Wild Rift Encyclopedia
CC mechanics, wave management, teamfight formations and objectives explained in 76 entries. Search by English or Japanese name.
Glossary & Status Effects
53 entriesPolymorph
Hard CCTransforms the target into a harmless creature, completely disabling basic attacks and ability casts while reducing movement speed (e.g. Lulu Skill 2).
Suppression
Apex CCRestrains the target, completely disabling movement, attacks, abilities, and summoner spells. Unlike standard stuns, it cannot be cleansed by normal means (e.g. Warwick Ultimate).
Grounding
Soft CCPrevents the target from using mobility abilities (dashes, blinks) and Flash. Walking is permitted, but escaping or engaging with movement skills is disabled (e.g. Singed Skill 2).
Blind
Attack ControlCauses all basic attacks from the target to miss completely, dealing zero damage. Highly effective against basic-attack-reliant marksmen (e.g. Teemo Skill 1).
Charm
Displacement CCForces the target to walk harmlessly toward the caster while disabling attacks and abilities. Draws enemies into vulnerable positions (e.g. Ahri Skill 3, Evelynn).
Fear
Displacement CCCauses the target to flee in panic away from the caster at reduced speed, disrupting enemy positioning and preventing chases (e.g. Vex, Fiddlesticks).
Taunt
Forced AttackForces the target to perform basic attacks against the caster, disabling skill usage. Used by tanks to absorb damage and peel allies (e.g. Rammus Skill 3, Galio).
Knockback & Pull
Forced PositionPushes or pulls enemies physically. Like knockups, the duration cannot be reduced by tenacity, and it instantly interrupts channeled abilities (e.g. Blitzcrank Skill 1, Lee Sin Ultimate).
Disarm
Attack ControlPrevents the target from making basic attacks. Abilities and movement are still allowed, but basic-attack damage is entirely negated.
Crowd Control
CC GeneralA broad term for abilities that limit, disrupt, or completely remove an enemy's ability to move or act. This includes effects like stuns, roots, and silences.
Stun
Hard CCA hard crowd control effect that completely prevents the target from moving, attacking, or casting abilities. It is highly effective for locking down priority targets during teamfights.
Root
ImmobilizeA crowd control effect that locks a target in place, preventing all movement. The affected champion can still cast most abilities and perform basic attacks.
Silence
SilenceA status effect that prevents the target from casting abilities. It is particularly devastating against mages and assassins who rely heavily on spellcasting to deal damage.
Knockup
AirborneAn airborne crowd control effect that completely disables the target and prevents any action. Unlike most other CC effects, it cannot be reduced by tenacity.
Honeyfruit
Map FeaturePlants along lanes and rivers. Attacking them drops healing fruit that restores health and mana upon pickup, giving a brief slow effect.
Inhibitor Turret
Base StructureThe tier-3 turret guarding the base. Destroying it immediately spawns Super Minions in that lane, generating massive pressure.
Grievous Wounds
StatusA debuff that reduces incoming healing on the target. Essential counter against high-sustain champions.
Penetration
StatusStats that bypass enemy Armor or Magic Resist to deal true or higher damage. Flat pen targets squishies, while percentage pen melts tanks.
Untargetable
EvasionA state where the champion cannot be targeted by any attacks, spells, or turrets. Allows dodging incoming burst and reset aggro.
Tenacity
StatusA stat that reduces the duration of most crowd control effects (stuns, roots, silences). Does not affect knockups or suppression.
Turret Aggro Swap
Tower DiveSwapping turret aggro among teammates during a dive by walking out of range or using untargetable abilities to prevent anyone from dying.
Death Bush & Bait
AmbushHiding with multiple allies in an unwarded bush to ambush and delete an unsuspecting enemy. Commonly used around upcoming objectives.
Deny
Resource DenialZoning or freezing to completely prevent the enemy from receiving minion gold or experience, starving them of resources.
Smite Fight & Steal
ObjectiveThe high-stakes timing duel between opposing junglers using Smite to secure or steal major objectives like Baron or Dragon.
Lane Swap
Macro RotationSwapping laners (e.g. Bot duo to Mid/Top) after taking a turret or to control an upcoming major objective.
Gank
GeneralA surprise attack on an enemy champion, usually creating a numbers advantage to secure a kill. This is primarily performed by the Jungler, though other laners can also gank.
