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SKILL.md

name lol-domain
description League of Legends domain knowledge and terminology. Use when working with match data, champion info, ranked systems, game objectives, items, runes, or player statistics.

League of Legends Domain Reference

Comprehensive reference for League of Legends game concepts, terminology, and data structures.


Ranked System

Tiers (Low to High)

Tier Divisions Notes
Iron IV, III, II, I Lowest tier
Bronze IV, III, II, I
Silver IV, III, II, I Most populated
Gold IV, III, II, I
Platinum IV, III, II, I
Emerald IV, III, II, I Added Season 13
Diamond IV, III, II, I
Master None Top 0.2%
Grandmaster None Top players, 200+ LP
Challenger None Top 300 players per region

LP (League Points)

  • Gain/lose LP from wins/losses
  • Iron-Platinum: baseline +/-25 LP
  • Emerald+: baseline +/-20 LP
  • Promotion between divisions at 100 LP
  • Master+ uses continuous LP (no promotions)
  • Grandmaster requires 200+ LP in Master
  • Challenger requires 500+ LP

Queue Restrictions

Solo/Duo:

  • Most players: queue within 1 tier
  • Iron: can queue up to 2 tiers higher
  • Diamond+: within 2 divisions only
  • Grandmaster+: solo only

Flex:

  • Diamond and below: no restrictions
  • Master+: must be Emerald+ to queue together

Queue Types

Ranked Queues

Queue ID Players Notes
Solo/Duo 420 1-2 Main competitive queue
Flex 5v5 440 1, 2, 3, or 5 No parties of 4

Casual Queues

Queue ID Notes
Normal (Draft) 400 Same rules as ranked
Normal (Blind) 430 Mirror matchups allowed
ARAM 450 All Random, All Mid

Special Queues

Queue Notes
Clash Tournament mode
Arena 2v2v2v2 mode
URF Ultra Rapid Fire (rotating)
One for All All same champion (rotating)

Champion Classes

Primary Classes

Class Role Examples
Tank Absorb damage, initiate Malphite, Ornn, Leona
Fighter Sustained damage + durability Darius, Fiora, Jax
Assassin Burst damage, high mobility Zed, Akali, Katarina
Mage Ability-based damage Lux, Syndra, Orianna
Marksman Sustained ranged damage Jinx, Caitlyn, Kai'Sa
Support Utility, protection Thresh, Lulu, Yuumi

Fighter Subclasses

Subclass Traits Examples
Juggernaut Low mobility, high damage/durability Darius, Mordekaiser, Garen
Diver Engage into backline Irelia, Vi, Camille

Mage Subclasses

Subclass Traits Examples
Burst Mage High combo damage Syndra, Annie, Veigar
Battlemage Sustained AoE in fights Cassiopeia, Ryze, Swain
Artillery Mage Extreme range Xerath, Lux, Vel'Koz

Assassin Subclasses

Subclass Traits Examples
Assassin Quick in-and-out Zed, Talon, Akali
Skirmisher Extended duels Yasuo, Yone, Fiora

Game Objectives

Dragons (Elemental Drakes)

Spawn at 5:00, respawn 5 minutes after killed. One team getting 4 drakes grants Dragon Soul.

Drake Buff Soul Effect
Infernal +AD/AP Attacks cause AoE explosion
Mountain +Armor/MR Shield after not taking damage
Ocean +HP regen Damaging enemies heals you
Cloud +Movement speed (OOC) +Movement speed (permanent)
Hextech +Attack speed + ability haste Chain lightning on attacks
Chemtech +Tenacity + heal/shield power Brief zombie state on death

Elder Dragon

  • Spawns after one team gets Dragon Soul
  • Grants Elder Dragon buff: bonus true damage + execute enemies below 20% HP
  • Game-ending objective

Baron Nashor

  • Spawns at 20:00
  • Hand of Baron buff (210 seconds):
    • Empowered Recall (4 seconds)
    • Bonus AD/AP
    • Empowers nearby minions significantly
  • Primary objective for sieging/ending

Rift Herald

  • Spawns at 8:00, despawns at 19:45
  • Drops Eye of the Herald (consume to summon Herald)
  • Herald charges towers for massive damage
  • Can spawn twice (second at 13:45 if first killed before 13:45)

Void Grubs

  • Spawn at 5:00 in groups of 3
  • Grant Voidmite stacks (up to 6)
  • Voidmites attack structures alongside you
  • Alternative early objective to dragons

