winning a fight.
Skirmishes, Teamfights, and Combat Mechanics
Chaotic fights look like pure reflexes at full speed, yet a handful of mechanical concepts explain who survives them. Front-to-back comps hit the closest target while peeling divers off their marksman; dive and flank comps hunt an angle onto the backline from fog of war.
Tracking key cooldowns like Flash, Teleport, Smite, and hard crowd control tells you when a fight is actually winnable. Once the dust settles, clear post-fight calls decide whether an ace becomes an inhibitor or just a recall.
- Skirmish — A small fight, usually 2v2 or 3v3, before both teams fully group.
- Teamfight — A battle involving most or all five players on each team, often near a major map reward.
- Fight selection — Choosing whether to fight based on numbers, vision, cooldowns, wave state, and objectives.
- Front-to-back — A five-player battle pattern where durable teammates stand in front and absorb attacks while ranged damage dealers stay behind and attack the nearest threat.
- Engage — Starting a battle when your team is ready, often with an ability that stops an enemy from moving or responding.
- Disengage — Ending or escaping a battle the enemy started by using slows, shields, knockbacks, or other defensive tools.
- Peel — Protecting a vulnerable teammate by stunning, slowing, shielding, or pushing away enemies who try to reach them.
- Kite (kiting) — Attacking while moving away, making it harder for the enemy to reach you while you continue dealing damage.
- Burst — Dealing most of your damage in a few seconds, often enough to defeat a low-defense enemy before they can react.
- Zone (zoning) — Using the threat of damage or disabling abilities to keep enemies away from an area, minion group, or map reward.
- Dive — Committing to attack a protected target — often under their turret — when leaving safely may be difficult.
- Tower dive — Entering an enemy turret's attack range to kill a champion while accepting turret shots and a harder escape.
- Flank — Attacking from the side or behind so you can reach vulnerable enemies instead of going through the durable champions in front.
- Flank setup — Creating a side or back angle before a fight so the enemy front line is bypassed.
- Flank denial — Using sight and positioning to stop enemies from reaching your team from the side or behind.
- Choke points (chokepoint) — A narrow passage where champions are forced close together, making area abilities and vision control more effective.
- Free damage (free DPS, free-hitting) — Damage dealt while enemies cannot safely reach, interrupt, or retaliate, letting you keep attacking without meaningful pressure in return.
- Aggro — The current attack target of an enemy, turret, minion, or monster. Dropping aggro means making it switch targets or stop attacking you.
- Aggro juggling (aggro ping-pong) — Using movement, timing, or brief periods when you cannot be targeted to make enemies switch or lose their target, spreading pressure and buying time.
- Wombo combo — Combining several large-area abilities on the same group of enemies so their effects land together.
- Insec — A movement-and-displacement combo that gets behind a priority enemy and sends them back toward your team. It is named after pro player inSec, who popularized the play on Lee Sin.
- Auto-attack (auto) — A champion's standard repeatable attack, usually issued by right-clicking a target. Often shortened to "auto".
- Skillshot — An ability aimed manually instead of locked onto a target. Opponents can dodge it by moving out of its line or target area before it lands.
- Cooldown — The time before an ability, item, or summoner spell can be used again after it has been cast.
- Proc — To trigger a bonus effect from an item, rune, or ability — for example an effect that activates on every third hit.
- CC (Crowd Control) — Crowd Control — any ability that stuns, slows, roots, knocks up, silences, or otherwise disables an enemy.
- Hard CC — Crowd control that stops a champion from moving or acting, such as stuns, roots, knockups, charms, and suppressions.
- Tenacity — A stat that reduces the duration of most crowd control effects. Some effects ignore it.
- AoE (Area of Effect) — Short for an effect that damages, protects, or disables multiple targets within an area.
- Flash — A summoner spell that instantly moves your champion a short distance, used to dodge danger, start a battle, or escape.
- Teleport (TP) — A summoner spell used to return to lane or join plays across the map after a channel.
