Let’s learn the basics of League of Legends


Summoner’s Rift

So, it works like this: Two teams of five fight it out in an arena called Summoner’s Rift.





Each player can choose from one of the 134 characters (In LoL gaming world, they are called Champions).

Each Champion has 4 different abilities, which you can use during the game.

A Typical game of LoL lasts for about half an hour (Average).




LoL is a team-based game, so you will have to cooperate with your other 4 teammates, make the right Champion picks, choose right items for your Champion and will try to outfarm, and outkill your enemy.

Standing in your way will be an enemy team of 5 that have the same goal as you do – destroy each others Nexus (big building in each side’s base with the massive diamond floating over it).

While you fight your foes, you can also get gold from killing minions and towers, which allows you to get better items for your Champion.


Lanes: The three open areas that run from one end of the map to the other. They’re referred to as top, middle, and bottom.

Jungle: The areas between the lanes, filled with camps of neutral monsters that can be killed for money, experience, and buffs. It’s confusing in there, but you’ll figure it out.

Towers: Eleven per side, they tower over the lanes, shooting anyone who comes close. They do a ton of damage, so to destroy them, players typically want a group of minions to act as meat shields. Don’t worry too much about the minions, dying is what they live for.

River: Separating map in two, making life harder on the other side.



Inhibitors: Each of the lanes has one, and when they’re destroyed, the team that destroyed them starts spawning super minions from their base. Super minions have a ridiculous amount of HP and do a good amount of damage, so Inhibitors are important to protect.




Dragon/Baron Nashor: Big, scary monsters that hangout in the river running along the middle of the map. Killing them will get your entire team a bunch of money, and in the case of Baron, a really powerful stat-boost.



As you get into your first games of LoL, you should pick one of the easier Champions to play with. Some of them are: Master Yi, Darius, Garen, Ashe, Wukong, Jinx, Annie.

At start, you should always focus on NOT DYING, rather than on getting kills. But if you couldn’t avoid it and you died, you will respawn in your base after a certain amount of time, based on how long the game has lasted and what level you are. The respawn timer starts super low, just a few seconds, but can get up into the minute-plus range. You lose out on potential experience and money while you’re spending time in the afterlife or walking back to your lane. That can be a huge problem for you, especially early in a match, so watch yourself out!

The Brawl

Each team has five players, all of which have their own roles to fill. Generally, it’s accepted that, in a standard game of LoL, there are five positions: Top laner, mid laner, AD carry, support, and jungler.

Don’t bother trying to head into jungle early in the game. Before your account hits level 20, you don’t have access to the appropriate Runes and Masteries to survive amongst the trees. Pick a lane and hang out there early.




Top Lane

The top laner is typically a melee character with strong brawling abilities. This lane is the place for brawlers and tanks to safely farm a bunch of items to get strong.


Mid lane

Mid laners typically do their stuff in, uh, the mid lane. Typically caster-types with a focus on getting items that give their AP-based skills a huge boost, they act as the mages of the team, blowing up just about anything they can. Kassadin, Fizz, and Zed are some of the top picks right now.


Bottom lane


Now, the bottom lane is where things get a little confusing. Two champs hang out down there: the AD carry and the support. ADCs do a downright obscene amount of damage later in the game, but are crazy easy to kill in the early game. It’s the support’s job to protect them until they bloom into a wonderful, deadly flower.



The jungler is the wandering helper of the team. He wanders through the space between lanes, killing the neutral monsters and popping up to secure a kill on an unsuspecting victim.






That covers the basics of the game. The best thing you can do now is just go ingame, ruin a game or two for your teammates while you still search for that item you wanted to buy, feed opponents so they’re overfed and learn new things! 🙂

Tips, tricks, phrases

Farming/Last hitting/CSing: Killing minions or neutral monsters. This gets you experience and gold. However, you only get money if you deal the killing blow to the monster. Hence, last-hitting. CS stands for Creep Score, which is a holdover from DotA and is simply the number of minions or monsters a player has laid down the last hit upon.