Peel
GeneralThe act of protecting an allied carry by stopping enemies from attacking or approaching them. This relies on crowd control and defensive abilities to keep the targeted ally safe.
Kiting
GeneralThe technique of attacking an enemy while continuously moving backward to maintain a safe distance. It allows ranged champions to deal damage without being hit by melee attackers.
Priority
GeneralThe advantage gained by pushing a minion wave into the enemy tower, giving the player freedom to move around the map. A laner with priority can rotate to objectives or fights faster than their opponent.
Macro
Game ConceptHigh-level strategic gameplay involving map awareness, objective control, and team rotations. It is the tactical knowledge required to win the game beyond individual champion mechanics.
Micro
Game ConceptIndividual mechanical skill, including dodging, aiming skillshots, execution of combos, and exact positioning. It dictates how well a player handles their specific champion in combat.
Objective
GeneralKey map elements such as Dragons, the Rift Herald, Baron Nashor, and Turrets. Securing these provides substantial buffs or map control and is the primary way to win the game.
Vision
GeneralInformation about enemy locations and map areas, usually gained by placing wards. Establishing good vision is crucial for avoiding ambushes and safely securing objectives.
Sweeping Lens
Vision ItemA trinket accessory used to reveal and disable enemy stealth wards and traps in a sweeping radius. It is essential for clearing enemy vision around objectives or before ganking.
Leash
GeneralThe act of laners assisting the Jungler in killing their first jungle camp at the start of the game. This helps the Jungler preserve health and complete their clear faster.
Invade
GeneralEntering the enemy jungle to steal monster camps or ambush the enemy Jungler. This denies gold and experience to the opponent, setting them behind.
Scaling
GeneralThe degree to which a champion increases in power as the game progresses and they acquire more items. High-scaling champions are relatively weak early but become dominant in the late game.
Power Spike
GeneralA specific point in the game where a champion experiences a sudden surge in strength, usually upon reaching a certain level or completing a core item. Players aim to force fights during these spikes.
Snowball
GeneralThe process of using a small early advantage, such as a single kill or a gold lead, to generate increasingly larger advantages. It leads to an overwhelming lead that is difficult to stop.
Poke
GeneralDealing damage to enemies from a safe distance using long-ranged abilities or attacks. The goal is to weaken the enemy team significantly before an all-out fight begins.
Engage
GeneralThe act of forcing a teamfight to begin, usually by using long-range gap closers or heavy crowd control abilities. It is typically initiated by tanks or heavy crowd control supports.
Disengage
GeneralThe act of breaking off an enemy's attempt to engage a fight, allowing the allied team to retreat safely. It relies on abilities that slow, knock back, or trap pursuing enemies.
Tower Dive
GeneralExecuting a kill on an enemy who is under the protection of their turret, deliberately taking turret damage in the process. It requires careful coordination and minion wave management.
Trade
GeneralThe exchange of damage between opposing laners. Favorable trading results in the enemy losing more health or resources, creating kill pressure or zoning opportunities.
All-in
GeneralCommitting all available abilities, ultimate skills, and summoner spells in a definitive attempt to kill the opponent. Unlike a trade, an all-in offers no easy route for retreat.
Burst
GeneralInflicting a massive amount of damage in a very short time window. It is characteristic of assassins and burst mages aiming to delete a target before they can react.
DPS
GeneralStands for Damage Per Second, referring to a champion's ability to output a continuous, sustained stream of damage. Marksmen heavily rely on DPS through fast basic attacks.
Sustain
GeneralThe capability to replenish health or mana through abilities or items without needing to recall. High sustain allows champions to stay in a lane or on the map longer.
Roam
GeneralLeaving one's assigned lane to travel to other parts of the map to assist allies or set up ganks. Mid laners and supports frequently roam to impact the entire map.
Overextend
GeneralPushing too far forward in a lane or entering dangerous territory without adequate vision or backup. This positional mistake makes a player highly vulnerable to being collapsed on or ganked.
Facecheck
GeneralWalking directly into an unwarded brush to check if enemies are hiding there. It is a highly dangerous practice that often results in walking directly into a fatal ambush.
Last Hit
GeneralLanding the killing blow on an enemy minion or monster. Executing this properly is the primary method of earning gold and is fundamental to gaining a resource advantage.
