Vainglory Glossary

Vainglory Glossary

This is the second edition of the VainRank Glossary of Vainglory terms and vocabulary. This is the slang that you will hear in in-game communication with others and may not understand put together by several players who have played the game since the beginning and provided to the new and old players alike to make sure we are all on the same page. We plan to update this in the future as new words develop in the community. For now, these are the words we feel most players are getting confused on and don’t understand.

The Vainglory Glossary has LEVELED UP! This is the version 2.0 of the Vainglory Glossary and covers an even bigger array of terms.

If you like this Vainglory Glossary, make sure to checkout the videos created by Gankstars explaining more in depth about many of these terms in their Gankstars Academy

Character References

Carry: A type of hero meant to do the damage on the team. Usually there is a lane carry and a jungle carry on each team.

Ranged: A type of hero that can attack from a distance.

Melee: A type of hero that needs to be very close to the enemy in order to attack.


Lane: The path on the top of the Halcyon Fold where the lane minions go, and the turrets lie.

Jungle: The bottom half of the Halcyon Fold where the eight jungle camps lie, as well as where the two minion mines and gold mine/kraken pit are.

Roam: The type of hero meant to support the team by using utility items such as Fountain of Renewal, Crucible, Atlas Pauldron, and Bonesaw.

Game Play

AFK: Away From Keyboard; abandon.

Blind pick: Type of hero selection used in casual game mode and lower tiered rank queue.

Draft: Type of hero selection used in tournaments and higher tiered rank queue.

Global: The whole area of the play field. This will usually refer to global abilities, which are abilities that can affect any part of the map no matter where the hero is located.

Going Ham: The act of playing so well that you are playing on another level. When taken to the next stage of awesome playing, the player can go “Full Bacon” hitting the peak deliciousness possible.

Lag: A decrease in frame-rate measured in ms due to slow internet connection, which can cause the game to freeze or not respond in the manner which you would wish it to.

Meta: Most Effective Tactic Available. It refers to the best way to play the game at that precise moment.

Ping: Social pings, the Go, Avoid, On My Way, Group up, and question mark tactical pings. These are often used in solo queue to communicate to your team members. “Ping” can also refer to internet ping, measured in milliseconds (ms).

Synergy: A gamer term for chemistry… how well you get along and play with your teammates.

Tilt: The psychological effect on a player causing them to consistently be unable to play at their best and make mistakes.

Hero Terms


Assassin: A typically squishy hero with low defensive stats but high damage and ability stats. Mainly targets the high damage heroes on the enemy team, or target heroes below half health as they are usually the easiest to take out.

Broken: A hero that is viewed as so overpowered that their are no counters for them. They are also seen to have no way of losing even if the player playing them is totally new to the game. Often times, when a hero is “broken” they will get titles to reflect it (i.e. Brokenfeather). 

Fortified Health: Health that takes twice as much damage to penetrate than regular health. 100 fortified health is equivalent to 200 health.

Glass Cannon: An item build in which no defense is involved. Only offense items are in this build, typically on CP mages.

Heroic Perk: Every hero has a passive heroic perk, you can find descriptions for perks by going to the hero section of the market, tapping on the hero, then the first box on the bottom with hero and ability descriptions. Also found in blind hero selection in casual and lower tiered ranked matches.

Mage: A hero (usually CP) who typically builds mostly damage items, though one defense item is highly recommended when building a mage hero. Two defense items on certain heroes are good if you can deal enough damage in fights.

Nerf: A debuff to a hero or item in a patch or hotfix, the item or hero becomes weaker.

Overdrive: When your A or B ability is upgraded to level 5.

Overpowered (OP): A hero that is really strong in an update due to stats or place in the meta.

Potato: Referring to a hero that, at the moment, is viewed as weak or underwhelming in their gameplay. Usually these heroes have been out of the META and unseen in the competitive scene for some time.

Protector: Usually used in the roam position, a protector will, obviously, protect his/her teammates. Ardan, for example, uses his abilities and his heroic perk to take damage from the enemy team as well as help his own teammates at the same time.

Scaling: The ability to improve as the game proceeds into the later stages of the game. For example, a Stormcrown scales in damage as you increase in levels.

Squishy: A hero with low base defensive stats and/or that has not built much defense in game is considered squishy. Vox, Ringo, and Taka could all be considered squishy heroes.

