League of Legends Glossary: LoL Terms & Abbreviations
League of Legends glossary has hundreds of terms and abbreviations, from ADC, CS, and CC to more advanced concepts like freezing, kiting, and split pushing.
League of Legends glossary has hundreds of terms and abbreviations, from ADC, CS, and CC to more advanced concepts like freezing, kiting, and split pushing. Some describe champion abilities, map objectives, and combat mechanics, while others are slang players use to communicate.
With this League of Legends glossary, we explain the most common terms you’ll encounter.
League of Legends abbreviations
In LoL matches, a lot happens quickly, so you need great reaction time, and writing full, grammatically correct sentences doesn’t help. That’s why summoners shorten almost everything. But for beginners already confused about the game, abbreviations are just one more thing to worry about (been there myself, googling what “x” means in LoL countless times).
So, we hope this list makes any beginner’s journey in League at least a little bit easier.
- Abbreviation
- Full term
- Abbreviation
- Full term
- %HP
- Percentage of Health
- GW
- Grievous Wounds
- AA
- Auto-attack
- HP
- Health Points
- AA Reset
- Auto-attack reset
- HP5
- Health Regeneration per 5s
- ACE
- All champions exterminated
- IE
- Infinity Edge
- AD
- Attack Damage
- Inhib
- Inhibitor
- ADC
- Attack Damage Carry
- IP
- Influence Points
- AFK
- Away from keyboard
- JG/JGL
- Jungle/Jungler
- AH
- Ability Haste
- KDA
- Kills, Deaths, Assists
- AoE
- Area of Effect
- KS
- Kill Steal
- AP
- Ability Power
- LoL
- League of Legends
- AP Pen
- Ability Power Penetration
- LP
- League Points
- ARAM
- All random all mid
- LS
- Life Steal
- AS
- Attack Speed
- MB
- My bad
- B
- Back/Recall
- MIA
- Missing in action
- BE
- Blue Essence
- Mid
- Middle lane
- Bot
- Bottom lane
- MMR
- Matchmaking Rating
- BRB
- Be right back
- MP
- Mana Points
- CC
- Crowd Control
- MP5
- Mana Regeneration per 5s
- CD
- Cooldown
- MR
- Magic Resist
- CDR
- Cooldown Reduction
- MS
- Movement Speed
- CPC
- Classic Pass Coin
- OOE
- Out of Energy
- Crit
- Critical Strike
- OOM
- Out of Mana
- Crit Chance
- Critical Strike Chance
- OP
- Overpowered
- Crit DMG
- Critical Strike Damage
- OTP
- One-trick pony
- CS
- Creep Score
- P
- Passive
- DoT
- Damage over time
- Prio
- Priority/lane priority
- DPS
- Damage per second
- PvE
- Player versus environment
- EP5
- Energy Regeneration per 5s
- PvP
- Player versus player
- FB
- First blood
- RP
- Riot Points
- FF
- Forfeit
- SS
- Enemy missing
- FS
- First strike
- Supp / Sup
- Support
- GA
- Guardian Angel
- TP
- Teleport
- GG
- Good game
- Ult
- Ultimate
- GJ
- Good job
- WP
- Well played
- GLHF
- Good luck, have fun
- XP
- Experience points
- League of Legends
- champion roles and classes explained
League of Legends has five main team positions and several champion classes. A position determines where a player starts the match, while a champion class describes their combat style. For example, a Mage can play Mid or Support, while a Fighter can play Top or Jungle.
NOTE:
Meanings in this section are explained for almost all cases in normal LoL matches, but there are exceptions. They apply when the team uses advanced strategies or troll picks, for instance.
The 5 LoL champion positions
Top, Jungle, Mid, ADC, and Support are the 5 champion positions in League.
Term Meaning Top laner Fighter or Tank champs assigned to play in the top lane.
Jungler
Fighter, Tank, or Assassin champs assigned to farm neutral monsters and control objectives in the jungle (helps teammates through ganks).
Mid laner Mage or Assassin champs assigned to play in the mid lane.
ADC/ bot Marksman champs assigned to play in the bot lane alongside Support.
Support
Support champs assigned to play in the bottom lane alongside ADC.
Champion classes and subclasses
There are only 5 champ positions, but classes and subclasses are another thing. There’s much more.
Term Meaning Assassin Fragile melee champs with great mobility who help your team by eliminating high-priority enemies. Their goal is to kill 1-2 enemies and get out alive.
