Academy
The A-Z glossary
The words used in VALORANT, explained once and linked everywhere.
A
B
- Bait
- Sending a teammate (or yourself) in first to draw enemy fire and punish whoever shoots.
- Bind (key)
- Which key triggers which action in the game: movement, abilities, weapons, commands.
- Bonus round
- The round after a win where the team keeps the previous round's guns and buys only what is missing.
- Boost
- Standing on a teammate's head to reach a high spot or see over cover.
- Burst
- Firing a few bullets at a time (two, three, four) instead of holding the trigger.
C
- Callout
- The shared name of a spot on the map, or a piece of information you give your team out loud.
- Choke
- A narrow passage players are forced through, one or two at a time.
- Clear
- Checking an angle or area to make sure nobody is there.
- Clutch
- Winning a round as your team's last player alive against more than one enemy.
- Contest
- On defense, going out to fight the attackers for an area instead of waiting on site.
- Counter-strafe
- Stopping instantly by tapping the key opposite to your movement, so your shot is accurate.
- Crossfire
- Two players watching the same spot from different angles: whoever walks in cannot face both.
- Crosshair placement
- Always keeping your crosshair where an enemy's head will appear, before you see them.
D
- Default
- On attack, spreading across the map to gather information and space before choosing a site.
- Defuse
- Defusing the spike: 7 seconds in total, with a checkpoint halfway.
- Denial
- Using utility to stop the enemy from doing one specific thing: crossing, defusing, planting.
- Double peek
- Two players swinging the same angle together, so the enemy cannot kill both.
- Dry peek
- Peeking with no utility behind it: no flash, no smoke, no information.
E
- Eco
- Spending little or nothing in a round so you can buy properly in the next one.
- Eco round
- The round your team saves in: you play with pistols and little else, while still trying to gain something.
- Enemy spotted
- The red marker on the minimap: an enemy a teammate (or an ability) can see right now.
- Entry
- The player who goes into a site first, opening space for the team.
- Execute
- The whole team entering a site together, with utility thrown at the same time.
F
- Fake
- Making the defense believe you are hitting one site, then going to the other.
- Fast hit
- A quick attack on a site at the start of the round, before the defense settles.
- First blood
- The first kill of the round, which creates the first numbers advantage.
- Flank
- Reaching an enemy from behind or the side, through a route they are not watching.
- Flash
- An ability that briefly blinds whoever looks at it, used to enter or win a duel.
- Force buy
- Buying the best you can with the money you have, even if it is not enough for a full buy.
- Full buy
- A round where the whole team buys main weapons, heavy armor and abilities.
H
- Half buy
- A partial buy: cheaper guns and light armor, keeping part of your money.
- Heaven and hell
- Two common area names: heaven is a high spot overlooking a site, hell is the spot underneath.
- Hold
- Waiting still with your crosshair on a passage, ready to shoot whoever appears.
I
- IGL
- The in-game leader: the player who makes the plans and guides the team during the round.
- Info (information)
- Everything you know about the enemy: where they are, how many, with what guns, what they used.
- Isolate
- Setting things up so you fight one enemy at a time, taking the other angles out of play.
J
- Jiggle peek
- Stepping out of cover and back in quickly to see who is there, without giving them time to shoot.
L
M
- Map control
- The areas of the map where your team can move without being seen or shot.
- Mid
- The middle of the map, linking the sites and letting you move between them faster.
- Molly
- An ability that leaves a damaging area on the ground for a limited time.
O
- Off-angle
- An unusual position where the enemy does not expect you, so they are not aiming there.
- One-way smoke
- A smoke placed so you can see the enemy's feet or body while they cannot see you.
- Operator (playing with)
- The game's heavy sniper: one body or head shot almost always kills, but it is expensive and unforgiving.
- Overtime
- Extra rounds when a match reaches 12-12: play continues until one team is two rounds ahead.
P
- Peek
- Stepping out of cover to look at (and shoot) an angle or area.
- Pinch
- Attacking a site from two directions at once, so the defenders cannot watch both.
- Pistol round
- The first round of each half: everyone starts with 800 credits, so only pistols, light armor and a few abilities.
- Plant
- Planting the spike on a site: 4 seconds, then a 45 second timer starts.
- Post-plant
- The part of the round after the spike is planted: the attackers must stop the defuse.
- Pre-aim
- Placing your crosshair where an enemy probably is before you see them, as you come out of cover.
- Pre-fire
- Shooting at a spot before you see the enemy, because you are almost certain they are there.
- Probe
- A light attacking move on a site to see how the defense reacts, without committing.
R
S
- Save
- Stopping play in a lost round to keep your gun and armor for the next one.
- Setup
- How a player or team is arranged on a site, with positions and utility ready.
- Shoulder peek
- Showing just a sliver of your body (the shoulder) to make the enemy react, without really exposing yourself.
- Site
- One of the map areas where the attackers can plant the spike: A, B and sometimes C.
- Smoke
- An ability that creates a cloud blocking vision, to cover a passage or an angle.
- Space
- Gaining ground on the map by pushing forward, so the team has more room and more options.
- Spacing
- The right distance between teammates: close enough to trade, far enough not to die together.
- Split
- An attack on one site by two groups coming from different entrances.
- Spray
- Holding down the fire button and shooting many bullets in a row while controlling recoil.
- Stack
- Putting more players than usual on one site, leaving the others thinner.
- Stall
- Wasting the enemy's time with utility or positioning, without necessarily fighting.
- Swing
- A decisive, fast peek towards an enemy who is probably waiting, to take the fight right away.
T
- Tap
- Firing one shot at a time, calmly, for maximum accuracy.
- Tempo
- The pace of a round: how quickly a team moves, decides and executes.
- Thrifty
- Winning a round in which your team spent far less than the enemy.
- Timeout
- A break in the match to talk and change the plan: in organized matches it is a real pause, in normal games it is a quick talk during the buy phase.
- Trade
- Killing the enemy who just killed your teammate, right away, so the round stays even.
U
- Ult economy
- Keeping track of your ultimates and the enemy's, and deciding when to use them, the way you manage money.
- Utility
- All agent abilities: smokes, flashes, mollies, traps, recon, walls, heals.
W
- Wallbang
- Hitting an enemy by shooting through cover that bullets can go through.
- Wide swing
- Coming out of cover with a wide, fast step, so you appear where the enemy's crosshair is not.
- Win condition
- The thing that wins you the round if you achieve it: the minimum plan you need to pull off.