League of Legends Terms Glossary: 100+ Words and Acronyms Every Player Should Know

A scannable A-to-Z League of Legends terms glossary decoding 100+ words and acronyms so you can understand chat, guides, and callouts fast.

13 min read
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Jump into any game and the chat fills up with shorthand: mia mid, ward drag, ff at 15. This League of Legends terms glossary is here to decode all of it. Whether you just finished the tutorial or you're a veteran shaking off years of rust, understanding the lol terminology meaning behind guides and teammate callouts is genuinely half the battle. Below you'll find 100+ words and acronyms grouped by theme — economy, combat, map, and meta-slang — so you can find a term fast and understand it in context, including the classic beginner question: what does cs mean in League?


How to use this glossary

Don't try to memorize everything at once — that's a fast track to nothing sticking. Skim the four tables below, and when a word you don't recognize shows up mid-game, come back and look it up. The terms are ordered roughly by how often you'll hear them, and I've kept the definitions short so you can scan. A few words wear more than one hat depending on context; where that matters, I've called it out.

What does CS mean? Economy and farming terms

Gold wins games, and almost all of your gold comes from farming — the steady work of killing minions and monsters. If you take one thing from this whole guide, make it this: hitting minions for their last bit of health is worth more than most kills you'll ever chase.

TermWhat it means
CS / Creep ScoreThe count of minions and jungle monsters you've killed. Higher CS means more gold and items.
Last-hitLanding the killing blow on a minion so you actually get its gold — timing your attack, not spamming it.
FarmThe act of killing minions and camps for gold and XP. 'Just farm' means play safe and stack CS.
Wave / Minion waveThe group of minions that marches down each lane.
Cannon / Siege minionThe big minion that spawns every few waves and is worth extra gold — prioritize last-hitting it.
FreezeHolding the wave in one spot near your tower so you farm safely and starve the enemy.
Slow pushLetting your minions pile up slowly so the wave crashes hard into the enemy tower later.
Shove / Fast pushClearing the wave as fast as possible to force it toward the enemy tower, often to recall or roam.
Bounce / ResetWhen a big wave crashes into a tower and the wave state 'resets' back toward the middle.
Back / RecallChanneling to return to base and spend your gold. 'B' in chat means someone is backing.
Spike / Power spikeA moment your champion gets noticeably stronger — hitting level 6, finishing a key item.
Component / Item componentThe cheaper parts that build into a finished item, so you can shop with awkward gold amounts.
Gold leadBeing ahead of your opponent in total gold, usually from CS, kills, and objectives.
GPMGold per minute — a rough measure of how efficiently you're earning income.
XP / EXPExperience, which levels up your champion and unlocks ability ranks.
Perfect CSLast-hitting every single minion in a wave — a benchmark laners chase in practice tool.
Economy, farming, and gold terms

LOL terminology: combat and fighting words

This is the language of trades and teamfights. The words below describe how champions do damage and lock each other down, which is exactly what guides mean when they call something a 'burst mage' or tell you to 'peel for your carry.'

TermWhat it means
PokeChipping away at an enemy's health from range without committing to a full fight.
BurstDeleting a target with a fast combo before they can react. Assassins live on burst.
DPSDamage per second — sustained output over a fight, the ADC's job.
TradeExchanging damage with your laner. A 'good trade' means you dealt more than you took.
All-inCommitting every ability and summoner spell to secure a kill — no backing out.
Kite / KitingDealing damage while moving away so you hit the enemy but they can't hit you back.
Orb-walk / Attack-moveWeaving an auto-attack and a step in one motion to kite cleanly. A core marksman skill.
CC / Crowd ControlAny effect that limits enemy movement or actions — stuns, roots, slows, knockups.
Hard CCFull lockdown: stuns, roots, knockups, suppressions. It fully removes control.
Soft CCSofter effects like slows and blinds that reduce but don't remove control.
Root / SnareYou can't move but can still attack and cast.
StunYou can't move OR act for the duration.
KnockupAirborne crowd control that can't be cleansed and interrupts channels.
PeelUsing your CC and body to protect a carry from divers.
DiveAttacking an enemy under their own tower, eating tower shots to get the kill.
AAAuto-attack — your basic right-click attack.
ProcTriggering an on-hit or passive effect (from 'process').
AD / APAttack damage / ability power — the two main damage stats.
True damageDamage that ignores armor and magic resist entirely.
Squishy / Tank / BruiserDurability archetypes: fragile, unkillable, and durable-but-still-hits.
Hook / GrabA skillshot that pulls a target toward the caster and usually starts a fight.
ComboA specific sequence of abilities and autos that maximizes a champion's output.
Combat, damage, and crowd-control terms

Map, objectives, and positioning

These terms are about where the game is won. Objectives and vision decide most games above the very lowest ranks, so being able to parse 'grouping for Baron' or 'they have deep vision' matters more than knowing any combo.