- Smite — The jungler's summoner spell. It deals true damage to monsters and helps secure neutral objectives.
- Team synchronization — How well all five players acted on the same timing and idea.
- Clarity of calls — How understandable and actionable the team's decisions were.
- Commitment timing — Whether the team engaged, retreated, or turned together instead of hesitating or splitting decisions.
- Post-fight conversion — Turning a won fight or pick into lasting value — towers, objectives, waves, vision — instead of only getting kills.
- Towers after fight — Converting a fight win into tower damage while the enemy is dead.
- Objectives after fight — After winning a battle, taking a dragon, major neutral monster, turret, or other lasting map reward while enemies cannot stop you.
- Waves after fight — Fixing or crashing lanes after a fight so pressure continues into the next rotation.
- Vision after fight — Using the opening after a fight to establish deeper map control.
- Reset after fight — Returning to base after a win to buy and heal, instead of staying until the enemy has time to recover.
Snowballing Leads and Playing From Behind
Closing out a two-item lead takes discipline, whereas clawing back from a 5,000-gold deficit takes patience. Ahead teams throw games when fed carries chase kills without vision or fight off-sync and hand over a thousand-gold shutdown.
Teams playing from behind stay alive through triage. Give up early non-Soul dragons you cannot contest, catch waves safely near tier-two turrets, and stall Baron pushes until an enemy oversteps or a core carry hits a three-item spike.
- Snowball — Growing a small early advantage into a larger one by using each gain to create the next.
- Playing with a lead — Using an existing advantage to take more of the map while avoiding unnecessary risk.
- Pressure extension — Pushing vision, waves, and map control farther when ahead.
- Setup discipline — Continuing to prepare minions, purchases, and sight even when your team is stronger.
- Avoiding throws — Not taking unnecessary fights, overextending, or giving shutdowns when already ahead.
- Throws (throwing) — Giving away a lead through an unnecessary death, a bad battle, or a risky play with little reward.
- Shutdown — Extra gold awarded for defeating a player who has built a kill streak or large lead. It gives the trailing team a chance to recover.
- Playing from behind — Making safer choices while losing: protect what you can, avoid costly deaths, and wait for a chance to recover.
- Defensive waves — Catching and clearing waves safely without giving away deaths or pressure.
- Objective triage — Deciding which objectives must be contested and which should be given up when behind.
- Safe farm — Collecting gold from minions or jungle camps without moving into a position where enemies can easily reach you.
- Stall — Slowing the match so your team has time to finish items, reach stronger levels, or benefit from enemy mistakes.
Role-Specific Callouts Across All Five Positions
Every position has its own checklist once basic macro is familiar. Top laners manage Teleport windows and survive weak-side dives; junglers weigh full-clear efficiency against ganks, counter-ganks, and legal invades; mid laners turn wave push into river control.
In the bot lane, ADCs balance safe mid-game farm with arriving on time for Dragon, while supports pair roam timers with shadowing carries and setting vision before objectives.
To turn those position habits into a focused practice routine, read our breakdown on how to get better at League of Legends without grinding mindless games.
- Top weak-side survival — How well top lane absorbed pressure when isolated from jungle help.
- Top TP usage — Whether the top-lane player used the map-wide movement spell at the right time to protect lane resources or join an important battle.
- Top side pressure — How effectively top lane created threat in a side lane.
- Top flank timing — Whether the top-lane player arrived from the side or behind early enough to affect the battle.
- Full-clear — Defeating every camp in your own jungle in one continuous route to collect the available early gold and experience.
- Gank — An ambush — usually from the jungler — where an off-lane ally arrives unseen to help kill an enemy in lane.
- Counter-gank (countergank) — Reaching a lane during an enemy ambush and helping your teammate reverse the battle, usually by predicting where the enemy jungler would go.
- Invade — Entering enemy territory to fight, steal jungle camps, or remove their sight; this is safest when nearby teammates can move first.
