ADC chat, explained
- pushing wave dont roamI'm pushing the wave, don't roam yet.
- no leash sryNo leash, sorry.
- lvl 2 first goWe hit level two first, go.
- peel for me plsPeel for me, please.
- sup no flashTheir support has no flash.
- adc lvl 6Their ADC just hit level six.
- their adc has ultTheir ADC has ultimate.
- 4 botFour of them are bot.
- no wards bot free gankThey have no wards bot, gank is free.
- im full build lets fightI'm full build, let's fight now.
- full build selling bootsI'm full build, selling boots for a sixth item.
- building antitank i handle himI'm building anti-tank, I'll handle him.
- stay lane dont roamStay in lane, don't roam.
- dont take my cs plsDon't take my minions, please.
- keep them busy im pushing botKeep them busy, I'm pushing bot.
- playing safe farmingI'm playing safe and farming.
- help bot getting divedHelp bot, I'm getting dived.
Words of the role
- bot
The bottom lane, where the ADC and support play together. The only two-player lane.
- build
The set of items a champion assembles, and the verb for choosing them.
- adc
Attack damage carry: the ranged champion on the bottom lane who deals sustained damage.
- cs
Creep score: how many minions and monsters you have killed. The main source of gold in the game.
- lvl
Champion level. Almost always followed by a number marking a power spike.
- pls
Please. Turns any order into a request, which is the difference between being listened to and being ignored.
- push
Killing the minion wave fast so it advances towards the enemy tower. The opposite of freezing.
- roam
Leaving your lane to create pressure elsewhere on the map.
- dive
Attacking an enemy under their own tower, taking the tower shots to get the kill.
- flash
The summoner spell that blinks you a short distance. The single most important cooldown to track in a game.
- gank
A surprise attack on an enemy lane, usually by the jungler, to create a numbers advantage.
- lane
One of the three paths minions walk down, and the phase of the game spent on it. A side lane is top or bot.
- leash
Helping the jungler kill their first camp at the start of the game, so they finish it faster and healthier.
- peel
Protecting a teammate by pushing away or disabling the enemies attacking them.
- play safe
Avoiding all avoidable risk: farming, holding position, refusing fights you do not need.
- sry
Sorry. The three-letter version, typed when there is no time for the whole word.
- sup
The support: the player who protects the ADC and controls vision.
- ult
The ultimate ability, bound to R and unlocked at level six for almost every champion. The spell that decides most fights.
Champion pages for this role
- DravenDraven collects a stack for every axe he catches, every minion he kills and every tower he takes. A champion kill, and only a kill, cashes them all in for 25 gold plus 2 per stack. An assist gives nothing, and dying loses half the stacks.
- KalistaKalista hands her support a Black Spear that binds them as her Oathsworn. Her ultimate then pulls that ally to her, holds them untargetable for up to four seconds, and lets them choose where to dash out and knock up enemies. If they choose nothing, they are thrown at maximum range.
- NilahNilah's passive rewards the ally standing next to her: whenever she kills a minion, she and the nearest allied champion within 1000 units recover half the experience they would have lost by sharing. And whenever a nearby ally heals or shields her or themselves with an ability, both get a bonus on top.
- SennaSenna grows from souls dropped by units dying near her, and only she can pick them up. A minion she kills herself almost never drops one (5%), a minion killed by an ally does far more often (32%), and cannons always do. So she wants her allies to farm normally while she stays close enough to collect.
- SmolderSmolder needs a large number of stacks before his damage matters. A stack comes from any ability hitting a champion or from a minion killed with his Q, so farming provides most of them, with breakpoints at 25, 125 and 225.
- YasuoYasuo's ultimate can only be cast on an enemy who is airborne within 1400 units. Knock-ups, knock-backs and pulls all count, and most of them come from his allies, who have to land and time their crowd control for him.