Glossary

  • Champion: The character players choose each round at the beginning of a game.
  • Health: The amount of health determines how long a champion can stay alive after taking a certain amount of damage.
  • Mana: The amount of mana determines whether the champion has enough resources to cast a spell. Some spells may be manaless. Other spells have "manacosts".
  • OP: Overpowered. Meaning something is too powerful to be balanced within the game.
  • Farm: To earn money. You can earn gold in LOL by slaying opposing champions, killing minions, jungle neutrals, destroying opposing objects such as towers or inhibitors or with certain gold-generating items.
  • Push/Pushing a lane: To move a wave of minions forward into enemy territory.
  • Minions/Creeps: Waves of small soldiers that help push a lane. Champions can kill minions to gain experience and gold.
  • Lane Sustain: The ability to stay in a lane through regeneration of mana and health.
  • CC: Crowd Control. Skills that do crowd control may:
    - stun: disables all controls of a champion
    - slow: reduces movement speed
    - silence: disables the ability to cast spells
    - snare: disables movement
    - fear: disables control of a champion while the champion runs around, unable to cast spells nor attack.
  • Top Solo Lane: The top lane where one champion takes the lane against another. Normally the lane that does not move away from the lane because it is far from other lanes.
  • Mid Solo Lane: The mid lane where one champion takes the lane against another. The lane where ganks occur more often. The mid-solo laner may also leave the lane to gank Top or Bottom lane because it is in the middle.
  • Bottom lane: The bottom lane normally consists of two players against two players. This lane does not move away from the lane much because the two players normally will sustain each other.
  • Zone out: When you are forced out of the battle zone because you know that if you enter the battle zone, you will die.
  • Jungler: A player that does not engage in laning against opponents, but instead gains experience by slaying Jungle Neutrals to gain experience. Main ganker on a team.
  • Gank: A gank refers to whenever one or more champions help an ally to gang up on someone. The players who appear to help are known as "gankers"
  • Jungle Neutrals: Monsters that do not help either side of the teams, unlike minions. If threatened by any champion, the Jungle Neutral will attack the threat. However, similar to minions, these neutrals give gold and experience upon kill.
  • Cool-downs: The time required to wait until the next use of the spell/skill
  • Early Game: The time before 15 minutes into the game
  • Mid-Game: The time period 15 minutes into the game until 30 minutes
  • Late Game: The time period where the game extends 30 minutes
  • Carry: A champion that does a lot of damage, AP or AD, in order to "carry" the team.
  • Support: A champion that supports other champions through heals, CC or supportive items.
  • Tank: A champion that can take all the damage and walk out alive.
  • AP: Ability Power. The more ability power one has, the more magic damage he/she can do.
  • AD: Attack Damage. The more attack damage one has, the more their basic attacks can do.
  • Buffs: Buffs are skills or objects that, upon activating or obtaining, increases a player's capability. A "debuff" is the opposite of a buff, decreasing instead of increasing capability.
  • Summoner Spells: Spells that players can use on any champion. These spells help significantly during the game but have a high cool-down. List of Summoner Spells by LOL Wiki:
    - Exhaust: Reduces a target's Attack Damage by 70%, Ability/Item damage by 35% and slows its Movement Speed by 40% for 2.5 seconds.
    - Ghost: Your Champion ignores unit collision and moves 27% faster for 10 seconds.
    - Heal: Restores 140 + (lvl x 25) Health to your Champion and 50% of that to nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 20 secs.
    - Revive: Instantly revives your Champion at your team's Summoner Platform and increases your champion's maximum health by 200 + (lvl x 20). 9 minute cooldown.
    - Smite: Deals 420 + (lvl x 25) true damage to target enemy minion or pet.
    - Surge: Empowers your champion, increasing ability power by 10-78 (depending on level) and attack speed by 35% for 12 seconds.
    - Cleanse: Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.
    - Clarity: Restores 160 + (lvl x 30) Mana to your champion and 50% of that to nearby allies.
    - Ignite: Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
    - Promote: Promotes the nearest allied super minion to an anti-Turret Cannon, healing it, granting bonus stats, and causing it to grant the caster gold for its kills.
    - Flash: Teleports your Champion to target nearby location under your mouse cursor.
    - Clairvoyance: Reveals an area of the map for 4 seconds.
    - Teleport: After 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled.

No comments:

Post a Comment