There are AoS terms that are used in and outside the game, with some terms being used to simplify and facilitate rapid communication. This is a list of these terms and their definitions.
Please contribute to the page by adding more terms and definitions alphabetically.
- Auto attack.
- When all heroes on a team are dead at the same time.
- To kill the last living hero on the opposing team.
- Attack Damage.
- Away From Keyboard: a player who is not currently in control of their hero in a game.
- Area of Effect.
- Attack Speed.
- To help an fellow hero in killing an enemy hero, gaining a share of the exp and minerals.
- Auto attack
- The basic attack move performed by a hero when right-clicking an enemy unit.
- Back: to retreat in the general direction of your base or away from the enemy.
- For one hero to continually assist another hero in order to assist them in getting more powerful.
- To feign weakness in order to lure the enemy into a trap.
- To refer to the Hurty Rune Creep.
- To attack an enemy tower or base without the support of a creep wave. Typically this is done by sneaking through the jungle and only becoming revealed to the opposing team as late as possible, in order to delay a reaction.
- Bad Game.
- Black Hole Magnum
- Be right back.
- When something within the game is viewed as imbalanced or malfunctioning.
- A large amount of damage being dealt in a short time, pertaining particularly to the damage dealt by a single hero. Nuke is also a commonly used term.
- To be careful, implying a possible gank incoming or any other kind of danger.
- A hero that generally starts off weaker than other heroes, but becomes more powerful as the game progresses.
- Crowd Control: A category of status effects which limit movement or actions.
- Cooldown reduction.
- To not retreat. To stay in a fight until the battle is over, or until your hero is dead.
- Counter gank
- Setting up an ambush in immediate response to an enemy ambush with the intention of negating or thwarting the advantage gained by the enemy's attack.
- Creeps Slain or Creep Score, an adapted DotA term.
- Defend: to protect the tower or base without attacking aggressively.
- To kill allied creeps or heroes, preventing the opponent from earning the minerals and experience from killing them.
- To pursue a specific target into a highly dangerous area, typically beneath an enemy tower.
- Double kill
- Slaying two enemy heroes within a certain length of time.
- To seek out and kill minions to obtain experience and minerals.
- First Blood: the first kill of the game.
- A hero becoming disproportionately powerful after obtaining multiple kills on enemy heroes.
- To repeatedly die to the enemy team (through lack of skill or intentionally) giving them money and experience. A player who does this is a feeder.
- Freezing the lane is a very advanced technique that is very efficient. If you do it right, you can effectively deny all creeps to your opponent while freely acquiring creep score without threat.
- Forced teamfight
- When one team attempts to take a map objective in order to compel the enemy team to try and stop them, resulting in a battle.
- Game throw
- When a team makes a mistake or a series of mistakes that causes them to lose the match.
- To ambush one or more unsuspecting enemies with one or more heroes.
- Good Game
- Glass cannon
- A hero or build that is high in damage but low in defense. This primarily refers to building a champion purely for offense, sacrificing survivability.
- To put pressure on an enemy champion by causing damage with little risk of retaliation.
- Imbalanced: describing something as unfairly powerful.
- Used to warn a player that one or more heroes are heading their way in an attempt to gank. This is unlike MIA, which does not give a definite indication of the missing enemy hero's direction.
- A hero performing an action which signals allied heroes to begin the battle. The initiator may act as bait and take heavy damage from the enemy in order to protect his or her allies from taking major damage.
- The act of tricking the enemy pursuer(s) into chasing the wrong way, which is most often accomplished by utilizing the brush and/or the fog of war to break the enemy's line of sight.
- The spaces populated by neutral creeps between the lanes.
- Killing spree
- A hero who slays at least three heroes consecutively without being slain them self.
- Continuously backing away and attacking a pursuing enemy hero in such a way that the enemy is damaged while unable to deal damage back.
- Kill Steal: Blaming an ally for landing the finishing hit on an enemy hero who they intended to score the kill on.
- Kill Secured: Preventing a severely weakened target from surviving by doing an excessive amount of damage to the target.
- Slow response during the match due to high network connection latency. Severe lag may result in disconnection.
- Some players also refer to the slowdown due to a bad computer system as lag.
- The paths that allied and enemy minions follow.
- Staying in the minion paths in order to push or farm.
- Laning phase
- The first part of the match. This phase usually ends as one or two towers get destroyed.
- Last hit
- Getting the killing blow on a minion, creep, or enemy champion.
- Map awareness
- To be conscious of the events occurring around the map.
- Map control
- To have vision and influence over areas around the map. Ways to increase Map control include placing wards and destroying enemy towers.
- The game's current play style, consisting of aspects such as lane setup, jungling, and team composition.
- Missing In Action: When an enemy hero who was laning does not show up in the original lane. SS is more common on the EU server.
- Movement Speed
- An official modification to the game mechanics which makes something less powerful, as opposed to a "buff".
- Unskillful player/unexperienced beginner. Similar forms include "nub" and "n00b". Derived from the word newbie.
- A large amount of damage being dealt in a short time, pertaining particularly to the damage dealt by a single hero. Burst is also a commonly used term.
- On My Way
- Out Of Mana
- A hero moving too far in lane/enemy territory, which can open them up to ganks.
- To use Crowd Control abilities to stop enemy heroes from attacking an allied hero.
- A form of harass which uses long ranged attacks to cause small to moderate damage in order to weaken an enemy, while keeping a safe position.
- Another name for the Speedy Rune Creep
- A hero's location during a fight. Good positioning is determined by the player knowing the optimal location their hero should be at.
- When an organized team of good players thoroughly defeat random public players in a match.
- To continue advancing forward in a lane, clearing it of creeps and towers.
- Depicts a pair of crying eyes, implying that the other player is complaining.
- To display in-game frustration.
- An incident where a player quits (leaves) the game due to in-game frustrations.
- An insult indicating that the player has a low skill level for the game.
- A debuff which prevents any activated abilities from being used by the target champion.
- An ability that requires aiming a projectile that could miss its target.
- Split push
- To continuously advance in one lane while the other members of the team are advancing in another lane.
- How well two or more heroes/players work together.
- A hero designed to take high amounts of damage, usually with high CC abilities and low damage.
- Tower diving
- To pursue an enemy hero while in range of the enemy's tower.
- Tower hugging
- To stay near the tower to deter enemy heroes from attacking them.
- Trade damage: when players from each side deal equivalent injury to each other during a confrontation.
- Trade kills: when players from each side suffer an equivalent number of deaths after a confrontation.
- Triple kill
- Slaying three enemy heroes within a certain length of time.
- Ultimate ability
- Items that reveal the fog of war once placed.
- Ward coverage
- The amount of wards placed down to give more vision around the map.
- Tactics used to prevent enemy hero(es) from gaining mineral/experience.