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170 terms · high-elo & pro play

League of Legends Glossary

The terms that map directly to the deterministic signals in a RankupGG match report — and the language of high-elo play.

Core concepts

CS/min

Creep score per minute — how efficiently you farm. RankupGG tracks it against rank benchmarks and timestamps the minutes where farm slipped, usually around recalls, roams, or deaths.

KDA

Kills, deaths, and assists. A starting point, not a verdict: RankupGG ties each death to the moment it happened so KDA is explained by context, not just counted.

Vision score

A measure of useful vision. RankupGG reads wards and sweeps against Dragon and Baron timers to show whether your team had sight before objectives or walked into the fog.

Objective control

Setting up and contesting Dragon, Herald, and Baron. RankupGG checks each spawn against player positions and whether the lane and jungle were prepared to take it.

Jungle tempo

The speed of your jungle clear and where it puts you on the map. Slow tempo that delays level and item spikes is shown with the exact camp timings.

Reset timing

When you recall relative to the wave. Resets that cost a wave or a camp cycle are surfaced from the timeline instead of guessed.

Smite access

Whether Smite was available when an objective spawned. RankupGG flags objectives you contested without Smite or were too far away to influence.

Wave priority

Having the push to leave lane first for river, roams, or objectives. RankupGG reconstructs when priority was available and whether you used it.

DPS uptime

How much damage you actually dealt during fights, not just your KDA. RankupGG uses damage and participation to show if you were attacking or kited off too early.

Peel

Protecting your carry from divers with CC, shields, or body-blocks. A core support and frontline job that KDA alone never captures.

Roam timing

Leaving lane to affect the map. RankupGG checks roams against the wave state that enabled them, separating a roam after a crash from one that fed a dive.

Wave Management

Macro

Wave Management is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Slow Push

Macro

Slow Push is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Fast Push / Shove

Macro

Fast Push / Shove is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Freeze

Macro

Freeze is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Crash

Macro

Crash is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Cheater Recall

Macro

Cheater Recall is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Lane Priority

Macro

Lane Priority is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Tempo

Macro

Tempo is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Back Timing

Macro

Back Timing is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

TP Advantage

Macro

TP Advantage is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Jungle Tracking

Jungle

Jungle Tracking is a League of Legends concept in the Jungle category. It describes a decision-making or execution pattern players use to improve consistency.

Jungle Pathing

Jungle

Jungle Pathing is a League of Legends concept in the Jungle category. It describes a decision-making or execution pattern players use to improve consistency.

Full Clear

Jungle

Full Clear is a League of Legends concept in the Jungle category. It describes a decision-making or execution pattern players use to improve consistency.

Vertical Jungling

Jungle

Vertical Jungling is a League of Legends concept in the Jungle category. It describes a decision-making or execution pattern players use to improve consistency.

Invade

Jungle

Invade is a League of Legends concept in the Jungle category. It describes a decision-making or execution pattern players use to improve consistency.

Counter Jungling

Jungle

Counter Jungling is a League of Legends concept in the Jungle category. It describes a decision-making or execution pattern players use to improve consistency.

Lane State

Macro

Lane State is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Gank Setup

Jungle

Gank Setup is a League of Legends concept in the Jungle category. It describes a decision-making or execution pattern players use to improve consistency.

Counter Gank

Jungle

Counter Gank is a League of Legends concept in the Jungle category. It describes a decision-making or execution pattern players use to improve consistency.

Cross Map Play

Macro

Cross Map Play is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Vision Denial

Vision

Vision Denial is a League of Legends concept in the Vision category. It describes a decision-making or execution pattern players use to improve consistency.

Vision Control

Vision

Vision Control is a League of Legends concept in the Vision category. It describes a decision-making or execution pattern players use to improve consistency.

Deep Ward

Vision

Deep Ward is a League of Legends concept in the Vision category. It describes a decision-making or execution pattern players use to improve consistency.