Draft
GeneralThe champion selection and banning phase before a match begins. Teams strategically pick champions to build synergistic compositions and ban counters.
Wave Management & Lane Control
8 entriesFreezing
Maintain a wave state just outside allied turret range by ensuring the enemy wave has a numerical advantage (typically 2-3 caster minions). Execute last hits at the absolute latest frame.
Force the enemy laner to overextend, maximizing their vulnerability to ganks. Deny enemy resources while securing safe farm.
Slow Pushing
Clear enemy melee minions early to establish a slight numerical advantage. Proceed with last-hitting only, allowing subsequent allied waves to stack into a massive formation.
Prepare for a coordinated tower dive or secure extended lane priority for map objectives (Dragon/Rift Herald). The stacked wave heavily penalizes enemy roams.
Fast Pushing (Shoving)
Maximize DPS output using abilities and auto-attacks to clear the enemy wave in minimum time, forcing the allied wave to crash into the enemy turret.
Force the enemy turret to consume allied minions, denying gold and experience to the opponent. Generate actionable time (a 'timer') for roaming, deep warding, or recalling.
Trading Stance
Position near low-health allied minions. Capitalize on the enemy champion's animation lock during their last-hit attempt to deliver an uncontested ability or auto-attack.
Execute one-sided damage trades while the opponent cannot retaliate, systematically building a health advantage in the lane.
Wave Bouncing
After crashing a wave fully into the enemy turret, the next minion waves meet closer to the enemy side. The turret assists in clearing the allied wave, causing the new wave to naturally push (bounce) back towards your side.
Transition the lane from an overextended pushing state to a safe pulling state, establishing the foundation for a subsequent freeze.
Zoning
Utilize an existing advantage (level, health, items) to physically position your champion between the enemy and the minion wave. Maintain lethal threat to deter their approach.
Expel the enemy from experience and gold range entirely, accelerating the snowball effect of existing leads.
Lane Priority
Establish pushing control in the lane, pinning the enemy to their turret and securing the capability to move first (First Move Advantage) to other map locations.
Ensure proactive participation and numerical advantage in neutral objective securement (Dragon) and jungle skirmishes.
Recall Timing
Recall immediately prior to a cannon minion wave arrival or directly after a hard crash. Given Wild Rift's shorter lanes and fast minion movement, instant decision-making is critical.
Minimize resource bleed (gold/XP) during base trips, returning to lane efficiently to leverage newly acquired item spikes.
Macro Tactics & Teamfight Formations
8 entries1-4 Split Push
One player pushes a side lane (usually Baron lane) while the remaining four pressure the opposite side objective (e.g., Dragon) or Mid lane. Because the Wild Rift map is smaller and rotations are faster, the split pusher must constantly monitor the minimap and retreat instantly if multiple enemies rotate. The 4-man group must avoid hard engaging and instead secure the objective or chip towers the moment enemies commit to defending the side lane.
The split pusher can win the 1v1 or force enemy defense. The 4-man group must have sufficient wave clear and disengage to avoid being collapsed on.
1-3-1 Split Push
Two players push the side lanes (Baron and Dragon lanes) while three maintain Mid lane. The side laners must be highly mobile assassins or fighters capable of escaping ganks. The 3-man group secures vision around Mid and maintains a safe position to avoid being caught. The moment the enemy allocates numbers to one side, the opposite side and Mid chip towers simultaneously.
Both side laners are strong duelists with excellent escape tools. The Mid 3-man group can completely disengage from any enemy initiation.
Front-to-Back Teamfight
The most fundamental teamfight formation where tanks/bruisers form the frontline, and mages/ADCs output sustained damage from behind. The team focuses down the enemy frontline sequentially. The ADC and Mage maintain a distance where they can cover each other, and if enemy assassins or divers penetrate the backline, the Support immediately peels them off.
The allied frontline can withstand enemy damage. The backline can survive enemy dives and continuously output sustained damage.
Flanking
A tactic where an assassin or engage-heavy champion maneuvers completely out of enemy vision (via the jungle or over walls) to directly ambush the enemy backline (ADC or Mage). Because the Wild Rift map is small, it is easy to sweep vision with Sweeping Lens/Control Wards and flank over short distances. The flanker enters the fight exactly after the allied main force has initiated combat with the enemy.
