Support chat, explained
- sup hereI'll play support.
- no leash sryNo leash, sorry.
- lvl 2 first goWe hit level two first, go.
- im engagingI'm going in.
- flank behind i go frontFlank from behind, I'll engage from the front.
- im baiting be readyI'm baiting them, be ready.
- sup no flashTheir support has no flash.
- vision on baronI have vision on baron.
- adc lvl 6Their ADC just hit level six.
- they warded hereThey warded this bush.
- no vision their jglWe have no vision in their jungle.
- their adc has ultTheir ADC has ultimate.
- 4 botFour of them are bot.
- no wards hereThey have no wards here.
- no wards bot free gankThey have no wards bot, gank is free.
- oom backingI'm out of mana, backing.
- buy control ward no visionBuy a control ward, we have no vision.
- everyone buy a pinkEveryone buy a control ward.
- go in when my stun is upGo in when my stun is up.
- roaming midI'm roaming mid.
- no vision no baronDon't start baron without vision.
- warding baronI'm setting up vision for baron.
- vision cleared go baronVision is cleared, go baron.
- i can supI can play support if needed.
- help bot getting divedHelp bot, I'm getting dived.
Words of the role
- ward
A placed item that reveals an area of the map. Also used as a verb: "ward baron".
- baron
Baron Nashor, the major neutral objective. Its three minute buff gives the team bonus damage, a faster recall, and makes nearby minions far more dangerous.
- bot
The bottom lane, where the ADC and support play together. The only two-player lane.
- sup
The support: the player who protects the ADC and controls vision.
- adc
Attack damage carry: the ranged champion on the bottom lane who deals sustained damage.
- lvl
Champion level. Almost always followed by a number marking a power spike.
- pink
A control ward, which reveals and disables enemy wards around it. Named after its old pink colour.
- up
Available, ready to use. Said of a spell, a summoner or an objective. The opposite of down.
- ahead
Ahead means more gold and levels than your opponent; behind means fewer. The two words that describe the state of a lane.
- bait
Making the enemy believe something is safe to take, then punishing them for it.
- dive
Attacking an enemy under their own tower, taking the tower shots to get the kill.
- engage
Starting a fight. Also a noun for a team's ability to start one at all.
- flank
Attacking a fight from the side or from behind, where the enemy's carries stand unprotected.
- 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.
- jgl
The jungler: the player farming neutral camps between the lanes and ganking.
- leash
Helping the jungler kill their first camp at the start of the game, so they finish it faster and healthier.
- mid
The middle lane, and by extension the player on it. The shortest lane, so the quickest to rotate from.
Champion pages for this role
- BardBard's ultimate freezes everything in its area for 2.5 seconds, allies, enemies and towers alike, and his portal opens a one-way tunnel through walls that allies cross faster than enemies. Both only work if the team understands what just happened.
- GalioGalio's ultimate picks an ally up to 4000 to 5500 units away and lands on them 2.75 seconds later, knocking back the enemies around and shielding the allies in the area. The target has to hold position until he lands.
- LuluLulu's ultimate makes an ally grow, knocks up the enemies around them for one second and gives them 275 to 575 bonus health for seven seconds. Her W gives an ally 25% movement speed for up to four seconds. Both are wasted on an ally who backs off.
- PantheonPantheon's ultimate launches him across a large part of the map, so he can reach a fight that looked impossible to join.
- RakanRakan's whole kit revolves around his allies: his E dashes to an allied champion within 700 units, which is both his engage and his only way out, and his Q only heals early if an ally walks into it. With Xayah on the team the dash reaches 1000 units and the two can recall together.
- Renata GlascRenata's W gives an ally five seconds of rising attack and movement speed. If that ally dies during it, they come back at full health and burn to death over the next seconds, unless they get a takedown, which stops the burn and leaves them at 20% health. Her ultimate sends enemies berserk: they attack their own team first.
- 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.
- ShenShen's ultimate teleports him to any ally anywhere on the map and shields them, so a fight across the map can turn into a two versus one.
- SorakaSoraka heals allies continuously, including from across the map with her ultimate. Without healing reduction, a fight against her team is unwinnable.
- Tahm KenchTahm Kench's ultimate swallows an ally for up to three seconds, carries them while he runs, and spits them out with a shield of 650 to 950. Any movement command from the swallowed ally ends it early.
- TaricTaric's ultimate makes him and every ally within 400 units invulnerable for 2.5 seconds, but only after a 2.5 second delay. Allies have to stay close through the delay, then fight during the window.
- ThreshThresh collects souls from units dying near him, and can throw a lantern that pulls an ally to him through walls.
- VeigarVeigar's power grows permanently, with no ceiling. Given time, he ends up stronger than anything else on the map.
- YuumiYuumi attaches to an ally and becomes untargetable, moving wherever they move. The attach breaks the moment her anchor recalls, teleports or dies, so the ally she rides carries her positioning for the whole game.
- ZileanZilean's ultimate marks an ally for five seconds. If they take fatal damage while marked, they come back three seconds later with 600 to 1100 health. The mark only pays off if the ally keeps fighting instead of running.