Terminology is used throughout Valorant.

List of Terminology

Official Terminology

Official Terminology consists of terms used within Valorant itself, unlike Community Terminology created by the playerbase to facilitate quick and efficient communication.

  • Spike is the bomb that Agents plant/defuse in order to win rounds in game.
  • Orbs are an obtainable to charge a point in your Ultimate ability.
  • Ult is your Ultimate ability.
  • Flawless is when no one on the winning team died.
  • Clutch is when the last player alive wins the round.
  • Thrifty is when the team won the round while posessing loadouts of less credit value than the enemy team's.
  • ACE is when one player kills each enemy player at least once and wins the round.
    • If the enemy Sage ults, the player can still get an ace with 5 kills as long as each enemy player was killed once.
  • TEAM ACE is when each player on the losing team dies to a different allied player.
    • In a typical 5v5 this means all allied players need exactly 1 kill.

Community Terminology

Community Terminology consists of terms created by the playerbase to facilitate quick and efficient communication.

  • ADS: Stands for aiming down sights.
  • Anchor: To play on a site as a defender so as to stall a push by the attackers, to buy time to allow teammates to rotate to the site to help defend.
  • Anti-eco: Refers to buying weapons to try to keep an economic lead over a team that is resorting to saving creds in an eco-round. Typically avoiding weapons that avoid close quarters combat since a team that is having an eco-round will have to resort to cheaper, close range weapons auch as shotguns, SMGs and pistols.
  • Baiting: Allowing a teamate to enter a entry-frag without the intent to trade for them in the event that they are killed by an opponent. This usually wastes the entry-fragger's utility and info gained as the opponent can reposition/ recover without being punished/refragged/traded, thus leaving the team at a disadvantage.
  • Baiting Utility: Forcing opponents to use their abilities in order to get an advantage.
  • Bunnyhop: An advanced technique that allows you to mix up your movement and move slightly faster than sprinting by timing your jumps and air strafing. Also known as b-hop.
  • Default Plant: The most common location on site where the spike is planted.
  • Double Swing: Two players swinging at once in order to Overwhelm an opponent and force them to decide which player to shoot at usually ending in a trade.
  • Fake Defuse/ Tapping the Spike: Pretending to defuse the spike in order to force the attackers to peek to attept to defend the spike from being defused.
  • Faking: Pretending to attack a site in order to force defenders to rotate away from other sites allowing attackers to easily take the undefended site.
  • Full-buy: When your team is able to buy to be fully equipped. Usually a combination of heavy shields and a rifle.
  • Force buy: Buying the best possible weapons while lacking enough creds for a full-buy to hold onto a lead, the half is close to ending, gain an economic advantage or to increase the odds of winning a round to stave off a loss whe the opponents are close to victory.
  • Half-buy: Buying the best equipment possible while maintaining enough creds to full-buy in the next round.
  • Callout: Refers to indicating a place on a map by a particular name, such as “Heaven”, or “Elbow”.
  • Camp: To defensively hold an area, usually a close angle, for a long time for an enemy to move past rather than seeking them out.
  • Clearing angles: To check whether an opponent is around the corner or in a particular corner.
  • Clearing site: When the attackers thoroughly check the site before planting the spike to decrease the chance of a hidden defender sneaking upon them.
  • Counterstrafe: An movement technique that allows you to shoot accurately if you simultaneously fire when you strafe in the opposite direction. This is acheived by firing at the moment the player has decelerated to a standstill before their movement switches to the opposite direction.
  • CT: A term that has been brought over from Counterstrike, referring to “counter terrorists” which are equivalent to Valorant defenders. Often used with callouts or on its own to indicate an enemy position. For example, "CT Spawn."
  • Cubby: Refers to a part of the map with a deep corner that players can hide and peek from behind.
  • Crossfire: When two teammates position and fire so they are on opposite sides of an enemy between them.
  • Default: When you’re on the attacking side and your team plays a neutral/non-commital strategy to gain information and/or look for picks.
  • Dink: Refers to a headshot that doesn’t kill an enemy, usually used to indicate that the target is close to dying.
  • Dry Peek: Peeking an angle without using any abilities.
  • Flick: To quickly move your crosshair and shoot.
  • Eco/eco round: When a team chooses to save credits in order to have the ability to full buy during the following round and to destabilize the opponents' economy.
  • Elbow: A tight location on a map that requires a full 180 degree sweep to fully clear. This mimics the shape of a closed elbow, but can also be thought of as resembling the shape of the Greek capital letter pi ( Π )
  • Entry fragger: The player or agent who looks to initiate the fight when attacking by entering first and getting the opening kill and gaining information about the opponent's positions.