The flanker's approach path is completely cleared of enemy vision. The main allied force successfully draws the enemy's full attention.
Pick/Catch Comps
A tactic focusing on catching isolated enemies with single-target hard CC and instantly bursting them down. Multiple players hide in unwarded jungle areas or bushes around objectives (death brush). Because Wild Rift has rapid rotations, after picking off one target, the team immediately transitions to securing an objective like Baron or a tower using the numerical advantage (5v4).
Complete vision control over crucial map choke points. Sufficient burst damage to 100-to-0 the target instantly.
Poke & Siege
A formation utilizing long-range champions (e.g., Jayce, Zoe, Ezreal) to whittle down enemy health (poke) until they cannot defend, allowing the team to take towers or objectives (siege). The team stays strictly outside the enemy's engage range and slowly pushes the frontline. If the enemy forces an engage, the team uses disengage tools and kites backward.
Ability to evade or completely deny enemy hard engage. Poke abilities successfully land on enemy carries to force them out of base.
Wombo Combo (AoE Engage)
A tactic chaining multiple massive Area of Effect (AoE) crowd control abilities (e.g., Malphite, Amumu, Kennen) to instantly wipe the enemy team. The success rate skyrockets by baiting enemies into narrow jungle paths or confined spaces like the Dragon/Baron pits. The moment the primary engager goes in, the entire team must layer their follow-up AoE damage and CC without hesitation.
All key ultimate abilities are off cooldown. Forcing the teamfight in a narrow chokepoint where the enemy team is grouped tightly.
Cross-map Plays
A macro strategy where the team immediately makes a play on the opposite side of the map (e.g., Dragon or Bot tower) while the enemy commits resources to one side (e.g., Herald or Top tower). Because walking distances are short in Wild Rift, reacting after seeing the enemy move is often too late. Therefore, players must predict enemy positioning and execute simultaneous actions to force an objective trade.
Constant tracking of the enemy Jungler and roaming supports on the minimap. Decisive shotcalling to immediately abandon an undefendable objective and secure guaranteed value on the opposite side.
Map Objectives & Neutral Monsters
7 entriesInfernal Dragon
Grants a percentage increase to overall Attack Damage (AD) and Ability Power (AP).
High priority for burst damage and scaling team comps. Secure vision in the river before it spawns and prepare for teamfights.
Ocean Dragon
Restores a percentage of missing health continuously over time.
Extremely powerful for poke and siege compositions. Ward the river bushes to secure it safely.
Mountain Dragon
Grants a percentage increase to overall Armor and Magic Resist.
Effective for tanky comps or surviving burst damage. Pull the dragon out of the pit if there is a risk of it being stolen.
Cloud Dragon
Grants Ability Haste, reducing the cooldown of abilities.
Highly valuable for ability-reliant champions like mages and enchanters. Destroy blast cones to prevent enemy steals.
Rift Herald
An early-game objective. Yields the 'Eye of the Herald', which summons it to charge an enemy turret for massive true damage.
Crucial early-game objective for turret gold. Hit the exposed eye on its back for bonus true damage.
Baron Nashor
Spawns mid-to-late game. Grants 'Hand of Baron', boosting AD/AP, empowering recall, and significantly buffing nearby minions.
Requires team coordination. Best attempted after a teamfight win or jungler pick. Siege turrets with buffed minions.
Elder Dragon
Spawns late game. Attacks burn enemies for true damage, and executing enemies below a health threshold.
A game-ending buff. Force teamfights if secured. Contest or steal at all costs if the enemy is taking it.
What the Encyclopedia Covers
The terms and tactics the game never explains, written up one entry at a time. The beginner guide walks through a match from the start; this is the dictionary you come back to for a single word.
Four categories
53 terms, 8 wave-management entries, 8 teamfight formations and 7 objectives. 14 of the terms are crowd control, written up one effect at a time because what a stun shuts off is not what a slow shuts off.
The objectives are the four dragons, Rift Herald, Baron Nashor and the Elder Dragon. Each entry pairs what the team gains with what to set up before contesting it.
Which page to open
Read the beginner guide end to end; come here to settle a single term. Crowd control categories and wave management are not covered on the guide side at all.
Each formation entry pairs the steps to run it with the condition that makes it win. Work out which one your team composition is closest to, then read that win condition against it.
Entries are written for this site, so the wording may differ from the official in-game terms.