Proxy Farming

Macro

Proxy Farming is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Split Push

Macro

Split Push is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

1-3-1 Split

Macro

1-3-1 Split is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

1-4 Split

Macro

1-4 Split is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Side Lane Priority

Macro

Side Lane Priority is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Macro Play

Macro

Macro Play is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Micro Play

Mechanics

Micro Play is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Trading Stance

Laning

Trading Stance is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Spacing

Mechanics

Spacing is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Threat Range

Mechanics

Threat Range is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Cooldown Trading

Laning

Cooldown Trading is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

HP Trading

Laning

HP Trading is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Mana Trading

Laning

Mana Trading is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Recall Timer

Macro

Recall Timer is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Item Spike

Macro

Item Spike is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Level Spike

Laning

Level Spike is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Level 2 All-in

Laning

Level 2 All-in is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Dive Setup

Macro

Dive Setup is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Aggro Management

Laning

Aggro Management is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Minion Aggro

Laning

Minion Aggro is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Bush Control

Laning

Bush Control is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Flash

Mechanics

Flash is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Flash Angle

Mechanics

Flash Angle is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Fog of War

Vision

Fog of War is a League of Legends concept in the Vision category. It describes a decision-making or execution pattern players use to improve consistency.

Brush Check

Vision

Brush Check is a League of Legends concept in the Vision category. It describes a decision-making or execution pattern players use to improve consistency.

CC Chain

Teamfight

CC Chain is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Hard CC

Teamfight

Hard CC is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Soft CC

Teamfight

Soft CC is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Peel

Teamfight

Peel is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Anti-Peel

Teamfight

Anti-Peel is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Dive

Teamfight

Dive is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Flanking

Teamfight

Flanking is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Front to Back

Teamfight

Front to Back is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Backline Access

Teamfight

Backline Access is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Zone Control

Teamfight

Zone Control is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Kiting

Mechanics

Kiting is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Orb Walking

Mechanics

Orb Walking is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Attack Move Click

Mechanics

Attack Move Click is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Animation Cancel

Mechanics

Animation Cancel is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Auto Reset

Mechanics

Auto Reset is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Combo Execution

Mechanics

Combo Execution is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

One-Shot

Teamfight

One-Shot is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Burst Window

Mechanics

Burst Window is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

DPS Window

Teamfight

DPS Window is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Ability Weaving

Mechanics

Ability Weaving is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Spell Rotation

Mechanics

Spell Rotation is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

All-in

Laning

All-in is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Trade

Laning

Trade is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Extended Trade

Laning

Extended Trade is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Short Trade

Laning

Short Trade is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Sustain

Laning

Sustain is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Poke

Laning

Poke is a League of Legends concept in the Laning category. It describes a decision-making or execution pattern players use to improve consistency.

Poke Comp

Composition

Poke Comp is a League of Legends concept in the Composition category. It describes a decision-making or execution pattern players use to improve consistency.

Siege Comp

Composition

Siege Comp is a League of Legends concept in the Composition category. It describes a decision-making or execution pattern players use to improve consistency.

Pick Comp

Composition

Pick Comp is a League of Legends concept in the Composition category. It describes a decision-making or execution pattern players use to improve consistency.

Teamfight Comp

Composition

Teamfight Comp is a League of Legends concept in the Composition category. It describes a decision-making or execution pattern players use to improve consistency.

Scaling Comp

Composition

Scaling Comp is a League of Legends concept in the Composition category. It describes a decision-making or execution pattern players use to improve consistency.

Early Game Comp

Composition

Early Game Comp is a League of Legends concept in the Composition category. It describes a decision-making or execution pattern players use to improve consistency.

Win Condition

Strategy

Win Condition is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Fail Condition

Strategy

Fail Condition is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Baron Power Play

Objectives

Baron Power Play is a League of Legends concept in the Objectives category. It describes a decision-making or execution pattern players use to improve consistency.

Baron Bait

Objectives

Baron Bait is a League of Legends concept in the Objectives category. It describes a decision-making or execution pattern players use to improve consistency.

Objective Trade

Objectives

Objective Trade is a League of Legends concept in the Objectives category. It describes a decision-making or execution pattern players use to improve consistency.

