Betting & Esports Glossary

Essential terminology for League of Legends betting and professional esports.

Understanding the terminology is crucial for successful betting. This glossary covers betting terms, League of Legends gameplay concepts, and analytics definitions used throughout our platform.

Betting Terms

Bankroll

The total amount of money you have allocated specifically for betting. Proper bankroll management is essential for long-term success.

Unit

A standardized betting amount, typically 1-5% of your bankroll. Using units helps maintain consistent bet sizing regardless of confidence level.

Odds / Price

The probability of an outcome expressed as a number. Can be displayed as decimal (2.50), fractional (3/2), or American (+150) format.

Implied Probability

The probability of an outcome as suggested by the odds. Calculated as 1 / decimal odds. For example, 2.00 odds = 50% implied probability.

Value Bet

A bet where the true probability of an outcome is higher than the implied probability from the odds, creating positive expected value.

Expected Value (EV)

The average amount you can expect to win or lose per bet over the long term. Positive EV bets are profitable over time.

ROI (Return on Investment)

The percentage return on your total amount wagered. Calculated as (profit / total staked) × 100.

Yield

Similar to ROI, the profit percentage relative to total stakes. A 5% yield means you profit 5 units for every 100 units wagered.

Closing Line Value (CLV)

Comparing the odds you got versus the final odds before the match starts. Consistently beating the closing line indicates sharp betting.

Arbitrage

Betting on all possible outcomes across different bookmakers to guarantee profit regardless of the result, exploiting odds discrepancies.

Handicap / Spread

A bet where one team is given a virtual advantage or disadvantage. In LoL, often applied to map objectives or game time.

Live Betting / In-Play

Placing bets while the match is ongoing, with odds updating in real-time based on game state.

League of Legends Terms

Meta

The current most effective strategies, champion picks, and playstyles in professional play. Changes with patches and evolves over time.

Draft / Pick & Ban

The pre-game phase where teams ban champions and select their team composition. Critical for match outcomes.

First Blood

The first kill of the game, providing bonus gold and often indicating early game momentum.

Baron Nashor

A powerful neutral objective that grants significant team-wide buffs. Often a game-deciding objective.

Dragon Soul

A permanent buff obtained by securing four elemental dragons. Provides significant combat advantages.

Gold Differential

The gold lead or deficit between teams. A key indicator of which team is ahead economically.

Vision Control

Map awareness through ward placement and denial. Critical for objective control and avoiding ganks.

Scaling

How strong a champion or team composition becomes as the game progresses. Some teams are early-game focused, others scale better late.

Team Fight

A large-scale combat engagement between both teams, often determining the outcome of the game.

Split Push

A strategy where one player pushes a side lane while the team applies pressure elsewhere, forcing difficult decisions.

Tournament & League Terms

Best-of-1 (Bo1)

Single game format, common in regular season group stages. Higher variance than series formats.

Best-of-3 (Bo3)

Series format where first team to win 2 games wins. Common in LCK and LPL regular seasons.

Best-of-5 (Bo5)

Series format where first team to win 3 games wins. Used in playoffs and major tournament finals.

LCK (League of Legends Champions Korea)

South Korea's premier professional league, historically the strongest region with methodical, macro-focused gameplay.

LPL (League of Legends Pro League)

China's top professional league, known for aggressive, team-fight oriented playstyle and high mechanical skill.

LEC (League of Legends European Championship)

Europe's premier league, featuring creative strategies and strong mid-game macro play.

Worlds / World Championship

The annual world championship tournament, featuring the best teams from all regions competing for the Summoner's Cup.

MSI (Mid-Season Invitational)

International tournament held mid-year featuring regional champions, second only to Worlds in prestige.

Analytics Terms

Win Rate

Percentage of games won. Can be calculated for teams, players, champions, or specific matchups.

KDA (Kill/Death/Assist Ratio)

Player performance metric calculated as (Kills + Assists) / Deaths. Higher is better.

CS/Min (Creep Score per Minute)

Farming efficiency metric showing how many minions a player kills per minute. Indicates gold generation.

DPM (Damage Per Minute)

Average damage dealt to champions per minute. Indicates combat effectiveness and aggression.

GPM (Gold Per Minute)

Average gold earned per minute. Higher GPM indicates better resource generation.

First Tower Rate

Percentage of games where a team secures the first tower. Correlates strongly with win rate.

Objective Control Rate

Percentage of major objectives (Baron, Dragon, Rift Herald) secured by a team.

Average Game Time

How long games typically last for a team. Indicates playstyle (aggressive/fast vs methodical/slow).

Backtesting

Testing a betting strategy against historical data to evaluate its profitability before risking real money.

Sample Size

The number of data points used for analysis. Larger sample sizes provide more reliable conclusions.

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