Support: Can mean either the type of item that provides utility instead of damage or the type of hero which provides support to the team instead of damage.

Sustain: Sustaining is the act of staying alive in a teamfight, which can be helped with items or abilities, or both.

Tank: The roam hero on a team is usually considered a tank because of their high health and defensive stats.

Ult (Ultimate): Your “third ability.” It has no overdrive, but is made up in damage and utility.

Utility: A type of item or ability that provides an effect to help the team.

Warrior: A hero who has high base defensive stats and is very effective in melee combat.

Creature Terms


Many people have different ways of referring to the minions and their locations. These are the most common references to the positions with which they hold and what they do.

CS: Creep score, the number of lane or jungle minions that were last hit by you. This is counted by the amount of gold the minion was worth, so the bigger lane minions count as two CS, for example.

Farm: The action of focusing on increasing CS.

Backs: The two jungle camps on each side behind the minion mines and in front of the base. The minion camp with two big minions is often referred to as the “doubles.”

Fronts: The minion camps right next to the shop on each side with two small minions.

Gold mine: The creature in the pit that is spawned from 4:00-15:00 minutes and collects gold over time. Killing the gold mine gives your team certain amounts of gold (gold per team member). The amount of gold gained is based off of how long it’s been since the gold mine was last killed.

Healer camps/medics: The two camps on each side of the jungle that give you heals. If you have used the number system in terms of numbering the minion camps, they would be camps 1 and 3. Sometimes referred to as back heal or front heal.

Jungle camp number system: Often used to make messaging easier, but rarely used in voice comms in game. The heal minion camp you first encounter when you go into the jungle from your base is camp number 1. The backs/doubles behind the minion mine is camp number 2. The heal minion next to your tri-bush is camp number 3. And you guessed it! The front camp is minion camp number 4.

Spawn: When minions appear (either jungle monsters or lane minions).

Tri-bush: The bush that looks like a triangle on both sides of the gold miner pit/kraken pit.

Wave: A minion wave is the group of four minions that spawn every 20-30 seconds (will get accurate spawn timer tonight)


Traps: Traps usually refer to the item you can buy called scout traps. Sometimes abilities such as Kestrel’s Active Camo are referred to as a traps as well.

Mines : Mines are Minion Mines and Gold Mines. Often times, people confuse the word “mines” with scout traps because a lot of people call them mines.

Kraken: Helga! The monster who emerges from the pit at 15 minutes and usually take 2-3 team members to unleash. Once beaten into submission this monster fights the enemy’s turrets for your team until it falls.

Turrets: The structures on each side of the Halcyon Fold defending the Vain crystal. You must destroy these to make it to the enemy Vain.

Vain crystal: The Vain crystal is the main objective of the game. Once you destroy the enemy Vain crystal being defended by 5 turrets on each side, you win the game!

Maneuvering and Skill Terms


Bait: When a character puts themselves in a vulnerable position trying to lure out the enemy team while the rest of the team waits hidden so that they can ambush the enemies.

Face-Check: To go into a bush blindly, without knowing if anyone is there or not.

Hitbox: A radius or range an ability can hit.

Leashing: The act of bringing a jungle camp to its farthest range away from the camp. Commonly used as a roamer to help give your jungler ambient gold and experience.

Juke: To dodge a skillshot or to fake out an enemy hero using a bush or quick movement to the side, causing the ability to miss the hero. 

Kiting: The act of attacking and stepping back repeatedly to keep the enemy chasing you but not able to hit you while you deal the damage. Usually used with ranged heroes against melee heroes.

Peel: To protect your teammates by using an ability or an item to maintain a safe distance for allies from an enemy.

Pull: When a hero is able to pull the opposing heroes closer to them. Usually this is done with Phinn’s ultimate which uses his hook to pull the opposing team closer.

Proc: Activating a passive of an item. For example, the passive damage boost of a Tension Bow is procced every six seconds.

Repositioning: The act of using an ability like Vox’s Sonic Zoom to put yourself in a better position for fights or farming.

Root: A root causes a hero to become stuck, not allowing the hero to move or use dash abilities. However, the hero can still basic attack, use non-dash abilities, and use active items.

Skill shot: An ability that requires firing in a target direction or placing an ability at a targeted area. Maximizing the effect of skill shots requires predicting the enemy’s movements.