Objective Priority

Objectives

Objective Priority is a League of Legends concept in the Objectives category. It describes a decision-making or execution pattern players use to improve consistency.

Soul Point

Objectives

Soul Point is a League of Legends concept in the Objectives category. It describes a decision-making or execution pattern players use to improve consistency.

Dragon Soul

Objectives

Dragon Soul is a League of Legends concept in the Objectives category. It describes a decision-making or execution pattern players use to improve consistency.

Elder Execute

Objectives

Elder Execute is a League of Legends concept in the Objectives category. It describes a decision-making or execution pattern players use to improve consistency.

Smite Secure

Objectives

Smite Secure is a League of Legends concept in the Objectives category. It describes a decision-making or execution pattern players use to improve consistency.

Smite Fight

Objectives

Smite Fight is a League of Legends concept in the Objectives category. It describes a decision-making or execution pattern players use to improve consistency.

Steal

Objectives

Steal is a League of Legends concept in the Objectives category. It describes a decision-making or execution pattern players use to improve consistency.

Backdoor

Strategy

Backdoor is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Base Race

Strategy

Base Race is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Mental Game

Mental

Mental Game is a League of Legends concept in the Mental category. It describes a decision-making or execution pattern players use to improve consistency.

Tilt

Mental

Tilt is a League of Legends concept in the Mental category. It describes a decision-making or execution pattern players use to improve consistency.

Outplay

Mechanics

Outplay is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Snowball

Strategy

Snowball is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Hypercarry

Composition

Hypercarry is a League of Legends concept in the Composition category. It describes a decision-making or execution pattern players use to improve consistency.

Counter Pick

Draft

Counter Pick is a League of Legends concept in the Draft category. It describes a decision-making or execution pattern players use to improve consistency.

Flex Pick

Draft

Flex Pick is a League of Legends concept in the Draft category. It describes a decision-making or execution pattern players use to improve consistency.

Draft Diff

Draft

Draft Diff is a League of Legends concept in the Draft category. It describes a decision-making or execution pattern players use to improve consistency.

Wave Manipulation

Macro

Wave Manipulation is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Minion Dematerializer

Macro

Minion Dematerializer is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Cannon Wave

Macro

Cannon Wave is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Recall Window

Macro

Recall Window is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Gold Efficiency

Economy

Gold Efficiency is a League of Legends concept in the Economy category. It describes a decision-making or execution pattern players use to improve consistency.

Slot Efficiency

Economy

Slot Efficiency is a League of Legends concept in the Economy category. It describes a decision-making or execution pattern players use to improve consistency.

Component Rush

Economy

Component Rush is a League of Legends concept in the Economy category. It describes a decision-making or execution pattern players use to improve consistency.

Mythic Power Spike

Economy

Mythic Power Spike is a League of Legends concept in the Economy category. It describes a decision-making or execution pattern players use to improve consistency.

Situational Items

Economy

Situational Items is a League of Legends concept in the Economy category. It describes a decision-making or execution pattern players use to improve consistency.

Core Build

Economy

Core Build is a League of Legends concept in the Economy category. It describes a decision-making or execution pattern players use to improve consistency.

Build Flexibility

Economy

Build Flexibility is a League of Legends concept in the Economy category. It describes a decision-making or execution pattern players use to improve consistency.

Grievous Wounds

Mechanics

Grievous Wounds is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Armor Penetration

Mechanics

Armor Penetration is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Magic Penetration

Mechanics

Magic Penetration is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

True Damage

Mechanics

True Damage is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Max HP Damage

Mechanics

Max HP Damage is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Execute

Mechanics

Execute is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Shielding

Mechanics

Shielding is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Shield Bash

Mechanics

Shield Bash is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Lifesteal

Mechanics

Lifesteal is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Omnivamp

Mechanics

Omnivamp is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Tenacity

Mechanics

Tenacity is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Slow Resist

Mechanics

Slow Resist is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Mobility Creep

Meta

Mobility Creep is a League of Legends concept in the Meta category. It describes a decision-making or execution pattern players use to improve consistency.