Fighter (Bruiser)
Short-ranged champs who excel at dealing and surviving damage. They thrive in long fights, but limited range makes them vulnerable to ranged attacks and CC.
Juggernaut
Fighter champs that are tanky and high-damage, but lack mobility and CC.
Diver
Fighter champs that are more mobile than Juggernauts, but not as durable. They dive into the enemy team/under the Tower to eliminate targets, enduring the damage.
Tank
Melee champs with a massive Health bar that can absorb a lot of damage and CC during fights. Their main goal is to be a frontline shield for fragile allies, not to get kills.
Mage
Ranged champs that rely on abilities to deal damage. They’re fragile (low Armor, Health), but have CC and AoE damage. Positioning is the most useful skill for them.
Burst Mage
Deal a lot of damage quickly with ability combos. Their range and CC are average.
Battle Mage (Warlocks)
Deal DoT at closer range. They trade range for defensive capabilities.
Artillery Mage
Deals damage from long range. They excel at objective control and poking enemies before fights, but their self-peel is limited.
Marksman
Ranged champs that excel at dealing sustained damage through AAs. They can stay pretty safe while kiting enemies but are generally fragile and rely on AD/AP items.
Support (Controller)
Defensive champs that help allies with healing, protection, CC, buffs, and vision.
Enchanter Supp
Keeps allies alive with heals, shields, and buffs. Low damage early on, but scales well.
Engage Supp
Initiates fights through CC, diving into enemy teams and locking down targets.
Peel Supp Stays close to ADC to block damage and push enemies away.
Damage Supp
Casts long-range spells to poke enemies and control the lane with Magic Damage.
Skirmishers (Duelists)
Mobile melee champs that excel in smaller fights and rely on offensive builds.
T he names in brackets are just another word players use.
Other champion terminology in the League of Legends glossary Term Meaning Melee A champion that attacks enemies at very close range.
Ranged A champion that can attack enemies from a distance.
Flex pick
Champs that work in a role they aren’t meant for/multiple positions.
Counterpick
Champ selected based on the enemy team’s champion’s weaknesses.
Blind pick
Champion selected without knowing the opposing lane matchup.
Main A player’s preferred or most-played champion.
OTP
Player who focuses almost exclusively on mastering one champion.
Champion pool The group of champions a player picks regularly.
Caster
A champion that casts (uses, activates) an ability, effect, etc.
Laning, farming, and wave management glossary
Any LoL match begins with laning and farming, so these are must-know for anyone.
Term Meaning Farm Kill minions or monsters to earn gold and XP.
Last hit Deal the killing blow to a minion and earn gold.
Minion wave Group of allied or enemy minions moving down a lane.
Wave management Control minion waves to gain lane advantages.
Freeze Keep the minion wave near a chosen position.
Slow push
Build a large allied minion wave by slowly killing enemy minions.
Fast push Quickly kill enemy minions to push your wave forward.
Crash Push a minion wave into the enemy turret.
Trade Exchange damage with an enemy champion in lane.
Roam Leave your lane to help teammates elsewhere.
Prio
Ability to push your wave first and move before your opponent.
Reset
Recall and return to the map after buying items/restoring resources.
Map and objective terminology for League of Legends Summoner’s Rift has 3 lanes separated by the jungle, with structures and monsters throughout the map. Understanding League of Legends glossary terms for map-related stuff makes it easier to follow team calls about defending towers, taking dragons, and pushing toward the enemy base.
Map locations and structures Term Meaning Summoner’s Rift Main three-lane map used for standard 5v5 LoL matches.
Lane One of the three paths connecting the two teams’ bases.
Top lane The upper lane in Summoner’s Rift.
Mid lane
Middle lane and the shortest direct route between the two bases.
Bot lane Lower lane of Summoner’s Rift.
Jungle
Areas between lanes containing neutral monsters and jungle paths.
River
Area separating the two sides of the map, connecting the Baron and Dragon pits.
Brush/Bush
Terrain that hides you from enemies outside it unless they have vision.
Base
Area containing a team’s Nexus, inhibis, fountain, and turrets.
Fountain
Starting and respawn area to recover health, mana, and purchase items.
Inhib
Structure at base that spawns the enemy’s super minions in its lane when destroyed.
Nexus
Structure that must be destroyed in the enemy base to win (minions spawn here).
