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AA - Anti-Air. Can refer to: 1) Units that are capable of shooting airborne units; 2) The Aerial Specialization tech (i.e. AA Marksman)

Aggro/Aggressive - Setting up DPS & Chaff clear units within 5 squares of the line. Building a composition that pushes into the enemy and tries to get debuffs by destroying towers

AM - Anti-Missile. Can refer to: 1) the Missile Interceptor Device; 2) the Missile Interceptor tech on a unit (i.e. AM Mustang)

AP - The Armor-Piercing tech (i.e. AP Mustang)

Asym/Asymmetrical - When 2 players set up their armies on opposite sides of the board (see also Crossfire)

Banshee - Phantom Ray

Bird - Phoenix

Board - Part of the battlefield where players can deploy units

Boat - Overlord

Boom Rhino - Rhinos with Final Blitz technology

Bubble - A Shield. Used for both the ‘Shield Generator’ Device and the ‘Barrier’ unit tech

Building - A structure that is present on the board from game start. Different buildings perform various tasks, are destructible and will automatically respawn at the start of each round unless sold.

Card - A reinforcement option offered to both players at the start of each deployment phase

Car - A nickname for the War Factory unit, especially popular in China

Carry - The main DPS unit

Caster - A commentator who broadcasts tournament matches

Chaff - Units that are purchased to distract enemy DPS units (i.e. crawlers, fangs & wasps)

Cheese - Winning a round by a temporary tactic such as an unexpected tower debuff or by punishing lack of anti-air

Chungus - Anti Armor Cannon building

Comp - Composition. The units that are played together to form a functioning army

Corner - The intersection between the line and the flank. Often used to aggressively position units and push into a tower

Crossfire - When 2 players set up their armies on opposite sides of the battlefield

Debuff - Can refer to: 1) Tower debuff, which temporarily weakens an army when a friendly tower is destroyed; 2) A reduction of a unit’s stats through a specialist (i.e. Cost Control), a Card (i.e. Mass-Produced) or tech (i.e. Wraith Degeneration Beam)

Defence/Defensive - When you are defending against an opponent playing aggro by building units around the towers

Donut - Wraith

DPS - Damage Per Second

Drop/Unit Drop - Can refer to: 1) Unit Reinforcements offered during a game at the start of a round (see also Free Units); 2) Unit ‘call-ins’ from cards (i.e. Rhino Assault)

Early Game - The initial rounds of a match, typically rounds 1-4

EMP - Used for any Electromagnetic effect in the game, whether unit tech or spell

ER - Extended Range (i.e. ER Arclight)

Fart - Abyss ‘Disintegration’ tech

Flank - Can refer to: 1) From round 2, a deployable area left and right of the enemy board; 2) Attacking the enemy from the sides, rather than the front

Free Units - Unit Reinforcements offered during a game at the start of a round (see also Drop/Unit Drop)

Frontline - Units positioned at the front of your army to absorb damage

Goomba Stomp - Dropping a unit call-in such as Rhino Assault on enemy units to kill them

Gospel - Comp that relies on heavy Wasp flanks, often paired with Rhino

GSL Format - Formerly ‘Global Starcraft II League’. It is a double elimination bracket used for smaller group stages

Gutshot - A move designed to finish off your opponent when they are on low HP

HP - Hit Points or Health Points, the amount of damage a unit or player can sustain

Late Game - The final rounds of a match, typically rounds 8+

The Line - The middle of the battlefield, where the players’ armies meet.

Link - ‘Damage Sharing’ Tech

Mid Game - The middle rounds of a match, typically rounds 5-7

MMR - Matchmaking Rating, a numerical measure of a player’s skill level

Prophet - Farseer

Pull - Leading units away from a point of interest on the battlefield to weaken it, such as a tower. Pulls are often created from the flanks.

Resources - The currency used to purchase anything during a game (see also Supply)

Sell - Using the Field Recovery spell from the Research Center to delete a unit from the board in return for supply

Smamp - Small Amp Core you receive from Amplify Specialist

Smungus - Rapid-Fire Cannon building

SPC - Specialist

Spell - An (offensive) ability with a cooldown that has to be activated during the Deployment Phase and can mostly be purchased during card selection at round start

Sprinkler - Hound ‘Fire Extinguisher’ Tech

Standard - When a player sets up their units around the towers. This can lead into a Standard Game or a Defensive game depending on the opponent’s set-up

Standard Game - When both players set up around their towers and engage in a long-range battle

Stonk - Using Enhancement Module to level a unit for free and selling it for a higher price, thus gaining bonus supplies.

Stonk Module - Enhancement Module

Supply - The currency used to purchase anything during a game (see also Resources)

Taiba - Typhoon/Overlord comp

Tempo - Agency/Being in the driver seat. Winning a round will often give tempo

Tower - The Research and Command Center on a player’s board.