Match Statistics

Core Stats

Stat Description
KDA Kills/Deaths/Assists ratio: (K+A)/D
CS Creep Score (minions + jungle monsters killed)
Gold Total gold earned
Damage Dealt Total damage to champions
Damage Taken Total damage received
Vision Score Wards placed + destroyed + control

Gold Values

Event Gold
Melee minion ~21
Caster minion ~14
Cannon minion ~60-90
Champion kill (base) 300
First Blood +100 bonus
Assist ~half of kill gold
Shutdown (2+ kills) +150 per streak level
Dragon ~25-100 per player
Baron ~300 per player
Tower ~50-250 local + ~100 global

Bounty System

Kill Streak Bounty
0 (base) 300
2 kills 450
3 kills 600
4 kills 700
5 kills 800
6 kills 900
7+ kills 1000 (max)

Runes Reforged

Rune Paths

Path Theme Classes
Precision Sustained damage, attacks Marksmen, fighters
Domination Burst damage, hunting Assassins, mages
Sorcery Abilities, utility Mages, enchanters
Resolve Durability, defense Tanks, supports
Inspiration Creative, rule-breaking Various

Precision Keystones

Keystone Effect
Press the Attack 3 hits = bonus damage + damage amp
Lethal Tempo Stacking attack speed
Fleet Footwork Energized heal + movement speed
Conqueror Stacking AD/AP + healing

Domination Keystones

Keystone Effect
Electrocute 3 hits/abilities = burst damage
Dark Harvest Execute-style scaling damage
Hail of Blades Burst attack speed (3 attacks)
Predator Movement speed + damage on first hit

Sorcery Keystones

Keystone Effect
Summon Aery Damage enemies or shield allies
Arcane Comet Ability hits launch comet
Phase Rush 3 hits = burst of movement speed

Resolve Keystones

Keystone Effect
Grasp of the Undying Periodic empowered attack + heal
Aftershock CC triggers resistances + damage
Guardian Shield nearby ally when damaged

Inspiration Keystones

Keystone Effect
Glacial Augment Slowing zone on immobilize
Unsealed Spellbook Swap summoner spells
First Strike Bonus gold/damage when striking first

Summoner Spells

Spell Cooldown Effect
Flash 300s Blink short distance
Ignite 180s True damage DoT + Grievous Wounds
Teleport 360s Channel to allied structure/minion
Heal 240s Heal self + ally + movement speed
Exhaust 210s Slow + damage reduction on enemy
Barrier 180s Temporary shield
Cleanse 210s Remove CC + reduce incoming CC
Ghost 210s Movement speed boost
Smite 90s Damage to monster/minion (jungler)

Common Combinations

Role Common Spells
Top Flash + Teleport, Flash + Ignite
Jungle Flash + Smite (required)
Mid Flash + Ignite, Flash + Teleport
ADC Flash + Heal
Support Flash + Ignite, Flash + Exhaust

Common Terminology

Gameplay Terms

Term Meaning
AA Auto-attack (basic attack)
AoE Area of Effect
CC Crowd Control (stun, slow, etc.)
CD Cooldown
DPS Damage Per Second
DoT Damage over Time
OOM Out of Mana
OOC Out of Combat

Strategic Terms

Term Meaning
Aggro Aggressive play/drawing enemy attention
All-in Commit all abilities for a kill
Backdoor Destroy nexus by bypassing enemy team
Dive Attack under enemy tower
Gank Surprise attack from jungler
Kite Attack while retreating
Peel Protect carry from threats
Poke Harass from range
Roam Leave lane to help elsewhere
Split push Push side lane while team distracts
Zone Deny area to enemies with threat

Player State Terms

Term Meaning
Fed Has many kills, strong
Behind Less gold/XP than opponent
Tilted Frustrated, playing worse
Autofill Assigned non-preferred role

Meta Terms

Term Meaning
Meta Most effective tactics available
Powerspike Point where champion becomes strong
Scaling Champion strength growth over time
Early/Mid/Late game Game phases (~0-15/15-30/30+ min)

Match Phases

Early Game (0-15 min)

  • Laning phase
  • First tower priority
  • Drake and Herald contests
  • Jungle path optimization

Mid Game (15-30 min)

  • Towers falling
  • Roaming and skirmishing
  • Dragon Soul race
  • Baron attempts

Late Game (30+ min)

  • Full builds approaching
  • Baron/Elder Dragon crucial
  • One fight can end game
  • Death timers are long

Sources