Skills shepherdjerred lol-helper shepherdjerred/monorepo / lol-helperClaude Code and agent skill by shepherdjerred/monorepo
Source check pending Checking that the SKILL.md file is still in the repository.
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, Riot API client, API endpoints, rate limiting, PUUID lookups, summoner info, or regional routing.
Install npm bun pnpm yarn Repo and skill
npx vskill@latest install shepherdjerred/monorepo/lol-helper CopySKILL.md League of Legends Helper Complete reference for League of Legends game concepts, terminology, data structures, and Riot Games API integration.
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 Footwork Energized heal + movement speed Conqueror Stacking AD/AP + healing
Domination Keystones Keystone Effect Electrocute 3 hits/abilities = burst damage Dark Harvest Execute-style scaling damage Hail of Blades Burst attack speed (3 attacks) Predator Movement speed + damage on first hit
Sorcery Keystones Keystone Effect Summon Aery Damage enemies or shield allies Arcane Comet Ability hits launch comet Phase Rush 3 hits = burst of movement speed
Resolve Keystones Keystone Effect Grasp of the Undying Periodic empowered attack + heal Aftershock CC triggers resistances + damage Guardian Shield nearby ally when damaged
Inspiration Keystones Keystone Effect Glacial Augment Slowing zone on immobilize Unsealed Spellbook Swap summoner spells First Strike Bonus gold/damage when striking first
Summoner Spells Spell Cooldown Effect Flash 300s Blink short distance Ignite 180s True damage DoT + Grievous Wounds Teleport 360s Channel to allied structure/minion Heal 240s Heal self + ally + movement speed Exhaust 210s Slow + damage reduction on enemy Barrier 180s Temporary shield Cleanse 210s Remove CC + reduce incoming CC Ghost 210s Movement speed boost Smite 90s Damage to monster/minion (jungler)
Common Combinations Role Common Spells Top Flash + Teleport, Flash + Ignite Jungle Flash + Smite (required) Mid Flash + Ignite, Flash + Teleport ADC Flash + Heal Support Flash + Ignite, Flash + Exhaust
Common Terminology Gameplay Terms Term Meaning AA Auto-attack (basic attack) AoE Area of Effect CC Crowd Control (stun, slow, etc.) CD Cooldown DPS Damage Per Second DoT Damage over Time OOM Out of Mana OOC Out of Combat
Strategic Terms Term Meaning Aggro Aggressive play/drawing enemy attention All-in Commit all abilities for a kill Backdoor Destroy nexus by bypassing enemy team Dive Attack under enemy tower Gank Surprise attack from jungler Kite Attack while retreating Peel Protect carry from threats Poke Harass from range Roam Leave lane to help elsewhere Split push Push side lane while team distracts Zone Deny area to enemies with threat
Player State Terms This is the start of the file. Read the full SKILL.md on GitHub .
Popularity
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Works with Any agent vskill installs to: 56 targets in all. These 39 have a page on this site.
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