| 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