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Wild Rift Terms & Tactics

Wild Rift Encyclopedia

CC mechanics, wave management, teamfight formations and objectives explained in 77 entries. Search by English or Japanese name.

77 entries

Glossary & Status Effects

54 entries

Polymorph

Hard CC

Transforms the target into a harmless creature, completely disabling basic attacks and ability casts while reducing movement speed (e.g. Lulu Skill 2).

Suppression

Apex CC

Restrains 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 CC

Prevents 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 Control

Causes 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 CC

Forces the target to walk slowly and harmlessly toward the caster while disabling attacks and abilities. Draws enemies into vulnerable positions (e.g. Ahri Skill 3, Evelynn).

Fear

Displacement CC

Causes 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 Attack

Forces the target to perform basic attacks against the caster, disabling abilities and any other action. Used by tanks to absorb damage and peel allies (e.g. Rammus Skill 3, Galio).

Knockback & Pull

Forced Position

Pushes 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 Control

Prevents the target from making basic attacks. Abilities and movement are still allowed, but basic-attack damage is entirely negated.

Crowd Control

CC General

A 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 CC

A 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

Immobilize

A crowd control effect that locks a target in place, preventing all movement. The affected champion can still cast some abilities and perform basic attacks.

Silence

Silence

A 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

Airborne

An 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 Feature

Plants along lanes and rivers. Attacking them drops healing fruit that restores health and mana upon pickup, giving a brief slow effect.

Inhibitor Turret

Base Structure

The tier-3 turret guarding the base. Destroying it immediately spawns Super Minions in that lane, generating massive pressure.

Grievous Wounds

Status

A debuff that reduces the healing and regeneration the target receives. A counter to high-sustain champions (Executioner's Calling, Oblivion Orb and others).

Penetration

Status

Stats that bypass enemy Armor or Magic Resist to deal true or higher damage. Flat pen targets squishies, while percentage pen melts tanks.

Untargetable

Evasion

A state where the champion cannot be targeted by any attacks, spells, or turrets. Allows dodging incoming burst and reset aggro.

Tenacity

Status

A stat that reduces the duration of most crowd control effects (stuns, roots, silences). Does not affect knockups, knockbacks or suppression. Slows are covered by a separate stat, Slow Resist.

Turret Aggro Swap

Tower Dive

Swapping turret aggro among teammates during a dive by walking out of range or using untargetable abilities to prevent anyone from dying.

Death Bush & Bait

Ambush

Hiding with multiple allies in an unwarded bush to ambush and delete an unsuspecting enemy. Commonly used around upcoming objectives.

Deny

Resource Denial

Zoning or freezing to completely prevent the enemy from receiving minion gold or experience, starving them of resources.

Smite Fight & Steal

Objective

The high-stakes timing duel between opposing junglers using Smite to secure or steal major objectives like Baron or Dragon.

Lane Swap

Macro Rotation

Swapping laners (e.g. Bot duo to Mid/Top) after taking a turret or to control an upcoming major objective.

Gank

General

A 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

General

The 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

General

The 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

General

The 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 Concept

High-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 Concept

Individual 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

General

Key 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

General

Information 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 Item

A 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

General

The 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

General

Entering the enemy jungle to steal monster camps or ambush the enemy Jungler. This denies gold and experience to the opponent, setting them behind.

Scaling

General

The 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

General

A 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

General

The 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

General

Dealing damage to enemies from a safe distance using long-ranged abilities or attacks. It is used in lane, and to wear the enemy team down before an all-out fight.

Harass

General

Chipping away at an opponent's health in lane with basic attacks or abilities, typically when they step up to take a minion. The aim is not the kill itself but the health lead: forcing the enemy to give up CS or recall. Poke means chipping from a safe distance with long-range abilities, in lane or before a teamfight. Harass refers to the laning phase only and can come from any range.

Engage

General

The 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

General

The 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

General

Executing 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

General

The 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

General

Committing your abilities, ultimate and summoner spells to finish off the opponent. A trade swaps damage for a health or mana lead; an all-in keeps going until the kill.

Burst

General

Inflicting 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

General

Stands 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

General

The 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

General

Leaving 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

General

Pushing 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

General

Walking 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

General

Landing 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

General

The 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 entries

Freezing

⚡ Execution

Hold the wave just outside your turret's range by letting the enemy wave outnumber yours (typically by 2-3 caster minions). Last-hit only, and only just before each minion dies.

🎯 Purpose

Force the enemy laner to overextend, maximizing their vulnerability to ganks. Deny enemy resources while securing safe farm.

Slow Pushing

⚡ Execution

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.

🎯 Purpose

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)

⚡ Execution

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.

🎯 Purpose

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

⚡ Execution

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.

🎯 Purpose

Execute one-sided damage trades while the opponent cannot retaliate, systematically building a health advantage in the lane.

Wave Bouncing

⚡ Execution

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.

🎯 Purpose

Transition the lane from an overextended pushing state to a safe pulling state, establishing the foundation for a subsequent freeze.

Zoning

⚡ Execution

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.

🎯 Purpose

Expel the enemy from experience and gold range entirely, accelerating the snowball effect of existing leads.

Lane Priority

⚡ Execution

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.

🎯 Purpose

Ensure proactive participation and numerical advantage in neutral objective securement (Dragon) and jungle skirmishes.

Recall Timing

⚡ Execution

Recall right after crashing your wave into the enemy turret.

🎯 Purpose

Minimize resource bleed (gold/XP) during base trips, returning to lane efficiently to leverage newly acquired item spikes.

Macro Tactics & Teamfight Formations

8 entries

1-4 Split Push

⚔️ Execution

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.

🏆 Win Condition

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

⚔️ Execution

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.