Turret/Tower
Structure that starts attacking enemy units that first enter its range.
Outer Turret
First turret encountered in a lane (grants limited vision for the team).
Inner Turret Defensive turret located behind an outer turret.
Inhib Turret Turret protecting a team’s inhibitor.
Nexus Turret One of the two defensive towers that guard a team’s Nexus.
Alcove
A small, curved “bay” in the outer wall of the top and bot lanes.
Pit
Enclosed area of the river where powerful neutral objectives spawn.
League of Legends jungle glossary
Junglers spend much of the early game clearing jungle camps, ganking lanes, and preparing for neutral objectives. This also means that some terms in the League of Legends glossary are created specifically for the jungle.
Term Meaning Objective Valuable map target, such as a turret, Dragon, Baron, or inhibitor.
Objective steal
Taking an objective just before the opposing team secures it.
Objective control
Strategy of securing map targets (not losing them to the enemies).
Buff
Temporary beneficial effect gained from an ability, item, or objective.
Jungle camp
Neutral monsters in the jungle that grant gold and XP if killed. You’ll find Wolves, Raptors, Krugs, and Gromps.
Invade Enter the enemy jungle to attack or steal jungle camps.
Counterjungle
Kill or steal neutral monsters from the enemy team’s jungle while they’re stealing yours.
Jungle pathing
The route a jungler follows between camps, lanes, and objectives.
Full clear Kill all jungle camps in a planned jungle pathing.
Leash
Help a jungler damage the first camp before returning to lane.
Smite
Summoner spell used to damage monsters and secure objectives.
Dragon Soul
Permanent team bonus earned by killing the Elemental Dragons.
Baron Buff Temporary team buff gained from killing Baron Nashor.
Jungle monsters Monster Explanations Rift Scuttler (Scuttle Crab)
Neutral monster in the river (one on each side) that doesn’t fight back, but flees. Killing it grants gold, XP, vision, and MS.
Blue Buff
Buff after killing Blue Sentinel (CDR, AH, Mana and Energy Regen).
Red Buff
Buff after killing Red Brambleback (AAs slow, DoT, Health Regen)
Dragon/Drake
Powerful neutral monsters that grant bonuses based on the Drake’s Element your team slays (5 Elemental Drakes exist).
Elder Dragon
Powerful late-game objective that grants a 2.5min combat buff.
Baron Nashor
The most powerful neutral monster in the jungle, boosting AD, AP, recall, and minion power to the team that kills it.
Rift Herald
Neutral monster in the Baron Nashor pit that lets you summon the Eye of the Herald after killing it to help damage enemy turrets.
Void Grubs
Monsters in the Baron pit that grant extra damage on turrets if killed.
Map movement terminology for League of Legends Moving around the map isn’t easy, and understanding what’s going on makes it even harder.
Term Meaning Gank Attack an enemy in lane by arriving from another part of the map.
Countergank Arrive to help an ally who is being ganked.
Camping/camp
Staying nearby to target one enemy, ganking and attacking them repeatedly.
Clear Kill jungle camps or minion waves.
Cross-map play Getting an objective away from the enemy team’s interest.
Rotation/rotate
Move to another part of the map to help allies / clear objectives.
Objective trade Give up one objective while securing another.
Backdoor Sneaking in to destroy an enemy base unexpectedly.
Split push
One player moving to a side lane, killing minions and turrets along the way while the teams are elsewhere.
Siege Sitting under an enemy turret and trying to take it down.
Bounty
Gold reward for killing enemies who are ahead in gold and kills.
Skirmish
Small fight (2v2 or 3v3) where both sides don’t use all their power.
Combat and teamfight glossary for League of Legends Teamfights involve many champions using their abilities together. Players use the following terms to describe how fights begin, which enemies to attack, and how to protect teammates.
Fighting and positioning Term Meaning Teamfight Fight involving multiple champions from both teams.
Engage
Start a fight by attacking or using an ability to initiate combat.
Disengage
Break away from a fight or prevent enemies from continuing it.
Re-engage
Start fighting again after disengaging or a temporary retreat.
Frontline Durable champs positioned ahead of allies to absorb damage.
Backline
Damage dealers and fragile champs positioned behind the frontline.
Peel
Protect an ally from enemy attacks with CC, shields, or healing.
Dive Aggressively attack an enemy in a dangerous position.
Tower dive
Go under the enemy’s tower to aggressively attack the target.
