League of Legends Gameplay and Balance Glossary

Nameless Voice··14 votes·1,171 views

There are a lot of terms which are used on the Gameplay and Balance boards, often inconsistently. The following is a glossary of these terms, both to define the terms for those who are unfamiliar with them, and possibly to help make their usage more consistent.


Broken A champion or ability that lacks sufficient counterplay, or a champion that doesn't have enough weaknesses given their strengths. Related to: Overloaded Not to be mistaken with: Overpowered Being broken is a design issue, and cannot be easily fixed by merely adjusting numbers (e.g. the champion needs a rework to resolve their problems.)

Buff To increase the power of a champion, usually by adjusting numbers such as base damage, scaling, cooldowns, or range.

Counterbuild The ability for an item to render an enemy less effective against the purchaser, or the act of buying item(s) for this purpose. Examples of counterbuild: Buying Zhonya's Hourglass to avoid damage from the ultimates of champions like Zed/Karthus/Vladimir, or building a Quicksilver Sash against champions with suppression. Not to be mistaken with: Counterpick, Counterplay

Counterpick The ability to pick a champion which renders an opposing champion much less effective, either against that player or against their team. Also refers to the act of picking a champion for this purpose. Examples of counterpick: Picking Soraka when the enemy team has Karthus, to use your ultimate to prevent his from killing your allies. Not to be mistaken with: Counterbuild, Counterplay

Counterplay The ability for a champion to be outplayed by their opponent, generally by predicting, acting around or reacting to their skill set. The term can also be applied to a specific ability rather than an entire champion, in which case it means that the opponent can do something to counter or avoid that skill. To qualify as counterplay, the action must be generic and appply to all champions, or to a large subset of champions. Examples of counterplay: You can dodge Lux's Final Spark, or turn your back on Cassiopaea's Petrifying Gaze. Not to be mistaken with: Counterbuild, Counterpick. Counterplay is one of Riot's core design values.

Hard-counter An extremely effective Counterpick. The existence of a hard-counter is generally a sign of bad champion design in the case of either the champion countering, or the one being countered, because it contradicts Riot's core design value of Counterplay. The harder the counter, the worse the design problem.

Nerf To reduce the power of a champion, usually by adjusting numbers such as base damage, scaling, cooldowns, or range.

Overloaded A champion that has too many things in their kit. They often have a tool for every situation, making them have many strengths and not enough weaknesses compared to other champions who specialise in only a few areas. Being overloaded is a design issue, and cannot be easily fixed by merely adjusting numbers (e.g. the champion needs a rework to resolve their problems.)

Overpowered A champion is stronger than other champions; they have an overall power level which is higher than others. This generally means that their numbers are too high, for example they deal too much damage for how mobile they are or how much utility they posses. Being overpowered is a balance issue, and can be fixed by adjusting numbers (e.g. nerfing the champion.)

Rework To change some portion of a champion's kit more significant than number-tuning. This is usually done to give a champion more clearly defined strengths and weaknesses, more counterplay, or more opportunities to show player skill. Reworks can range from minor (just changing one or two abilities) to total (e.g. Sion.)

Strengths and weaknesses The area(s) that a champion excels in, and the area(s) where the champion is weak. A properly balanced champion must have both strengths that they can use to beat opponents, and weaknesses that their opponents can exploit to defeat them. An example would be a champion with high burst damage output, at the cost of their abilities being skillshots and the champion being immobile.

Underpowered A champion is weaker than other champions; they have an overall power level which is lower than others. This generally means that their numbers are too low, for example they don't deal enough damage for how hard their damage is to land, or their healing spell doesn't heal for enough considering its cost. Being underpowered is a balance issue, and can be fixed by adjusting numbers (e.g. buffing the champion.)

Windows of opportunity Windows of time during which a champion has either moments of strengths, or moments of weakness. Having both types of windows gives opponents a chance to counterplay this champion. Example: Draven has two spinning axes in his hands, whch greatly increases his damage output, giving him a moment of strength. Once he drops his axes (or they time out), his damage output is greatly reduced, giving him a moment of weakness. Related to: strengths and weaknesses

8 Comments

kaykalos2 votes

Hard counter is k as idea just riot sucks.Because i want to play specialist champions, specialist champions supposed to dont have counters at their strong areas and dont have solutions to their weak areas . If the win/pick ratio solo que and competitive is k then this champion is k! NUMBERS tell the truth, not the reports around the kits of champions

Nameless Voice6 votes

If you have a champion who loses 100% of games if the enemy team has a certain champion, but wins 100% of the games otherwise, and that enemy champion is picked 50% of the time... then it's "balanced". 50% win rate. It's still no fun to play that game, because suddenly no one else's skills matter, just the picks.

From Riot's own Design Values:

League isn’t won at champion select and no phase of the game should be decided before a team steps up to fight.

63536895_DEL1 votes

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=3vjheXWz,comment-id=00010000,timestamp=2015-06-07T18:58:16.114+0000)

If you have a champion who loses 100% of games if the enemy team has a certain champion, but wins 100% of the games otherwise, and that enemy champion is picked 50% of the time... then it's "balanced". 50% win rate. It's still no fun to play that game, because suddenly no one else's skills matter, just the picks.

From Riot's own Design Values:

Very nice glossary, my only problem is with hard counter as most champions were never meant to go against a lot of others for example if you pick Soraka mid against a Talon yourr gonna have a bad time , but then if you were to send a Talon top against a Darius it would be the same thing.

As for League being won on champ select unfortunately a lot of time it is, this is for two reasons the first being broken champions i.e whichever team has Leblanc or Sejuani or Katarina is almost always going to win, and the second being that this is a strategy game in which team composition is a crucial element of the game that needs to be thought about carefully.

Nameless Voice1 votes

In an ideal situation, hard counters wouldn't exist, and the game would be decided by in-game actions rather than mostly in champion select. Riot agree with this according to their design values.

That doesn't mean that League is in an ideal state, though. There are counters that are harder than they should be, especially for extremely binary champions, and there are champions who are either so broken or overpowered that they warp the whole game around them. Team composition should be important; having a good team composition should improve your chances of winning, but it shouldn't completely decide it in the way that the broken or extremely overpowered champions do.

kaykalos1 votes

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=3vjheXWz,comment-id=00010000,timestamp=2015-06-07T18:58:16.114+0000)

If you have a champion who loses 100% of games if the enemy team has a certain champion, but wins 100% of the games otherwise, and that enemy champion is picked 50% of the time... then it's "balanced". 50% win rate. It's still no fun to play that game, because suddenly no one else's skills matter, just the picks.

From Riot's own Design Values:

This game is not only lane phase, u cant win with one pick

ProfDrDeath1 votes

Good list.

Another thing to take up:

Gimped - a champion that is intentionally kept weak.

Teridax681 votes

This glossary is complete, helpful and pretty objective. Would be worth turning into a sticky.

aperson11 votes

Gut - word that means nothing due to overuse by the community. See also: Olaf

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