TermWhat it means
LaneThe three paths — top, mid, bot — where minions fight and laners farm.
JungleThe wooded space between lanes, full of neutral monster camps the jungler farms.
RiverThe diagonal waterway splitting the map, home to the major objective pits.
GankA surprise attack on a lane, usually by the jungler, to score a kill.
CountergankShowing up to a gank to flip it, turning the ambush against the enemy.
RoamLeaving your lane to help another one, common for mid laners and supports.
Ward / VisionPlacing an object that reveals an area. Vision is how you avoid ganks and picks.
Deep wardA ward placed inside the enemy's territory to track their movements.
Fog of warAny unrevealed part of the map you currently can't see.
Dragon / DrakeThe river monster that grants stacking team buffs when killed.
Baron / NashorThe powerful late-game monster that buffs your minions and pushing power.
HeraldThe early-game objective that charges into towers to break them.
SmiteThe jungler's summoner spell used to secure camps and steal objectives.
TP / TeleportA summoner spell that channels to move across the map to a minion or ward.
Split pushPressuring a side lane alone to force the enemy to respond while your team plays elsewhere.
BackdoorSneaking to destroy structures or the Nexus while the enemy is distracted.
InvadeEntering the enemy jungle early to steal camps or catch someone out.
Plates / Tower platesThe gold-granting turret plating that falls off in the first several minutes.
Inhibitor / InhibThe structure behind a base's towers; breaking it spawns super minions.
NexusThe core structure in each base — destroy it and the game is won.
Tower aggroThe turret targeting you after you attack an enemy champion near it.
PitThe walled area in the river where Dragon and Baron spawn.
Map, objective, and vision terms

League acronyms list: meta, roles, and chat slang

This last group is the social layer — the roles, the balance talk, and the rapid-fire chat you'll see in every lobby. Some of it is useful information, some of it is people tilting. Knowing the difference keeps your own head clear.

TermWhat it means
ADC / Bot carryThe ranged marksman who scales into a late-game damage dealer, usually bottom lane.
SupportThe bot-lane partner who protects, engages, and provides vision instead of farming.
MetaThe currently dominant strategies and champions — 'the way the game is being played.'
Buff / NerfA patch change making something stronger (buff) or weaker (nerf).
OP / BrokenOverpowered — a champion or item that feels unfairly strong.
Comp / Team compThe combination of five champions and how their strengths fit together.
Engage / DisengageStarting a fight versus tools that let you safely back out of one.
Frontline / BacklineThe durable champions up front versus the fragile carries behind them.
ScalingHow much stronger a champion gets over time. 'Scales well' means dangerous late.
TempoWho has the initiative to do things on the map right now.
Macro / MicroBig-picture map decisions (macro) versus moment-to-moment mechanics (micro).
PickCatching an isolated enemy and killing them to open the map.
Teamfight / TFA full five-on-five clash, usually around an objective.
SkirmishA smaller, messier fight involving only some of each team.
Diff'Difference' — usually blaming a losing lane, as in 'mid diff.' Often just tilt.
Inting / IntIntentionally feeding — throwing the game on purpose by dying repeatedly.
Feed / FeedingDying a lot and making an enemy stronger, whether on purpose or not.
KDAKills / Deaths / Assists — a quick, imperfect snapshot of a game.
MMR / EloThe hidden rating that decides your matchmaking and rank gains.
LPLeague Points — what you gain and lose within a ranked division.
SmurfAn experienced player on a lower-ranked account.
OTP / One-trickSomeone who plays almost exclusively one champion.
ThrowLosing a game you had clearly won, usually via a greedy mistake.
ClutchA game-saving play made under pressure.
Tilt / TiltedPlaying worse because you're frustrated. The silent killer of ranked climbs.
Roles, meta, and ranked terms

And the pure chat shorthand — the stuff you'll type or read in the first ten seconds of a game and again during every fight:

  • GLHF — good luck, have fun. The standard opener.
  • GG — good game, typed at the end (or, less kindly, mid-game when someone's giving up).
  • MIA / SS — an enemy is missing from their lane, so play carefully.
  • OMW — on my way, usually from a jungler heading to gank.
  • B — I'm backing to base; care — be careful, danger nearby.
  • FF — surrender vote, as in 'ff at 15' (the earliest you can concede).
  • Reset — everyone back off, recall, and regroup after a fight.

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Guide FAQ

What does CS mean in League of Legends?

CS means creep score: the number of minions and neutral jungle monsters you've killed. Each one gives gold and experience, so a higher CS almost always means a stronger champion. When people ask what does cs mean league players are really asking how to measure farming — aim for last-hitting cleanly rather than just standing in lane.

What does 'diff' mean in League chat?

'Diff' is short for difference, and it's used to point at a losing matchup — 'top diff' means the top laner is being beaten. Be careful with it. It's usually said in frustration, not as real analysis, and blaming a lane out loud rarely helps anyone play better.

What's the difference between hard CC and soft CC?

Hard CC fully removes an enemy's control — stuns, roots, knockups, and suppressions stop them from moving or acting. Soft CC only weakens them, like slows and blinds that reduce movement or accuracy without taking away control. Hook champions like Blitzcrank and Thresh open with hard CC precisely because it guarantees the follow-up.

What do 'inting' and 'feeding' mean?

Feeding is dying repeatedly and making an enemy stronger, whether by accident or not. 'Inting' is short for intentional feeding — throwing the game on purpose — and it's a reportable offense. In practice players sometimes use both words to complain about a rough game, so don't take every accusation literally.

How do I memorize this league acronyms list faster?

Don't try to memorize the whole league acronyms list in one sitting. Bookmark this glossary, pick up terms as they appear in your games, and focus first on the economy and map groups since those change your decisions the most. Watching a match with the vocabulary in front of you cements it far faster than flashcards ever will.

Where can I use these terms to actually improve?

Knowing the words is step one; applying them is step two. When you review a game, narrate it in this vocabulary — 'I got picked here, I lost tempo there, my CS fell off after the gank.' Naming your mistakes precisely is what turns a fuzzy loss into a fixable one.