Focus
Concentrate attacks and abilities on one specific enemy champion.
Target priority
Choosing which enemy champ/unit to attack first during a fight.
Burst Deal a lot of damage within a short time.
Kiting/kite Attack enemies while moving away to avoid damage.
Orb walking
Moving between AAs to reposition without delaying the next attack.
Gap close
Anything that quickly gets you from your current to target destination.
Flanking/flank
Positioning that lets you attack enemies from the side or behind.
Chase Pursue an enemy who is trying to escape.
Bait
Tricking an enemy into making a bad decision (e.g., wasting Ulti).
Pick
Catch and attempt to kill an out-of-position / isolated enemy.
ACE
All of the enemy team’s champions are killed at the same time.
Outplay
Using skills, reflexes, positioning, and mind games to beat an enemy.
Wombo combo Awesome combo of AoE ultimates from different champs.
Execute
Dying to a non-champ unit without giving the enemy gold, or a high-damage ability designed to finish off low-health targets.
Dodging/dodge Avoiding a skillshot by moving your champ out of the way.
Skillshot
An ability that a player manually aims and fires in a specific direction.
Ability terminology Term Meaning Passive Champion’s ongoing effect/ ability that automatically provides some sort of bonus without requiring input.
Q / W / E Keys used for casting a champion’s three basic abilities.
Ultimate
Champion’s most OP ability (R key) learned at level 6 in a match.
Cooldown Time before an ability, spell, or item can be used again.
Combo Sequence of attacks and abilities used together.
Skillshot
Ability that requires aiming (can miss its intended target).
Point-and-click Targeted ability activated by selecting an eligible unit.
Cast time
Delay between activating an ability and its effect taking place.
Channel
An ability that works only while casting/activated (like DoT).
Animation cancel
A technique that cuts an animation short and lets you act sooner.
AA Reset
Trick to skip the end of an AA animation and instantly attack again.
Stack A counter that tracks repeated actions to grant bonuses.
Skill ceiling
The max level of skill one can reach to use a champ’s full potential.
Skill floor
The minimum level of skill needed to use a champion effectively.
CC Abilities that stun, slow, disable, or immobilize enemies.
Crowd Control glossary for League of Legends Crowd Control, or CC, refers to effects that restrict an enemy’s movement, attacks, or abilities. Some types of CC completely disable champions, while others only limit certain actions.
Term Meaning Stun Prevents a champ from doing anything for a certain time.
Slow Reduces an enemy champion’s MS / makes them slower.
Root Makes an enemy unable to move but still lets them attack.
Prevents a champion from using their abilities (they can still move).
Airborne
Lifts up or moves a champ while preventing them from doing anything for a certain time. Can be Knockup, Knockback, or Pull.
Knockup
Lifts a champion into the air and temporarily disables their actions.
Knockback
Forcibly pushes an enemy champion away from the point of cast.
Pull Physically drags an enemy champion closer to the caster.
Fear
Slows affected champs and forces them to move away from the source.
Charm Forces an affected target to slowly walk toward the caster.
Taunt Forces an affected target to move toward and AA the caster.
Suppression
Completely disables a target champion (can’t be removed with Cleanse).
Blind
Causes the opponent to miss following AAs (only Teemo has it).
Disarm
Prevents an affected target from casting AA, but not spells, items, etc.
Prevents using movement abilities (e.g., dashes and blinks).
Disrupt Cancels or stops channeled and charged abilities/attacks.
Cripple
Reduces a target’s AS by a percentage for a specific duration.
Drowsy/Sleep
Slows a target and causes them to fall asleep when the timer ends.
Berserk
Forces a unit to attack a nearby unit (whether ally, enemy, or neutral).
Flee Forces an affected champion to run away from the caster.
Kinematics
Drags a target continually toward a location/unit until they arrive.
Nearsight
Reduces a champion’s vision radius, blocking external and allied vision.
Stasis
Makes a unit invulnerable, untargetable, and immobile for a brief period.
Cleanse
Removes most CC effects and debuffs (self-targeted summoner spell).
CC chain
Apply multiple CC effects continuously to keep an enemy disabled.
Hard CC
CC that completely interrupts or strongly restricts a champion’s actions.
Soft CC CC that limits an enemy without completely disabling them.
Champion stats, damage, and item terminology
Champions gain stats through leveling, items, abilities, and other bonuses. Understanding these terms makes it easier to compare items and identify which stats a champion needs.