🏆 Win Condition

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

⚔️ Execution

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.

🏆 Win Condition

The allied frontline can withstand enemy damage. The backline can survive enemy dives and continuously output sustained damage.

Flanking

⚔️ Execution

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.

🏆 Win Condition

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

⚔️ Execution

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).

🏆 Win Condition

Complete vision control over crucial map choke points. Sufficient burst damage to 100-to-0 the target instantly.

Poke & Siege

⚔️ Execution

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.

🏆 Win Condition

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)

⚔️ Execution

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.

🏆 Win Condition

All key ultimate abilities are off cooldown. Forcing the teamfight in a narrow chokepoint where the enemy team is grouped tightly.

Cross-map Plays

⚔️ Execution

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.

🏆 Win Condition

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 entries

Infernal Dragon

✨ Buffs & Stats

Grants a percentage increase to overall Attack Damage (AD) and Ability Power (AP).

💡 Strategy

High priority for burst damage and scaling team comps. Secure vision in the river before it spawns and prepare for teamfights.

Ocean Dragon

✨ Buffs & Stats

Restores a percentage of missing health continuously over time.

💡 Strategy

Extremely powerful for poke and siege compositions. Ward the river bushes to secure it safely.

Mountain Dragon

✨ Buffs & Stats

Grants a percentage increase to overall Armor and Magic Resist.

💡 Strategy

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

✨ Buffs & Stats

Grants Ability Haste, reducing the cooldown of abilities.

💡 Strategy

Highly valuable for ability-reliant champions like mages and enchanters. Destroy blast cones to prevent enemy steals.

Rift Herald

✨ Buffs & Stats

An early-game objective. Yields the 'Eye of the Herald', which summons it to charge an enemy turret for massive true damage.

💡 Strategy

Crucial early-game objective for turret gold. Hit the exposed eye on its back for bonus true damage.

Baron Nashor

✨ Buffs & Stats

Spawns mid-to-late game. Killing it grants Hand of Baron: more AD and AP, a faster recall and heavily buffed nearby minions.

💡 Strategy

Requires team coordination. Best attempted after a teamfight win or jungler pick. Siege turrets with buffed minions.

Elder Dragon

✨ Buffs & Stats

Spawns late game. Attacks burn enemies for true damage, and executing enemies below a health threshold.

💡 Strategy

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

54 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.

Frequently asked questions

What is the difference between a stun and a root?
A stun stops movement, basic attacks and abilities; a root stops walking and mobility abilities. A rooted champion can still basic-attack and use some abilities on the spot, so they can still hit back. Tenacity shortens both.
What is the difference between a knockup and a knockback?
A knockup launches the target into the air; a knockback shoves them away. While airborne the target can take no action at all. Knockbacks and pulls move the target and interrupt channelled abilities. Tenacity shortens neither a knockup nor a knockback.
How do charm, fear and taunt differ?
Charm makes the target walk toward the caster, fear makes them run away, and taunt makes them attack the caster. A charmed target can neither attack nor cast. A taunted target can do nothing but basic-attack the caster. Charmed and feared targets are both moved while defenceless. Charm drags enemies toward your side or into ability range, and fear breaks up their formation or stops a chase. Taunt lets a tank draw enemy fire onto itself and protect its allies.
Does tenacity shorten a knockup?
No. Tenacity cuts the duration of most crowd control, such as stuns, roots and silences, but knockups and suppression ignore it entirely. Stacking more tenacity will not shave a single frame off the time you spend in the air.
What is the difference between burst and DPS?
Burst is damage dealt all at once in a very short window; DPS is damage kept up over time. Burst is the main way assassins and mages deal damage, and the aim is to kill before the target can react. DPS literally means damage per second and, by extension, the ability to keep damage flowing. Marksmen chaining basic attacks are the typical example.
What is the difference between engage and disengage?
Engage means starting a teamfight; disengage means refusing a fight the enemy starts and backing off. An engage forces the fight open with gap closers or heavy crowd control, usually from a tank or support. Disengage avoids a bad fight and gets allies out safely.
What is the difference between snowballing and scaling?
Snowballing means growing an early lead; scaling is how much stronger a champion gets as the game goes on. A snowball turns a small edge, such as a kill or a gold lead, into a bigger and bigger gap. High-scaling champions keep getting stronger as they buy items, and come into their own in the late game.
What is the difference between a gank and a roam?
A gank is a surprise attack that creates a numbers advantage to take a kill; a roam is leaving your own lane to move elsewhere on the map. Junglers do most of the ganking, and a laner who roams over to gank is ganking too. Roams are for helping allies or setting up ganks, and mid laners and supports use them to take the initiative and affect the whole map.
What is the difference between freezing and slow pushing?
Freezing holds the wave on your side of the lane; slow pushing grows the wave and sends it in. To freeze, keep the enemy wave larger than yours, typically by two to three caster minions, and hold it just outside your turret's range. Take last hits only at the last moment. The enemy then has to walk up to farm, which leaves them open to ganks, while you keep farming safely. To slow push, kill only the enemy melee minions early so your wave is slightly bigger than theirs, then just last-hit and let the following allied waves join it. The stacked wave sets up a tower dive or holds lane priority for longer ahead of a fight over Dragon or the Rift Herald.
What is the difference between the Elder Dragon and Baron Nashor?
Elder adds a burn and an execute to your attacks; Baron boosts attack damage, ability power and your minions. The Elder Dragon spawns late in the game. Your attacks burn for true damage, and damaging an enemy below a health threshold executes them. Once you have Elder, force teamfights. Baron Nashor spawns from mid game on and grants Hand of Baron: more AD and AP, a faster recall and heavily empowered nearby minions. Those minions are what you siege the inhibitor turrets with.

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