Abilities: Each Champion has four activated abilities and a passive. With each level you gain, you get one point to put into one of the four activated ones. Learning what the Champions’ skills do is key to understanding the game on a higher level. Fortunately, they’re all different enough that they’re easily to differentiate.

AP and AD: Ability Power and Attack Damage. You get these stats by buying items with gold, which will improve the damage output and general stats of your skills. Attack damage also boosts the amount of damage autoattacks do, making it ideal for Champions who attack quickly.

Autoattacks: Assuming you’re in range, your Champion will attack whatever enemy unit or building you right click on. For some Champions, this is a great way to deal damage. For others, triggered abilities are easier for blowing stuff up.

Runes and Masteries: When you level up your account by playing a whole bunch of games, you slowly gain access to more Runes and Masteries. The Mastery tree acts like a skill tree in most RPGs, while Runes are items purchasable by the in-game currency Influence Points that give bonus stats. Choosing the right Runes and Masteries are important for high-level play.

Carry: A Champion that, figuratively, carries the team to victory. Typically, they’re damage dealers that get a whole bunch of kills. Despite the AD carry’s name, a carry can come in the form of any role.

Wards: A large part of League is knowing where your enemies are. Wards help with that by cutting through the fog of war and exposing a small segment of the map.

Meta: Essentially, the current state of the strategy of the game. The meta defines which Champions fit in which positions and styles of play. Typically, teams stick somewhat strictly to the meta.

