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lol-helper

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League of Legends domain knowledge, terminology, and Riot Games API reference. Use when working with match data, champion info, ranked systems, game objectives, items, runes, player statistics, twisted library, API endpoints, rate limiting, PUUID lookups, summoner info, or regional routing.

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# League of Legends Helper

Complete reference for League of Legends game concepts, terminology, data structures, and Riot Games API integration.

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# Part 1: Game Domain Reference

---

## Ranked System

### Tiers (Low to High)

| Tier        | Divisions      | Notes                      |
| ----------- | -------------- | -------------------------- |
| Iron        | IV, III, II, I | Lowest tier                |
| Bronze      | IV, III, II, I |                            |
| Silver      | IV, III, II, I | Most populated             |
| Gold        | IV, III, II, I |                            |
| Platinum    | IV, III, II, I |                            |
| Emerald     | IV, III, II, I | Added Season 13            |
| Diamond     | IV, III, II, I |                            |
| Master      | None           | Top 0.2%                   |
| Grandmaster | None           | Top players, 200+ LP       |
| Challenger  | None           | Top 300 players per region |

### LP (League Points)

- Gain/lose LP from wins/losses
- Iron-Platinum: baseline +/-25 LP
- Emerald+: baseline +/-20 LP
- Promotion between divisions at 100 LP
- Master+ uses continuous LP (no promotions)
- Grandmaster requires 200+ LP in Master
- Challenger requires 500+ LP

### Queue Restrictions

**Solo/Duo:**

- Most players: queue within 1 tier
- Iron: can queue up to 2 tiers higher
- Diamond+: within 2 divisions only
- Grandmaster+: solo only

**Flex:**

- Diamond and below: no restrictions
- Master+: must be Emerald+ to queue together

---

## Queue Types

### Ranked Queues

| Queue    | ID  | Players       | Notes                  |
| -------- | --- | ------------- | ---------------------- |
| Solo/Duo | 420 | 1-2           | Main competitive queue |
| Flex 5v5 | 440 | 1, 2, 3, or 5 | No parties of 4        |

### Casual Queues

| Queue          | ID  | Notes                   |
| -------------- | --- | ----------------------- |
| Normal (Draft) | 400 | Same rules as ranked    |
| Normal (Blind) | 430 | Mirror matchups allowed |
| ARAM           | 450 | All Random, All Mid     |

### Special Queues

| Queue       | Notes                        |
| ----------- | ---------------------------- |
| Clash       | Tournament mode              |
| Arena       | 2v2v2v2 mode                 |
| URF         | Ultra Rapid Fire (rotating)  |
| One for All | All same champion (rotating) |

---

## Champion Classes

### Primary Classes

| Class        | Role                          | Examples              |
| ------------ | ----------------------------- | --------------------- |
| **Tank**     | Absorb damage, initiate       | Malphite, Ornn, Leona |
| **Fighter**  | Sustained damage + durability | Darius, Fiora, Jax    |
| **Assassin** | Burst damage, high mobility   | Zed, Akali, Katarina  |
| **Mage**     | Ability-based damage          | Lux, Syndra, Orianna  |
| **Marksman** | Sustained ranged damage       | Jinx, Caitlyn, Kai'Sa |
| **Support**  | Utility, protection           | Thresh, Lulu, Yuumi   |

### Fighter Subclasses

| Subclass       | Traits                               | Examples                   |
| -------------- | ------------------------------------ | -------------------------- |
| **Juggernaut** | Low mobility, high damage/durability | Darius, Mordekaiser, Garen |
| **Diver**      | Engage into backline                 | Irelia, Vi, Camille        |

### Mage Subclasses

| Subclass           | Traits                  | Examples                |
| ------------------ | ----------------------- | ----------------------- |
| **Burst Mage**     | High combo damage       | Syndra, Annie, Veigar   |
| **Battlemage**     | Sustained AoE in fights | Cassiopeia, Ryze, Swain |
| **Artillery Mage** | Extreme range           | Xerath, Lux, Vel'Koz    |