Damage and defensive stats Term Meaning Physical Damage Damage reduced by Armor (mostly from AAs, Marksmen, and Fighter abilities).
Magic Damage Damage reduced by MR (mostly used by Mages and Support).
True Damage
Damage that ignores all Armor and MR except items and shields (most used by Tanks, Assassins).
AD
Stat that boosts Physical Damage of AAs and abilities (scales with AD).
AP
Stat that boosts Magic Damage of abilities and effects (scales with AP).
Scaling
Champ’s power gain in a match through XP, levels, gold, and items.
AS How quickly a champion can perform AAs.
AH
Makes CD seconds go by faster (AS but for abilities, basically).
CDR Takes time away from cooldowns.
AoE
Area in which an attack/ability reaches/covers (can hit multiple targets).
Armor Reduces how much incoming Physical Damage is dealt.
MR Reduces how much incoming Magic Damage is dealt.
Armor Pen
Reduces the effectiveness of enemy Armor against Physical Damage.
Magic Pen Reduces the effectiveness of enemy MR against Magic Damage.
Lethality
Removes a fixed amount of Armor from enemies (Flat Armor Pen).
LS Heals for a percentage of the damage dealt with AAs.
Spell Vamp Heals for a percentage of the damage dealt (except AAs).
Omnivamp Heals for a percentage of the damage dealt.
Shield
Temporary protection that absorbs applicable incoming damage.
Regen
Automatic recovery of health, mana, or another resource over time.
Bonus HP Additional Health gained beyond a champion’s base Health.
Item and build terminology Term Meaning Build Combination of items, runes, abilities, etc. used for a champion.
Core items
Items that form the main part of a champion’s typical build.
Full build
Having all available item slots filled with the intended items.
Build path
Order in which one buys item components and completed items.
Component Cheaper item used to build a more expensive one.
Active item
Item with an effect that the player can manually activate as a bonus.
Passive item
Item that provides a continuous/automatically triggered effect.
Situational item
Item purchased to counter specific opponents or match situations.
Defensive item
Item that improves survivability with HP, resistances, shields, etc.
Offensive item Item that improves damage through AD, AP, AS, Pen, etc.
Power Spike
Visible increase in a champion’s strength after obtaining an item/level.
Gold efficiency
Comparison of an item’s cost against the value of its stats.
Anti-Heal
Effects that reduce the amount of healing an enemy receives.
Grievous Wounds
Debuff that reduces all incoming healing (self and Regen included).
Vision and map awareness terminology for LoL Vision allows teams to see enemy movements, avoid ganks, and prepare for major objectives. Wards and vision control become especially important when players leave their lanes.
Term Meaning Vision Visible areas of the map in a match and units within them.
Ward Tool that grants vision of a specific area on the map.
Stealth Ward Ward that becomes invisible to enemies.
Control Ward Visible Ward that reveals and disables nearby enemy Wards.
Pink/Vision Ward Older names for Control Ward.
Oracle Lens/Sweeper Tool that reveals hidden enemy wards and traps.
Trinket Free, vision-related item kept in a dedicated slot.
Fog of War Map areas that a team doesn’t have any vision on/can’t see.
Facecheck
Dangerous actions of walking blindly into an area with no vision.
Deep Ward Ward placed far into the enemy team’s side of the map.
Vision control
Strategic management of map vision by placing/clearing wards.
Map awareness Paying attention/knowing what’s happening across the map.
Missing/SS/MIA
A way of warning the team that your lane opponent is missing.
Ping
Visual map signals used to share information without typing.
Progression and ranking glossary for League of Legends LoL matches are commonly divided into early, mid, and late game. Players also use terms related to ranked progression, matchmaking, and their performance throughout a match.
Match progression Term Meaning Early game The first 14 minutes of the game (focused on laning, farming, etc.).
Mid Game
14-25minutes of the game (players start rotating, grouping, etc.).
Late game
25+ minutes of the game (full item builds, many 5v5 fights, etc.)
Win condition
Specific strategy/objective a team needs to focus on for winning.
Tempo
Time and power advantage/ finish tasks faster than the enemy.
Gold lead Having earned more gold than an opponent or the enemy team.
Level advantage Having a higher champion level than an opponent.
Item advantage Having more completed items/components than an opponent.
Snowball
Using early advantage (e.g., first kill) to build a stronger lead.