Mechanic phrases
  • ace = all of the enemy team is dead for the moment. Beware spawn times but now is an excellent time to push.
  • aoe = area of effect, an ability which covers an area, rather than a single character.
  • AP = Ability Power. The stat which boosts the effectiveness of abilities.
  • aura = A ‘passive’ which applies not only to the hero who has it, but also to heroes within the given range for the aura. A shareable passive.
  • bd/backdoor= To attack the enemies towers and base without the cover of your creeps there
  • brush = The large grass in LoL which causes your hero to be hidden to people outside of the brush
  • buff = Typically a temporary increase to some stat(s)
  • carry = A character who, if played properly, wins late game fights for a team. Typically these heroes are weak early game and require a lot of farming.
  • CC = crowd control. Moves that interfere with the other champions actions such as stun, fear, knockbacks/ups and blind.
  • CD= Cool down, the time between using abilities.
  • champion = The particular character that you as the summoner control
  • dd = direct damage ability. Typically DDs are unavoidable: Click ability, click target, profit. For example: Annie’s Q fireball.
  • Disable = A Disable is a debuff that usually prevents some kind of action on the player. Stuns, roots, silences are all examples of disables
  • DOT = Damage over time.
  • dps = Damage per second. Also referes to characters who job it is to deal damage (As opposed to support and tanks)
  • executed= killed by a tower with no enemy hero receiving credit for it
  • Farm = Farming involves the amassing of gold for player. This is usually best done by killing a lot of creeps and killing them very quickly. Certain Heroes like Ashe and Tristana are great farmers: The first has a +gold passive, and the latter has an AOE passive.
  • feed = A player who dies constantly feeds the other team (via the gold reward for killing someone). Being called a feeder is not a compliment. A player who is fed has a lot of kills.
  • grass = see brush
  • harass to annoy the enemy with small bursts of non lethal damage, often forcing them to go heal or be set up for a gangk.
  • hero = non-canon name for a champion
  • humiliation= killed by a creep with no enemy hero receiving credit for it
  • IAS= Increased Attack Speed
  • juke, juking = When being chased, juking is to fool your pursuers. Typically this happens in the jungle. A successful juke could range from eluding the enemy by exploiting line of sight, or could simply cause the enemy to mistarget a spell.
  • jungle = to attack neutral creeps, allowing for 2 solo lanes and better ganking.
  • lane = the road like expanses that contain towers and lead to and from the bases
  • last hit = Getting the very last hit, or killing blow.
  • MR= Magic Resist. Works as armor against magic abilities, reducing the damage.
  • ms = movement speed
  • neutrals = The creep-enemies who live in the jungle
  • neuts = neutrals
  • passive = An ability which is not activated but helps a character. For example, Morgana’s passive allows her to heal a small % of the damage her spells inflict. Passives usually apply only to the hero who has them.
  • pbaoe = point blank area of affect. The area of effect is centered around the caster such as Nunu’s Ultimate or any aura. (not widely used)
  • Proc = refers to a weapon, item or ability activating with the “Chance on Hit” or “Chance on Use” effect (an ability or a spell). “Programmed Random OCcurence”
  • Root = A debuff which prevents any movement by a champion (summoner spells excluded)
  • Silence = A debuff which prevents any abilities being used by a champion (summoner spells excluded)
  • skillshot = an ability that fires a projectile that can be dodged. For example: Morgana’s cage, Ashe’s ultimate arrow
  • Snowball = an item that grows with kills, that can quickly become very dangerous unless kept in checked by death.
  • Stun = A debuff which prevents any action by a champion (summoner spells excluded)
  • summoner = Your representation in the game. Essentially you are the puppet master of your selected Champion and you have your own summoner abilities along with the champion’s abilities.
  • support = Characters who job it is to support other characters: Healers, buffers, etc
  • tank = Character with a lot of HP and likely armor/resistance. Whose job is to initiate battles with the enemy players/turrets as to draw damage onto himself.
  • tp – summoner spell teleport used to traverse the map “I’ll tp back in”
  • ult = ultimate ability. The R Ability.
  • unique = In LoL certain auras/passive are unique, meaning they do not stack.
Location Phrases:
  • top, mid, bottom = the lanes in LoL.
  • river = The river which cuts across the map diagonally in Summoners Rift
  • baron, nashor, worm = the big worm like boss that gives a noticeable buff to the whole team when killed. The big red skull on the minimap
  • dragon = the powerful neutral creep that provides gold and experience to the entire team. Located on the river near the bottom lane
  • jungle = The mass of trees and paths that exist between the lanes
Chat Phrases
  • gg = good game.
  • gj = good job.
  • gl hf good luck, have fun, usually an encouraging sportsmanlike phrase said before a game,
  • disc, dc = disconnect from a game.
Common Team Chat Commands and Requests:
  • b = back, fall back, they’re coming for you
  • back = fall back, they’re coming for you
  • bait to deliberately appear in a position to be easily ganged so as to lure 1 or more players to be gangked by your team “go bait them in to the jungle”
  • base, basing = going back to base
  • bp, pill, pilling = blue pilling, going back to base
  • care = be careful, they may be coming for you
  • d, defend – to sit at a tower and/or inhibitor and attempt to avoid confrontation while stopping the enemy from killing the objective “I’m gonna d mid”
  • DD (alternative)= don’t die. Also sometimes direct damage
  • focus = To target a player. Meaning that as a team you all will all focus on a specified hero to kill first.
  • gank to go (often with more than one player) to try and kill an enemy, often by surprise “lets gank bottom” . An Ambush
  • heal either the summoner spell, a champion ability, or the act of returning to base to regenerate HP and mana “you should heal”
  • Kite= to draw a hero away from a comfort zone such as tower or allies and into a gank, creepwave, or other painful situation
  • lom = low on mana
  • miss, mia = Missing, missing in action. Commonly used to describe when a hero is missing from a lane and may indicate to the team that a gank may happen.
  • oom = out of mana
  • pot = potion (sometimes elixirs too)
  • push to gather up a creep wave and attempt to destroy an enemy tower “I’m going to push bottom”
  • QQ = meaning to tell some one to quit, often as a rage quit. Coincidentally depicts a set of crying eyes and has also come to mean “cry more”
  • raqequit = To quit a game in anger (Being killed, losing)
  • shop,buy = To go back to base to go shopping, can mean you should shop or they are shopping


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