Damage Creep

Meta

Damage Creep is a League of Legends concept in the Meta category. It describes a decision-making or execution pattern players use to improve consistency.

Stat Check Champion

Meta

Stat Check Champion is a League of Legends concept in the Meta category. It describes a decision-making or execution pattern players use to improve consistency.

Skill Expression

Meta

Skill Expression is a League of Legends concept in the Meta category. It describes a decision-making or execution pattern players use to improve consistency.

Face Roll Champion

Meta

Face Roll Champion is a League of Legends concept in the Meta category. It describes a decision-making or execution pattern players use to improve consistency.

OP (Overpowered)

Meta

OP (Overpowered) is a League of Legends concept in the Meta category. It describes a decision-making or execution pattern players use to improve consistency.

Sleeper OP

Meta

Sleeper OP is a League of Legends concept in the Meta category. It describes a decision-making or execution pattern players use to improve consistency.

Meta Slave

Meta

Meta Slave is a League of Legends concept in the Meta category. It describes a decision-making or execution pattern players use to improve consistency.

Off-Meta Pick

Meta

Off-Meta Pick is a League of Legends concept in the Meta category. It describes a decision-making or execution pattern players use to improve consistency.

Cheese Strategy

Strategy

Cheese Strategy is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Bush Camp

Strategy

Bush Camp is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Lane Swap

Strategy

Lane Swap is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Double Jungle

Strategy

Double Jungle is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Funnel Strategy

Strategy

Funnel Strategy is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Protect the Carry

Strategy

Protect the Carry is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Engage Tool

Teamfight

Engage Tool is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Disengage Tool

Teamfight

Disengage Tool is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Pick Tool

Teamfight

Pick Tool is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Zone Tool

Teamfight

Zone Tool is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Peel Tool

Teamfight

Peel Tool is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Wombo Combo

Teamfight

Wombo Combo is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

AOE Damage

Teamfight

AOE Damage is a League of Legends concept in the Teamfight category. It describes a decision-making or execution pattern players use to improve consistency.

Split Second Decision

Mechanics

Split Second Decision is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Prediction

Mechanics

Prediction is a League of Legends concept in the Mechanics category. It describes a decision-making or execution pattern players use to improve consistency.

Bait

Strategy

Bait is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Fake Retreat

Strategy

Fake Retreat is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Overchase

Mistake

Overchase is a League of Legends concept in the Mistake category. It describes a decision-making or execution pattern players use to improve consistency.

Overextend

Mistake

Overextend is a League of Legends concept in the Mistake category. It describes a decision-making or execution pattern players use to improve consistency.

Greed

Mistake

Greed is a League of Legends concept in the Mistake category. It describes a decision-making or execution pattern players use to improve consistency.

Face Check

Mistake

Face Check is a League of Legends concept in the Mistake category. It describes a decision-making or execution pattern players use to improve consistency.

Tunnel Vision

Mistake

Tunnel Vision is a League of Legends concept in the Mistake category. It describes a decision-making or execution pattern players use to improve consistency.

Rage Split

Mistake

Rage Split is a League of Legends concept in the Mistake category. It describes a decision-making or execution pattern players use to improve consistency.

Coinflip Play

Strategy

Coinflip Play is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Calculated Risk

Strategy

Calculated Risk is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Risk Management

Strategy

Risk Management is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Win Condition Execution

Strategy

Win Condition Execution is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Adaptive Playstyle

Strategy

Adaptive Playstyle is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Scaling Insurance

Strategy

Scaling Insurance is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Early Pressure

Strategy

Early Pressure is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Map Pressure

Strategy

Map Pressure is a League of Legends concept in the Strategy category. It describes a decision-making or execution pattern players use to improve consistency.

Lane Assignment

Macro

Lane Assignment is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Role Swap

Macro

Role Swap is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Wave Assignment

Macro

Wave Assignment is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

Catch Wave

Macro

Catch Wave is a League of Legends concept in the Macro category. It describes a decision-making or execution pattern players use to improve consistency.

These terms are commonly used in high-elo (Diamond+) and professional play.