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|'''Wards''' || They are a type of consumable [[items]] that, once deployed, grants vision in an area around them without the need of any friendly unit or god to be present. |
|'''Wards''' || They are a type of consumable [[items]] that, once deployed, grants vision in an area around them without the need of any friendly unit or god to be present. |
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+ | |'''Zoning''' || Using abilities against enemies to make it more dangerous to approach. This is used when trying to deny their farm and/or from getting near an objective being taken. |
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|'''Jungler''' || Player who supports their team by occasionally performing ganks (see Gank) and generally stays in the [[Jungle]]. Usually played by an Assassin. Also known as "jungle" or "roamer". |
|'''Jungler''' || Player who supports their team by occasionally performing ganks (see Gank) and generally stays in the [[Jungle]]. Usually played by an Assassin. Also known as "jungle" or "roamer". |
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[[Category:Smite]] |
[[Category:Smite]] |
Revision as of 23:48, 21 January 2021
This is a list of Common Terms used in SMITE, as well as many other MOBA games.
General terms
Term | Definition |
---|---|
ADC | Attack Damage Carry. A term generated from other MOBAs, generally used to speak about Hunters, gold and item dependent gods that can be quite dangerous at later stages of the game. |
APAM | All Pick, All Mid. |
ARAM | All Random, All Mid. Assault. |
Autoattack | A term used in other MOBAs to refer to Basic Attacks. In most other MOBAs basic attacks are auto aimed and auto fired after selecting a target. |
Aura | A passive effect that applies possitive or negative effects to units within a radius from the aura's source. |
B | Back, meaning return or move back to the base. Retreat. |
Basic Attack Power | A term used in ability descriptions to signify that the skill scales off the god's current basic attack damage rather than physical or magical power. |
BDK | Bull Demon King, a Jungle boss in Joust. |
Care | Be careful. A request that someone or lane plays cautiously, generally used when an enemy is in the Jungle or missing. |
Carry | To bring your own team to victory, usually by dealing large amounts of damage and acquiring many kills. It is also one of the roles. |
CC | Crowd Control. |
CD | Cooldown. Usually in reference to a skill being on cooldown. Abilities cannot be used while they are on cooldown. |
Creeps | See "Minions". |
D | Defend. Protect a place on the map, an objective or another player. |
Deicide | When all players on a team are killed at the same time. |
Def | Defend. |
DoT | Damage over Time. These are negative effects that deal ticks of damage over a duration. |
Execute | An effect applied by some abilities. Gods or units hit by this kind of abilities will be instantly killed if they are below an specific health threshold. |
Farm | Farming is the act of eliminating minions to gain gold. "High farm" would refer to earning gold at a higher rate than other players. |
Feed | When you die repeatedly to enemy players, "feeding" them gold and experience 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. |
FG | Fire Giant, a Jungle boss in Conquest. |
Focus | Direct all attacks to a single target. |
FoW | Fog of War. This is the term used to describe the areas in the map where players have limited line of sight. |
Gank | To attack an enemy by surprise while they are off guard in hopes of getting a kill on them. Typically pertains to gods from other lanes or the jungler. |
Geometry | Generally reffers to map walls, regions where players normally can't move through. |
GF | Gold Fury, a Jungle boss in Conquest. |
GG | Good game. |
GL | Good luck. |
Harass | Attacking enemy gods while in laning phase, in order to bring their health down to set up a kill or force them out of the lane. |
HoG | Hand of the Gods, a consumable item used to damage neutral jungle camps. |
HP | Health points. Can be used to quickly tell someone you are low on health or have no health to fight. |
Immunity Frame | A brief period of time during certain actions or abilities where the god or unit becomes untargetable, potentially making them immune to incoming attacks. |
Invade | To attempt to enter the enemy side of the jungle to contest an objective that the enemy team is currently trying to get. |
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 see. Hostile units beyond the line of sight won't be visible until they are closer. |
MIA | Missing In Action. Generally used to signal that someone in the enemy team is unaccounted for. |
