Reference
LoL Glossary
Every term, abbreviation and piece of slang you'll see in LoL ranked, defined plainly. Bookmark this page — it's faster than asking Discord.
- ADC
- Attack Damage Carry. The bot-lane role focused on ranged auto-attack damage, scaling into late-game team-fights. Modern Riot terminology calls this 'Bot' but the community still uses ADC universally.
- AFK
- Away From Keyboard. A player who has disconnected or stopped controlling their champion. Persistent AFK behavior is bannable and triggers leave-buster penalties.
- Autofill
- When the matchmaker assigns you to a role you didn't select. Players in autofill queue get priority for their primary role on the next game, so a single autofill is often net-positive for queue times.
- Backdoor
- Killing the Nexus while the enemy team is elsewhere on the map. Often done via fast-pushing champions (Master Yi, Tryndamere, Singed) after a won team-fight.
- Bot
- Either the bot lane (formerly ADC role) or a non-human-controlled player using scripts/bot software. Context-dependent.
- Carry
- Verb: dominate a game so hard that you win regardless of your team's performance. Noun: a champion or role designed to scale into late-game damage dealer (typically ADC or Mid).
- CS
- Creep Score. The number of minions and jungle monsters you've last-hit (killed with the killing blow) in a game. Higher CS/min correlates strongly with rank — averages range from 4/min in Iron to 9+/min in Master.
- Decay
- LP loss for inactive Diamond+ accounts. Diamond accounts lose 50 LP every 28 days of inactivity; Master+ lose 75 LP every 14 days. Play one ranked game to reset the timer. See our Anti-Decay service.
- Duo Queue
- Queuing for ranked with one other player. League's main ranked mode is Solo/Duo queue — you can either solo queue or queue with exactly one duo partner (subject to rank-gap rules).
- Elo
- Originally a chess rating system, now used colloquially for any rank metric in League. Your 'elo' is your rank; 'elo boosting' is the act of paying someone to raise it.
- Engage
- Initiating a team-fight. Engage champions (Leona, Malphite, Sett) are designed for this. Counter-engage means matching the engage with your own to flip the fight.
- Farm
- Last-hitting minions for gold and XP. Synonymous with CS. Heavy-farm champions (Cassiopeia, Aurelion Sol, Kayle) are designed to outscale opponents who don't farm as efficiently.
- Flex Queue
- The 5-man (or any 1-5 stack) ranked queue, separate from Solo/Duo. Generally easier to climb in Flex due to the disorganization of solo-stacked teams. Has its own MMR independent of Solo/Duo.
- Freeze
- Holding the minion wave just outside your tower without pushing it forward, denying the enemy CS without dying to dives. A core lane skill at all ranks.
- Gank
- When the jungler (or roaming laner) moves to another lane to help kill an opponent. Successful ganks generate kills, plates and lane priority for the team.
- Hardstuck
- Stuck at a particular rank with no upward movement over many games. Usually a sign that your MMR matches your visible rank — climbing requires habit changes, not just more hours.
- KDA
- Kills + Assists divided by Deaths. A rough quality metric but a poor sole indicator of skill — high-KDA AFK farmers can lose games their team needed them to risk in.
- LP
- League Points. The visible ranked currency you gain on wins and lose on losses. Reach 100 LP in a division to enter the next division. See our LoL Ranks Explained guide for the full system.
- Macro
- Map-wide strategic decisions — when to take Dragon, when to rotate, when to push waves. Opposite of 'micro' (mechanical skill). Macro improvement is the highest-leverage area for sub-Diamond climbing.
- MMR
- Match-Making Rating. The hidden skill rating Riot uses to pair you with opponents. When your MMR is higher than your visible rank you gain more LP per win — the system actively pushes you toward your true bracket.
- OP
- Over-Powered. Used to describe a champion or strategy that's stronger than other options in the current patch. 'OP picks' are typically those with high pick rate AND high win rate.
- Placement Matches
- 5 games (Solo/Duo) or 10 games (Flex) played at the start of a ranked season or split to determine your starting rank. See our Placement Matches guide.
- Plates
- Turret plates — the 5 layers on each outer turret that drop extra gold (160 each) when destroyed before minute 14. Plate gold is concentrated economy advantage; lanes that get plate denied fall behind permanently in many matchups.
- Promo
- Promotion series. Historically a Best-of-3 or Best-of-5 to advance a tier; in 2026 there's no explicit series but the LP threshold to advance still functions as a soft gate.
- Riot Games
- The developer and publisher of League of Legends. Based in Los Angeles. They run the official anti-boosting detection system and operate the live game servers.
- Smurf
- A secondary account used by an already-ranked player to play at a lower MMR than their main. Common for warming up, learning new roles, or playing with lower-ranked friends. See our smurf account guide.
- Soft Reset
- The start-of-season MMR reduction — typically 2-3 divisions downward. Your previous-season MMR sets a floor that placement matches re-confirm. The opposite (hard reset, where everyone restarts from Iron) hasn't happened in League since the early seasons.
- Solo Queue
- Queuing for ranked Solo/Duo without a duo partner. Most ranked games are solo queue. Solo MMR is shared with Duo queue — they're the same ladder.
- Split
- Either: (a) one half of a ranked season, ending with mini-placements; or (b) split-pushing, pushing a side-lane while team-fights happen elsewhere.
- Team Fight
- A coordinated 4v4 or 5v5 engagement, usually around an objective. Won by the team with better positioning, item composition and engagement timing. Mid/late-game team fights are the primary win condition for most comps.
- Ult
- Ultimate ability — the R-button ability with the longest cooldown and highest impact. Saving and timing ultimates is a core skill at every rank; 'ult cycling' refers to designing engagements around them coming up.
- Vision Score
- A composite metric of wards placed, wards destroyed, and time wards stayed up. Support's primary KPI; >25/game at Diamond+ is the benchmark. Higher vision score correlates more with climb rate than any other Support stat.
- Wave Control
- Manipulating the minion wave's position to deny enemy CS, set up a recall window or freeze the wave for a gank setup. The highest-leverage skill any laner can learn — most sub-Diamond players don't actively control waves at all.
- Win Trade
- Two accounts queuing against each other and one intentionally losing to boost the other's LP. Bannable when detected, and increasingly detected via play-pattern analysis. Not how legitimate boosting works.