### Assassin Subclasses

| Subclass       | Traits           | Examples           |
| -------------- | ---------------- | ------------------ |
| **Assassin**   | Quick in-and-out | Zed, Talon, Akali  |
| **Skirmisher** | Extended duels   | Yasuo, Yone, Fiora |

---

## Game Objectives

### Dragons (Elemental Drakes)

Spawn at 5:00, respawn 5 minutes after killed. One team getting 4 drakes grants **Dragon Soul**.

| Drake        | Buff                          | Soul Effect                    |
| ------------ | ----------------------------- | ------------------------------ |
| **Infernal** | +AD/AP                        | Attacks cause AoE explosion    |
| **Mountain** | +Armor/MR                     | Shield after not taking damage |
| **Ocean**    | +HP regen                     | Damaging enemies heals you     |
| **Cloud**    | +Movement speed (OOC)         | +Movement speed (permanent)    |
| **Hextech**  | +Attack speed + ability haste | Chain lightning on attacks     |
| **Chemtech** | +Tenacity + heal/shield power | Brief zombie state on death    |

### Elder Dragon

- Spawns after one team gets Dragon Soul
- Grants **Elder Dragon buff**: bonus true damage + execute enemies below 20% HP
- Game-ending objective

### Baron Nashor

- Spawns at 20:00
- **Hand of Baron** buff (210 seconds):
  - Empowered Recall (4 seconds)
  - Bonus AD/AP
  - Empowers nearby minions significantly
- Primary objective for sieging/ending

### Rift Herald

- Spawns at 8:00, despawns at 19:45
- Drops **Eye of the Herald** (consume to summon Herald)
- Herald charges towers for massive damage
- Can spawn twice (second at 13:45 if first killed before 13:45)

### Void Grubs

- Spawn at 5:00 in groups of 3
- Grant **Voidmite** stacks (up to 6)
- Voidmites attack structures alongside you
- Alternative early objective to dragons

---

## Match Statistics

### Core Stats

| Stat             | Description                                    |
| ---------------- | ---------------------------------------------- |
| **KDA**          | Kills/Deaths/Assists ratio: (K+A)/D            |
| **CS**           | Creep Score (minions + jungle monsters killed) |
| **Gold**         | Total gold earned                              |
| **Damage Dealt** | Total damage to champions                      |
| **Damage Taken** | Total damage received                          |
| **Vision Score** | Wards placed + destroyed + control             |

### Gold Values

| Event                | Gold                        |
| -------------------- | --------------------------- |
| Melee minion         | ~21                         |
| Caster minion        | ~14                         |
| Cannon minion        | ~60-90                      |
| Champion kill (base) | 300                         |
| First Blood          | +100 bonus                  |
| Assist               | ~half of kill gold          |
| Shutdown (2+ kills)  | +150 per streak level       |
| Dragon               | ~25-100 per player          |
| Baron                | ~300 per player             |
| Tower                | ~50-250 local + ~100 global |

### Bounty System

| Kill Streak | Bounty     |
| ----------- | ---------- |
| 0 (base)    | 300        |
| 2 kills     | 450        |
| 3 kills     | 600        |
| 4 kills     | 700        |
| 5 kills     | 800        |
| 6 kills     | 900        |
| 7+ kills    | 1000 (max) |

---

## Runes Reforged

### Rune Paths

| Path            | Theme                     | Classes            |
| --------------- | ------------------------- | ------------------ |
| **Precision**   | Sustained damage, attacks | Marksmen, fighters |
| **Domination**  | Burst damage, hunting     | Assassins, mages   |
| **Sorcery**     | Abilities, utility        | Mages, enchanters  |
| **Resolve**     | Durability, defense       | Tanks, supports    |
| **Inspiration** | Creative, rule-breaking   | Various            |

### Precision Keystones

| Keystone             | Effect                             |
| -------------------- | ---------------------------------- |
| **Press the Attack** | 3 hits = bonus damage + damage amp |
| **Lethal Tempo**     | Stacking attack speed              |
| **Fleet Footw

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