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− | This is a list of '''Common |
+ | This is a list of '''Common terms''' used in [[Paladins]]. Feel free to expand upon it. |
== General terms == |
== General terms == |
Revision as of 12:23, 4 June 2017
This is a list of Common terms used in Paladins. Feel free to expand upon it.
General terms
Term | Definition |
---|---|
Autoattack | A term generally used in MOBAs to refer to weapon basic attacks. In most MOBAs basic attacks are auto aimed and auto fired after selecting a target. |
B | Back, meaning return or fall back. Retreat. |
Care | Be careful. A request that someone or lane plays cautiously, generally used when an enemy is missing or unaccounted for. |
Carry | To bring your own team to victory, usually by dealing large amounts of damage or ensuring the capture and delivery of objectives. |
CC | Crowd Control. |
CD | Cooldown. Usually in reference to a skill being on cooldown. Skills cannot be used while they are on cooldown. |
D | Defend. Protect a place on the map, an objective or another player. |
Def | Defend. |
DoT | Damage over Time. These are negative status effects like poison or burn that deal ticks of damage over a duration. |
Feed | When a player is dying repeatedly to the enemy, "feeding" them credits and giving them the upper hand. Getting "fed" means that one or more enemy players are giving you a lot of (generally easy) kills, giving you a greater advantage over them. |
Focus | Direct all attacks to a single target or player. |
Gank | To attack an enemy by surprise while they are off guard in hopes of getting a kill on them. |
GG | Good game. |
GL | Good luck. |
Headshot | A weapon shot from a hitscan weapon that hits the head area of a champion, which deals extra damage than a hit to the rest of the body. |
Hitscan | A calculation used to determine whether a projectile hit a target after being fired. Its also used to name any weapon without bullet travel time. |
HP | Health points. Can be used to quickly tell someone you are low on health or have no health to fight. |
Juke | Dodging enemy attacks, and getting out of their line of sight. |
KS | Kill steal / Kill stolen / Kill secured. |
LoS | Line of Sight, the area that a team can directly see a target. |
Meta | Used to refer to strategies and tactics perceived by the community as the strongest or most effective ones at the current time. |
MIA | Missing In Action. Generally used to signal that someone in the enemy team is unaccounted for. |
Miss | Missing. |
Nerf | Used when refering to something that has been made weaker or that has been downgraded. |
OP | Overpowered, or stronger than meant to be. |
Peel | Using Crowd Control and/or damage to force an enemy away from an ally. |
Push | Pertaining to moving the payload further into the enemy base. |
Re | Returned to the front line. |
Roam | Roaming is the act of moving away from the main fight and walking around the map looking for opportunities to ambush vulnerable enemies. |
Skillshot | An attack that must be aimed manually to fire them. Most skills and weapon basic attacks are skillshots. |
SS | An abbreviation of Missing. Has a similar purpose to MIA. |
Stealth | An effect that allows units to become invisible to their opponents for a duration. |
True Sight | An effect available to certain champions and buildings that allows them to see nearby stealthed units. |
Ult | Ultimate skill, the strongest skill of every champion. It must be charged by dealing damage or healing allies before it can be used. |
UP | Underpowered, or weaker than meant to be. |
VGS | Voice Guided System. |
Areas of the Map
Term | Definition |
---|---|
Mid | Middle. |
Left | Left flank. |
Right | Right flank. |
Base | The area surrounding the player's spawn. |
Spawn Room | The room in which you spawn. Enemies are unable to enter or fire into these safe areas. |
Skill Descriptors
Term | Definition |
---|---|
Direct | Direct damage. These skills and weapons will generally only damage one target and they will be affected by Haven. |
Area | Area damage. It describes weapons and skills that affect an area in the map rather than a single target directly and they will be affected by Blast Shields. Most area damage attacks will have a damage fall off that will cause them to deal less damage the further away the target is from the center of the explosion. |
AoE | Area of Effect. Another way of calling Area damage, but it is also used to describe the radius of a skill or weapon shot's explosion. |
Channeled | These are skills that must be casted for a duration before they are fired and/or must keep on casting for them to remain active. They may or may not prohibit the casting champion from using other skills or moving while channeling. |
Cone | These are skills that affect an angular cone of an area n front of the champion. They are usually "tied" to the champion that casts them. |
Delayed | These are skill that have a time duration before their effects take place. The time duration may occur upon casting (i.e. the skill may take time to cast) or after casting (i.e. the skill is cast and active but will take some time before it fulfills its effect). |
Line | These are skills that project their effect in a straight line. They are usually "tied" to the champion that casts them. |
Passive | These are skills that do not need to be cast in order for their effect to happen. |
Roles
Term | Definition |
---|---|
Front Line | These are champions who are good at holding the line and protecting their teammates. |
Damage | These are champions who are capable of consistently dealing high amounts of damage. |
Support | These are high utility champions, who are helpful in both offense and defense. |
Flank | These are champions who excel at flanking and taking out key targets from the opponent's rear. |