- Invade legality — Whether entering enemy territory was safe because nearby lanes could move first, your team had enough information, and enough allies were close.
- Jungle pathing value — Whether jungle routes matched lane states, objectives, and likely payoff.
- Jungle cover timing — Whether the jungler arrived in time to protect a lane or wave state.
- Jungle countergank timing — Whether the jungler predicted an enemy ambush and arrived in time to protect the targeted lane or reverse the battle.
- Smite/setup — How well the jungler prepared to secure a major neutral monster with the monster-damage spell, safe positioning, nearby allies, and sight.
- Mid prio usage — Whether the mid-lane player used control of their minions to move first and help the river, nearby jungle, side lanes, or a major map reward.
- Mid roam windows — Moments when the mid-lane player can leave without losing too many minions or giving the enemy too much turret damage.
- Mid side collection — Whether the mid-lane player collected top or bottom minions without leaving the team unsupported around the center of the map.
- Mid river control — Using mid influence to help secure vision and movement around river.
- ADC — The ranged damage dealer who usually plays in the bottom lane and becomes stronger by buying attack-damage items.
- ADC reset timing — Whether the bottom-lane damage dealer returned to base when their gold and the minion position made it efficient.
- ADC safe farm — Whether the ADC collected gold without taking unnecessary risk.
- ADC lane swap timing — Whether the bottom-lane damage dealer moved to another lane at a useful point in the match.
- ADC objective arrival — Whether the bottom-lane damage dealer bought items and arrived in time for an important battle or map reward.
- Support roam windows — Times when the support can leave bottom lane without costing their partner too many minions or exposing them to danger.
- Support vision timing — Whether support established or denied vision before it mattered.
- Support shadowing — Which teammate the support chose to stay near and protect at a given moment.
- Support engage/disengage setup — Whether the support prepared the positioning and sight needed to start a battle or help the team retreat safely.
Post-Game Stats and Ranked Mindset
Scoreboards never tell the whole story by themselves. High KDA can hide passive play that conceded every tower, while modest damage per minute on a side-lane tank can still win the map through XP leads and objective control.
Read post-game numbers alongside your role's job, and watch your own mental state between queues. Recognizing tilt early saves far more LP than forcing one more frustrated game at midnight.
- KDA — Short for kills, deaths, and assists — the three combat totals shown for each player on the scoreboard.
- Kill participation (KP) — The share of your team's kills in which you helped, either by getting the kill or assisting.
- DPM (Damage per Minute) — Damage Per Minute — how much damage to champions you deal every minute on average.
- Damage share — The percentage of your team's total damage to champions that you dealt.
- Gold diff — The gold difference between you and your lane opponent at a given time. Positive means you're ahead.
- XP diff — The experience (level) difference between you and your lane opponent.
- Tilted — A state of frustration that makes it harder to focus and make calm decisions during the match.
Frequently Asked Questions
What does prio mean in League of Legends?
Prio is short for lane priority. You have prio when your minion wave is pushed or pushing toward the enemy turret, allowing you to leave lane first to help your jungler at Scuttle Crab, Dragon, or a river fight while your opponent is stuck clearing minions.
What is the difference between weak side and strong side?
Strong side is the half of the map where your jungler, mid laner, and support are actively pathing to set up dives, plates, or neutral objectives. Weak side is the opposite lane receiving fewer allied resources, where your job is to farm safely, track dives, and absorb enemy attention without dying.
What does CS mean and what is a good CS/min in LoL?
CS stands for Creep Score, counting every lane minion, jungle monster, and summon you last-hit for gold. In ranked solo queue, hitting 7 to 8 CS per minute on a laner keeps your item spikes on schedule, while 8.5+ CS/min usually reflects clean mid-game side-wave collection and timed recalls.
What do peel and kiting mean in teamfights?
Peeling means using stuns, slows, shields, or body-blocking to keep enemy divers and assassins off your fragile carries. Kiting is how ranged champions move between every basic attack and spell cast so they deal steady damage while staying just outside melee threat range.
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