Splash Damage/AOE: Splash damage is damage that affects not only the target, but also surrounding enemies in a given radius. AOE stands for area of effect, damage/heals/crowd control in a given radius (ex. Lyra’s A and B).

Stutter-stepping: The act of moving and attacking to attack faster. The increased 18% attack speed when done correctly leads to a higher amount of damage per second. Often helps to take less damage and dodge skill shots.

Item Abbreviations

AC: Alternating Current

AS: Aftershock

BM: Broken Myth

BP: Breaking Point

SB: Sorrowblade

BS: Bonesaw or Blazing Salvo

Eve(or EoH): Eve of Harvest

FB: Frostburn

SG: Shatterglass

SM: Serpent’s Mask

TB: Tension Bow

TM: Tyrant’s Monocle

TT: Tornado Trigger

Item Building

vainglory shop

Crystal Power (CP): The attribute of an item that focuses on the abilities of a hero. Crystal power items are identified easily by their blue background. Some items are of another type but have crystal power effects. Contraption, for example, is a utility item that lowers the cooldown on your abilites, which is a crystal attribute.

Hybrid: An item build that includes WP and CP items. Generally not effective, with one notable exception in TB/Stormcrown/AS Taka.

Utility Item: These items usually have a purple background and are meant for protection and vision. They have a wide range of effects and are usually bought by the roamer.

Weapon Power (WP): An item attribute that emphasizes damage based on the hero’s auto attacks. These items are easily distinguished by their red background. Like crystal power, this power can be found in other types of items. Alternating Current, for example, requires weapon speed to build it.

Item Effects

Active: Active items have a special effect that must be timed well to get the most benefit out of, such as Fountain or Crucible.

Cleave: Damage done in a certain arc and a certain radius.

Cooldown: The amount of cooldown on an item or ability… how long you have to wait before using it again.

Cooldown Ratio (CDR): A ratio that affects your cooldown.

Critical Chance: The % chance you have of landing a critical strike. You can increase critical chance by building Tyrant’s Monocle and Tornado Trigger.

Critical Strike: A critical hit, which deals a % of extra damage on your basic attack.

Buffs: Team-wide items, “selfish items,” or abilities that gives you a buff on yourself or other team members. Ex. Breaking Point (weapon damage buff for yourself), Broken Myth (crystal damage buff for yourself), Fountain of Renewal (Team-wide health buff), Adagio’s Gift of Fire (target hero heal).

Debuffs: Team-wide items, “selfish items,” or abilities that gives you, your team or your enemies a weakness in a stat (i.e. Bonesaw uses its stacks to weaken the opponents armor).

Lifesteal: Health you gain back by doing a certain type of damage. Serpents mask gives 10% WP lifesteal, you gain 10% of the damage you deal as health.

Maimed: Means you had Atlas applied to you which lowers attack speed.

Mortal Wound: A debuff that affects healing you can get from items and passive heal/sec. Sometimes has a dps amount as well. Fortress and Taka can inflict mortal wounds.

Passive: The effect of an item that always takes place, no need to activate it.

Pierce: Damage with pierce ignores a percentage of shield. 10% shield pierce on Broken Myth makes all crystal damage ignore 10% of the enemy’s shield.

Stacks: A passive part of an item that gives you buffs, or gives enemies debuffs. Breaking Point stacks give you a damage buff, increasing in damage with the more stacks you have. Bonesaw gives the enemy you attack a debuff in armor, shredding more armor with the more stacks you have on that hero.

Shredding: This is very similar to stacks, but instead of buffing it debuffs your opponents armor, weakening it so that you deal more weapon damage.

Snared: Snares make it so you cannot use dash abilities and can apply a decaying slow as well.

Stunned: Stuns make it do you can not move or use any items or abilities except for Reflex Block.

True Damage: Damage not affected by armor and shield.

Vision: A scout trap or flare, or to be able to see a place with a flare or scout trap outside of your team’s vision range.

In-Game Strategic Terms

These are things you may use in communication on what want to tell your teammates to do to get tactical advantages in the game.

Ace: To kill all of the heroes before one respawns, which heals the team, buffs the lane minions, and gives you temporary free rein of the map.

Babysit: For the roam to stay in lane to prevent ganks. Often happens when laner is behind or looking to push ahead.