  • Exit frag: Before a bomb detonates, players will often run away so they can survive and save their guns. Looking for exit frags means to position yourself so you can kill these players rather than trying to defuse.
  • Flank: When a player sneaks around to attack the enemy team from behind.
  • Flash: Short for “flashbang”, often used in reference to Phoenix’s Curveball, Breach’s Flashpoint, Reyna’s Leer, Skye's Guiding Light, Yoru's Blindside and Omen's Paranoia.
  • Frag: A kill
  • Top frag: The player with the most kills on a team or for the match Bottom frag: The player with the least amount of kills on a team or for the match
  • Hip Fire: Firing from the hip, or without using alternate fire to zoom (ADS).
  • Heaven/Hell: A callout term often used to describe a high location where snipers and other long-ranged weapons are used from.
  • Hell refers to the location directly below heaven.
  • Jiggle peek: To quickly peek out and return to cover to gain information or to bait an enemy into shooting at you, giving up their location.
  • Line up: A particular positioning set up to guarantee that your ability lands in a certain way.
  • Lit: Often used to describe when an enemy has taken a lot of damage and is close to dying.
  • Long: Refers to long alleyways and pathways or the longer of two pathways leading from the attacker side of the map to the site.
  • Lurk: To position and look out to catch flankers.
  • Molly: Short for Molotov, referring to an ability that lingers in an area and deals damage such as Viper's Snakebite, Phoenix's Hot Hands, Brimstone's Incendiary and Killjoy's Swarm Grenades.
  • Ninja defuse: When a defender sneaks past attackers and defuses the spike without the attackers noticing usually by initiating the defuse when a louder audio cue is playing which can mask the sound of initiating the defuse.
  • Off-angle: An uncommon and therefore unexpected position from where a player can hold an angle to surprise opponents and reduce the effectiveness of their crosshair positioning and forcing them to utilise more skill and aim intensive flicking to attempt to quickly and accurately shoot at the player.
  • One-tap: To headshot kill with one shot, with weapons such as with a Sheriff, Vandal, or Guardian.
  • One-way: A smoke that allows a player to see enemies but the enemies cannot see them due to the difference in the distance between the player and the opponents from the smoke.
  • Peek: To poke out of cover to look for enemies.
  • Peeker’s Advantage: Due to technical lag time from the game, an aggressive peeker will see an enemy behind cover slightly before the enemy sees them.
  • Pick: To safely get a kill on an isolated enemy.
  • Pistol Round: The first round of each half.
  • Playing for time: Playing safely in order to not die, and waste time in order to fulfill the win condition.
  • Play for picks: To play passively and wait to punish enemies that push out aggressively.
  • Play slow: To play passively and use time to find information regarding enemy positions instead of looking to make aggressive plays.
  • Plant for “____”: Refers to planting the spike in a particular location such that it is visible from and can be defended from the afore mentioned location.
  • Post Plant: The period of time after the spike has been planted.
  • Pre-fire: To preemptively fire at an area or angle that enemies are often at. This can allow you to get the jump on an enemy without having to rely on your reaction time to fire at them.
  • Retake: When the defenders concede a site to the attackers in order to regroup and coordinate to regain control of the site.
  • Rez: Short for “Resurrection,” used in reference to Sage's ultimate ability.
  • Roomba: Community term referring to Raze’s Boombot.
  • Rotate: When a player or team commits to traveling to another location on the map, usually to another site.
  • Rush: When the attackers try to overwhelm the defenders with speed and superior numbers by quickly running onto site before the defenders can react or send help.
  • Saving: When the opponent team's victory is guaranteed for a round, and remaining teammates choose to run and hide in order to avoid losing their weapons by dying to opponents.
  • Spawn: Refers to the starting location where players spawn at the beginning of a round.
  • Shoulder Peek: Peeking in order to only expose the shoulder of one's player model in order to bait an opponent in to firing to give up their position, usually done when an opponent is using an operator to force them into a state of vulnerability while they are chmbering their next bullet and also putting them at a disadvantage when they are repeeking as their position is now known.
  • Stick: When a player commits to defusing a spike rather than tapping it to fake out an enemy.
  • Stack: To have many team members attack a site or defend an area.
  • T: Similar to CT, it’s a term that refers to “terrorist”, which is the attacking side in Counter Strike.
  • TP: Short for “teleport”, usually used in reference to taking a teleporter on Bind or when an Omen is going to use their ultimate.
  • Trade/Refrag: When a player dies but their teammate immediately kills the enemy that killed them.
  • Swing/ Wide peek: When you peek quickly and at a wider angle to catch an enemy holding the expected angle by surprise.
  • Utility: A general term used to refer to abilities.
  • Wallbang: Getting a kill by shooting through a wall or terrain.
  • Whiffing: Missing a shot.
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