Minions | Monsters not controlled by players that are spawned near the Phoenixes. |
Miss | Missing from lane. |
OOM | Out of mana. |
OP | Overpowered, or stronger than meant to be. |
Peel | Using Crowd Control and/or damage to force an enemy away from an ally. |
Pet | Player deployed units, usually created by god abilities. |
Poke | See "Harass". |
Post-fire | The amount of time after using an ability before any other action can be taken. |
Push | Pertaining to moving down a lane and attacking/destroying buildings. |
Re | Returned to lane. |
Roam | Roaming is the act of leaving a lane and moving around the map looking for opportunities to gank or take objectives. |
Skillshot | An attack that must be aimed manually to fire them. Most abilities and basic attacks in SMITE 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 | A perk that most Structures have that allows them to see stealthed units. |
Ult | Ultimate ability, the 4th ability that is usually unlocked at level 5. |
UP | Underpowered, or weaker than meant to be. |
VGS | Voice Guided System. |
Wards | They are a type of consumable items that, once deployed, grants vision in an area around them without the need of any friendly unit or god to be present. |
Zoning | Using abilities against enemies to make it more dangerous to approach. This is used when trying to deny their farm and/or from getting near an objective being taken. |
Stats
Term | Definition |
---|---|
AD | Attack Damage, a term used in other MOBAs that represents a stat that does not exist in SMITE. The closest alternative is Physical Power. |
AP | Ability Power, a term used in other MOBAs that represents a stat that does not exist in SMITE. The closest alternative is Magical Power. |
CCR | Crowd Control Reduction. |
CDR | Cooldown Reduction. |
PP | Physical Power, the main stat of Physical Gods. |
MP | Magical Power, the main stat of Magical Gods. |
Health | This stat defines a god's maximum Hit Points. At 0 Health they will die. |
Mana | Mana is a resource used to cast abilities. Abilities can't be cast without enough mana. |
Areas of the Map
Term | Definition |
---|---|
Mid | Middle Lane. |
Left | Left Lane. |
Right | Right Lane. |
Short Or Solo Lane | Lane with enemy and allied towers closest to each other. |
Long Or Duo Lane | Lane with enemy and allied towers furthest from each other. |
Jungle | Area in between lanes that contains neutral monsters which grant buffs. |
Base | Generally defined as the area that surrounds the Titans. |
Fountain | Area in which you spawn. Enemies standing in them will take heavy damage, while allies will have their health and mana restored. |
Ability Descriptors
Term | Definition |
---|---|
Active | These are abilities that must be cast for an effect to happen. |
AoE | Area of Effect. These are abilities that will affect the chosen area. They do not have to be "tied" to the God that cast them. |
Channeled | These are abilities that a god must keep on casting for them to remain active and may or may not prohibit the casting God from using other abilities while channeling. |
Cone | These are abilities that affect an angular cone of an area. They are usually "tied" to the God that casts them. |
Delayed | These are abilities that have a time duration before their effects take place. The time duration may occur upon casting (i.e. the ability may take time to cast) or after casting (i.e. the ability is cast and active but will take some time before it fulfills its effect). |
Line | These are abilities that project their effect in a straight line. They are usually "tied" to the God that casts them. |
Passive | These are abilities that do not need to be cast in order for their effect to happen. Passive abilities are the first slot in a God's ability set but may also appear inside of other abilities and/or interact with other abilities. |
Roles
Term | Definition |
---|---|
Mid | Player who generally stays in the middle lane (see above). Usually played by a Mage. Also known as "mid laner". |
Solo | Player who generally stays in the short lane (see above). Usually played by a Mage, an Assassin or a Warrior. Also known as "solo laner". |
Carry | Player who generally stays in the long/duo lane (see Long Lane) together with the Support (see Support). Usually played by a Hunter or a Mage. Also known as "ADC". |
Support | Player who generally goes to the long/duo lane (see Long Lane) together with the Carry. Usually played by a Guardian or a Warrior. Also known as "supp". |
Jungler | Player who supports their team by occasionally performing ganks (see Gank) and generally stays in the Jungle. Usually played by an Assassin. Also known as "jungle" or "roamer". |
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