Glossary
Section titled “Glossary”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.