Throw
Losing (objective, fight, etc.) even when you’re winning the match.
Stomp Win/lose a match or lane by a large margin.
Ranked and performance League of Legends glossary Term Meaning Ranked Competitive matchmaking mode in LoL where players compete for ranks.
Rank A player’s position within the competitive ranking system.
Elo
Skill-based system that matches players of similar level/rank.
MMR
Skill-based system that matches players of similar level/rank (hidden).
LP League Points earned/lost through ranked LoL matches.
Placement matches
The first 5 ranked games at the start of a new season/when you play ranked for the first time, used to determine your starting rank.
Climb Progress toward higher ranks through ranked matches.
Hardstuck
Slang for a player who remains at the same rank for a long time.
KDA
A performance metric calculated as (kills + assists) divided by deaths.
Win rate
Percentage of games won out of the total number of games played.
CS per min Average number of minions/monsters killed per minute.
Slang and chat terms in League of Legends glossary
League of Legends has its own vocabulary for describing teammates, opponents, mistakes, and match outcomes. Some expressions help with communication, while others are just for sarcasm.
Term Meaning AFK Player who is absent/no longer actively participating in a match.
Int/inting
Intentional feeding (sometimes misused to criticize basic mistakes).
Feed/feeding
Die repeatedly, continuously granting the enemy extra gold, XP, etc.
Fed
A player too strong to handle for opponents (from kills, farm, etc.).
Carry
A player who helped win a match through damage, objectives, etc.
Hard Carry
A player who had an exceptionally large impact on a team’s victory.
KS Taking an enemy kill that another ally expected to secure.
Troll/trolling Playing in a non-serious manner.
Flame/flaming
Hostile/abusive communication directed at teammates/opponents.
Griefing
Intentional actions that make it hard for the allied team to play.
Smurf
Experienced player using another account (a lower-level one).
Main
Champion or role that a player prefers or plays most frequently.
OTP Player who specializes in one champion only.
Diff
Saying a player is much better/worse than the other between teams.
Gap
Used to describe a perceived difference in player skill (similar to diff).
Tilt/tilted
Frustration that negatively affects a player’s decisions/performance.
Mental boom
Being so frustrated that you lose focus for the rest of a match.
AFK farm Farming while ignoring team fights/objectives.
FF Forfeit/surrender the match.
Open mid
Message indicating that your team will leave mid lane open so the opponents can end the game (used before surrender is possible).
WP/GJ
Compliment to a teammate/opponent for a successful/impresive play.
MB Acknowledgment of a personal mistake.
OP A champion, ability, or item considered way too strong.
Broken Slang for something considered unfairly strong.
Meta
Most popular/statistically effective way to play the game currently.
Off-Meta Unusual/unconventional way of playing the game.
Buff
Make a champion, item, etc. more powerful with a game update.
Nerf Make a champion, item, etc. weaker with a game update.
Rework
Redesign of a champion, ability, item, etc. with a game update.
Patch
LoL update that has balance changes, bug fixes, new content, etc.
Hotfix
A smaller update to address an urgent issue between regular patches.
Queue dodge
Leaving/failing to lock in during champ select before the game starts.
Modes and progression glossary for League of Legends League of Legends offers different game modes, progression systems, and currencies. Our League of Legends glossary covers the most commonly used ones here.
Term Meaning ARAM Mode where you fight on a single-lane map with random champs.
Normal Draft Unranked match with champ bans and a structured selection.
Ranked Solo/Duo
Competitive mode where players queue alone/with one partner.
Ranked Flex
Competitive mode supporting player groups with more than one partner.
Co-op vs. AI Mode where players compete against AI bots.
Bots Computer-Controlled AI opponents in LoL.
PvP Matches where human players compete against one another.
PvE Gameplay focused on AI bots or challenges.
Custom game
Player-created match with configurable participants and settings.
LoL Classic Game mode inspired by early LoL season 3.
Summoner level
Account level (earned through playing and completing missions).
Champion Mastery Reflects a player’s experience with individual champions.
IP Currency used in older League (now in LoL Classic).
BE
Modern LoL currency used to purchase champs, rune pages, etc.
RP
LoL currency purchased with real money (to buy, e.g., skins).
Learning the League of Legends glossary is a good start, but putting it into practice takes time. On the, you can get coaching from experienced players, buy an account with your favorite champs, or use boosting services to reach your desired rank faster.
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