| No. | Term | Definition |
|---|---|---|
| 1. | Ability Haste | Reduces cooldowns for abilities. |
| 2. | Ace | All enemies dead at once. |
| 3. | AD (Attack Damage) | Physical damage stat for basic attacks. |
| 4. | Adaptive Force | Bonus that becomes AD or AP. |
| 5. | ADC | Ranged carry; high sustained damage. |
| 6. | AFK | Away from keyboard; inactive player. |
| 7. | Aggro | Who minions or monsters target. |
| 8. | All-in | Commit fully to a fight. |
| 9. | Anti-heal | Effects that reduce healing. |
| 10. | AP (Ability Power) | Increases magic damage and some shields. |
| 11. | ARAM | All Random All Mid mode. |
| 12. | Armor | Reduces incoming physical damage. |
| 13. | Attack Move | Move then auto nearest target. |
| 14. | Auto Attack | Basic attack without abilities. |
| 15. | Back (Recall) | Return to base to heal. |
| 16. | Backline | Rear damage dealers and supports. |
| 17. | Bait | Lure enemies into a trap. |
| 18. | Baron Nashor | Top objective granting team buff. |
| 19. | Base Damage | Ability damage before scaling. |
| 20. | Base Race | Rush to destroy enemy Nexus. |
| 21. | Bounty | Bonus gold for killing a fed target. |
| 22. | Brush | Tall grass that grants concealment. |
| 23. | Burst | High damage in a short time. |
| 24. | CC (Crowd Control) | Disables or restricts enemy actions. |
| 25. | Chain CC | Layer CC to extend lockdown. |
| 26. | Cheater Recall | Early recall after pushing wave. |
| 27. | Clear Speed | How fast you kill camps. |
| 28. | Clutch | Decisive play under pressure. |
| 29. | Combo | Planned sequence of abilities. |
| 30. | Cooldown | Time before ability can be used. |
| 31. | Counterpick | Pick that beats enemy lane. |
| 32. | Crit (Critical Strike) | Chance to deal amplified auto damage. |
| 33. | CS (Creep Score) | Minion kills count. |
| 34. | Dash | Quick movement ability. |
| 35. | Deep Ward | Ward placed far in enemy territory. |
| 36. | Disengage | Tools to escape or stop engages. |
| 37. | Dive | Fight under enemy turret. |
| 38. | DPS | Damage per second over time. |
| 39. | Dragon | Bottom objective granting team bonuses. |
| 40. | Dragon Soul | Permanent buff after four dragons. |
| 41. | Dueling | 1v1 fighting and outplays. |
| 42. | Early Game | Opening phase; lanes and first objectives. |
| 43. | Elder Dragon | Late dragon granting execute buff. |
| 44. | Enchanter | Support focused on buffs and heals. |
| 45. | Engage | Start a fight with initiation. |
| 46. | Execute | Effect that kills low-health targets. |
| 47. | Exhaust | Summoner spell reducing damage and speed. |
| 48. | Experience (XP) | Levels gained from minions and kills. |
| 49. | Facecheck | Enter fog without vision. |
| 50. | Farm | Collect gold from minions and camps. |
| 51. | Feeding | Dying repeatedly, giving enemy gold. |
| 52. | Flash | Short-range blink summoner spell. |
| 53. | Focus Fire | Team targets one enemy together. |
| 54. | Fog of War | Unseen areas without vision. |
| 55. | Freeze | Hold wave near your turret. |
| 56. | Frontline | Tanks and bruisers in front. |
| 57. | Gank | Surprise attack on a lane. |
| 58. | Gapclose | Ability to reach a distant target. |
| 59. | Global Ultimate | Ultimate affecting map-wide areas. |
| 60. | Gold Efficiency | Stats gained per gold spent. |
| 61. | Grievous Wounds | Debuff reducing healing received. |
| 62. | Harass | Poke enemy to lower health. |
| 63. | Hard CC | Stun, knockup, suppress, or root. |
| 64. | Hitbox | Area where attacks register hits. |
| 65. | Hook | Pulling skillshot that grabs targets. |
| 66. | HP (Health) | How much damage you can take. |
| 67. | Iceborn Slow | On-hit slow field effect. |
| 68. | Ignite | True damage and anti-heal spell. |
| 69. | Inhibitor | Structure enabling super minion spawns. |
| 70. | Invade | Enter enemy jungle to contest camps. |
| 71. | Item Spike | Power jump after completing an item. |
| 72. | Jungle | Area with neutral monster camps. |
| 73. | Jungler | Role farming jungle and ganking lanes. |
| 74. | KDA | Kills, deaths, assists ratio. |
| 75. | Kite | Attack while moving to stay safe. |
| 76. | Knockup | CC lifting target; stops actions. |
| 77. | Lane Priority | Ability to move first from lane. |
| 78. | Last Hit | Deal final blow to a minion. |
| 79. | Leash | Help jungler start first camp. |
| 80. | Lethality | Flat armor penetration for AD champs. |
| 81. | Lifesteal | Heal from physical damage dealt. |
| 82. | Lockdown | Reliable CC to secure kills. |
| 83. | Macro | Map decisions: objectives and rotations. |
| 84. | Magic Resist (MR) | Reduces incoming magic damage. |
| 85. | Mana | Resource used to cast abilities. |
| 86. | Map Awareness | Track enemies using minimap information. |
| 87. | Mid Game | Rotations, skirmishes, objective trading. |
| 88. | Minion Wave | Group of lane minions. |
| 89. | Miss (MIA) | Enemy missing from lane. |
| 90. | Objective | Non-kill map goal: towers, dragons. |
| 91. | Off-meta | Unusual but viable pick or build. |
| 92. | Outplay | Win by mechanics or smart timing. |
| 93. | Peel | Protect carries by stopping threats. |
| 94. | Pick | Catch and kill one enemy. |
| 95. | Ping | In-game signal to communicate quickly. |
| 96. | Plates | Early turret segments giving bonus gold. |
| 97. | Poke | Repeated long-range damage before fighting. |
| 98. | Power Spike | Timing when champion becomes much stronger. |
| 99. | Priority Target | Most important enemy to kill first. |
| 100. | Push | Kill wave to advance it forward. |


