Common Terms

From Overwatch Wiki
Jump to: navigation, search

This is a list of Common terms used in Overwatch. Feel free to expand upon it.

General Terms[edit | edit source]

Term Definition
Airborne A state that occurs while a unit is falling after either jumping or being knocked up.
Air Control A special parameter that determines how much maneuverability a hero has while airborne.
Autoaim A term generally used in FPSs to refer to basic weapon attacks are auto aimed and auto fired after selecting a target.
B Back, meaning return or fall back. Retreat.
Buff Used when referring to something that has been made stronger or that has been upgraded.
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.
Comp Team Composition. A well-rounded composition can mean the difference between victory and loss, but communication among teammates is just as important.
CC Crowd Control
CD Cooldown. Usually in reference to a skill being on cooldown. Skills cannot be used while they are on cooldown.
D/Def Defend. Protect a place on the map, an objective or another player.
DoT Damage over Time. These are negative status effects like poison or burn that deal ticks of damage over a duration.
DPS Damage Per Second. Refers to the amount of damage a unit it capable of dealing in a certain amount of time.
Elimination Generally referred to as kills and assists in other games. Any player who dealt any damage to an enemy hero, within 3 seconds before they died, will get an "Elimination".
Feed When a player is dying repeatedly to the enemy, "feeding" them ultimate charge 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.
Flank 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
GLHF Good Luck Have Fun
Headshot A weapon shot from a hitscan weapon that hits the head area of a hero, 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.
Killing Blow Sometimes referred to as "Last Hit" in other games. Killing blow is the last weapon shot or skill that caused a player to die.
Kit The set of skills/abilities a hero has.
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
Multikill Refered to as "killing spree" in some other games. They occur after getting multiple eliminations in a very short amount of time.
Nerf Used when referring 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 or collectively moving as a unit with teammates in a certain direction.
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.
Solo Kill Eliminations caused entirely by a single player dealing all the damage.
Squishy Refers to a hero with a relatively small health pool. Most commonly seen in Damage and Support heroes.
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.
Streak Getting several eliminations without dying will start a streak.
Reveal An effect available to certain heroes that allows them to see affected enemies without direct line of sight.
Ult Ultimate ability, the strongest skill of every hero. It must be charged by dealing damage or healing allies before it can be used.
UP Underpowered, or weaker than meant to be.

Areas of the Map[edit | edit source]

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[edit | edit source]

Term Definition
Direct Direct damage. These skills and weapons will generally only damage one target.
Area Area damage. It describes weapons and skills that affect an area in the map rather than a single target directly. 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 hero from using other skills or moving while channeling.
Cone These are skills that affect an angular cone of an area in front of the hero. They are usually "tied" to the hero 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 hero that casts them.
Passive These are skills that do not need to be cast in order for their effect to happen.

Roles[edit | edit source]

Term Definition
Tank These are heroes who are good at holding the line and protecting their teammates.
Damage These are heroes who are capable of consistently dealing high amounts of damage.
Support These are high utility heroes, who are helpful in both offense and defense.