Backdoor: The act of “secretly” going to the enemy Vain when the crystal is exposed. CP Kestrel, Taka, and anyone with a jump or long ranged dash are the best heroes to backdoor with.  

Body block: The act of a teammate defending another to prevent the low health teammate from being killed by a skill shot.

CC: Crowd Control.

Collapse: The act of one team coordinating an attack on an enemy away from their team. For example, when enemy jungler solo invades your jungle, your team can collapse together on that jungler to overwhelm them.

Countergank: If the enemy team ganks your laner you can quickly gank the other laner because they often will overextend after your laner dies.

Dash: An ability that gives you a given movement radius. Glaive’s Afterburn and Vox’s Sonic Zoom are two examples of dashes.

Engage: The act of one hero targeting another hero in battle. This can be to begin the fight or deciding if the hero should leave the battle or stay and fight. 

Feeding: When a player keeps dying over and over which allows the other team to unnecessarily get the gold and experience. Like a man getting fat off of eating too much, so these heroes get stronger off of experience and wealth that is freely given to them. When only one hero is getting the kills on the opposing team, that hero is referred to as being fed.

Focus: To have your whole team kill a specific hero; to focus a specific hero on an enemy team strategically to make the rest of the teamfight easier.

Freezing: The act of stopping the minions in a certain spot to make the enemy laner over-extend for farm or to make it harder for the enemy laner to get farm.

Gank: The act of ambushing the laner from the bottom lane bushes to get a kill or make the enemy laner back off the lane and even teleport back to base.

Group up: The act of having your whole team meet at a certain place on the map to set up an engagement for a team fight, or to have your whole team there for when the enemy team may engage on you.

Harass: The action of constantly placing pressure to a point that the enemy is longer able to farm. For example, Saw can harass most laners with his extremely high attack speed in the early game.

Initiate: To make the first move on the opposing team and commence the fight. Many teams use this to get the upper hand in the fight or to force a battle when they feel they have the tactical advantage or overall lead. 

Invade: To have your jungler and your roamer or your whole team invade the enemy jungle for kills and enemy jungle farm. Effective when ahead in a game.

Last hit: The act of farming in the lane and gaining gold. When you last hit a lane minion, you get 40 or 80 gold (depending on which minion you last-hit), as well as a chunk of experience.

Overextend: The action of moving to a location where, if the enemy collapses, you would be too far out to come back alive.

Poke: The act of dealing damage to an enemy hero while being at a safe distance. Longer ranged skill shots are best for poking.

Proxy Farming: Killing lane minions before they meet your minions behind an enemy turret, allowing your minions to proceed straight to the turret so you farm and enemy loses minions to the turret.

Pushing: The act of clearing lane farm to make your minion wave push towards the enemy turret.

Siege: The action of placing pressure on a turret as a team while the other team is present to defend the turret.

Team Fight: A fight which includes both full teams; 3v3 fights.

TP(Teleport): The act of going back to base using the teleport/recall button.

Trade: When teams leave a battle having killed the same amount of heroes. For example, a 3 vs 3 begins and both teams get 1 kill and back off.

Turtling: When far behind in a match, you stay at base and your lane carry gets all of the lane farm as it comes towards your base. The jungler usually picks up more defense than usual to help protect the lane carry.

Unfreezing: The act of clearing all of your minions after freezing the lane to make the minions push and to give you a big gold boost.

Zoning: Using a skill shot ability to keep your opponents at a certain range.

Out of Game Strategy

Counterbuild: Countering means to build an item that counters another heroes’ kit in order to defeat them easier. Krul builds Shiversteel to help stick to his target to gain stacks. Celeste builds Broken Myth to pierce through the shield.

Counterpick (heroes): Based on abilities and basic attributes, there are heroes that can play more effectively against other heroes. When drafting, after the opposing team chooses a hero a player may choose to pick a hero that plays well against the opposing player’s hero. You can sometimes counter whole team strategies and certain player mechanics if you know them well enough.

Mechanics: The innate skill gained by a player over time and experience regarding the tiny differences in abilities, items, positioning etc…

Team Comp: Hero composition; The combination of heroes that make up or compose your team.




    1. I apologize you covered splash dmg/AOE


    2. These are awesome. We plan on including a lot of these in the next version we release of the vainglossary!


  2. Thank you all for the kind words and suggestions. Version 2 will be coming out very soon!!! 😀


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