#moba
107 words tagged “moba”
How hard a champ's power ramps up with levels and items as the game goes on.
How fast and cleanly a hero can wipe out a minion wave.
Pulling a jungle camp off its spawn so a fresh one spawns next to it — double the farm.
Cleanly breaking off a fight and getting out before it goes bad.
The rank bracket where you feel permanently stuck no matter how well you play.
The Gem of True Sight — a carried item that makes nearby invisible enemies pop into view, permanently.
Burn-and-slow buff from the Red Brambleback jungle camp.
One player running the team's brain — calling moves, fights and objectives.
The team in the top-right base; gets the final counter pick in the draft.
Sneaking into the enemy base to smash objectives while they're busy elsewhere.
Channeling back to base to heal up and buy items.
The lowest-farm hard support who buys the wards and keeps the team running.
Throwing everything at a fight with no plan to retreat.
Starting a fight on your terms, usually by catching the enemy out of position.
Mana-regen and ability-haste buff from the Blue Sentinel jungle camp.
Helping your jungler chunk their first camp without stealing the kill.
The Glyph of Fortification — one button that makes all your buildings invulnerable for 5 seconds.
Letting your wave snowball by killing only a few enemy minions, for a big crash later.
Bailing out of champ select before the match starts to escape a bad team.
Wiping a whole minion wave fast, usually with AoE.
A carry that scales so hard the late game basically belongs to it.
Standing near a clashing minion wave to hoover up the XP in HotS.
The most farm-starved support — all wards, all utility, zero ego.
Storming into the enemy jungle to steal their camps or buffs.
The ward that gives you eyes on a chunk of the map.
Taking the kill yourself instead of risking the enemy escaping, even if a teammate could've finished it.
Killing a fed enemy on a streak and claiming the bounty gold their lead has piled up.
Swapping damage with your laner while both of you stay in lane.
Tearing a big slice off someone's health bar without killing them.
Intentionally feeding, dying on purpose to gift the enemy team.
Town Portal Scroll — teleport to a friendly building or back to base.
The little delivery unit that ferries items from the shop out to your heroes.
Your kills, deaths and assists — the quick scoreline for how you did.
Dust of Appearance — sprinkle it to reveal nearby invisible enemies.
Holding the minion wave by your tower with only last hits, starving the enemy.
The pre-game phase where teams pick their characters and ban the scary ones.
Jungler summoner spell that deals true damage to secure big objectives.
Crowd control that slows you down but doesn't fully stop you.
The team in the bottom-left base; gets first pick in the draft.
Your basic attacks, the free swings that don't cost mana.
Blink Dagger — short-range instant teleport to jump in or bail out.
Landing the killing blow on a minion to grab its gold.
The jungle monsters and bosses that belong to nobody.
The big neutral monster in LoL that hands your team a game-swinging buff.
The HotS team's main base structure; smash it and you win.
Killing minions and mobs to stack up gold and XP.
The player dragging the entire team to victory on their back.
Beefy reinforcement minion that spawns after an inhibitor falls.
The Ancient — the core structure you have to smash to actually win the game.
Whole team dumping into one enemy so they drop fast.
Attacking while backpedalling so you deal damage but never get hit.
The inner fort guarding the Core in HotS.
A number that says how good you are. Higher is better.
Killing your own creep so the enemy gets nothing for it.
Black King Bar — the item that makes you immune to enemy spells for a few seconds.
The AI minions and jungle monsters you farm for gold and XP.
The exact set of characters a team is running. The lineup.
Dumping a huge chunk of damage in a tiny window.
Map bushes that hide you from sight, prime ambush spots.
The spot in the lane where the two creep waves crash and hold position.
A close-range 1v1 melee scrap, usually in the Smite jungle.
A coordinated kill set up under Smoke of Deceit so you roll in unseen.
Drafting a champ specifically to beat one the enemy already locked.
The lane next to your tower where the carry farms in relative safety.
Going round the side to hit the squishy backline instead of the meat shields up front.
Dragging your lane creeps into a jungle camp to reset the wave and starve the enemy.
A neutral camp you beat up to recruit mercs that push a lane for you.
Super-charged lane creeps you earn for wiping all of the enemy's barracks.
A placed item that gives you vision of part of the map.
The player who farms the jungle and roams to gank, not a lane.
Any playable character in Smite, deity or not.
Turning a small early lead into an unstoppable one.
A god's set sequence of basic attacks, each step with its own animation and damage.
Crowd control that fully locks a target down, no moving, no casting.
Forcibly shoving an enemy around: knockbacks, pulls, knockups.
Shoving a sidelane solo while your team draws pressure somewhere else.
Using mobility to slam the distance shut between you and a target.
Dota's big neutral boss who drops the Aegis — a free second life — when he dies.
Using the threat of damage to keep an enemy off their farm without actually hitting them.
Base structure that, once destroyed, makes a lane spawn super minions.
Putting your body between an ally and danger to soak or block it.
Starting the teamfight — the hero with lockdown dives in first and opens the brawl.
Grouping all five early and rolling through towers as one unstoppable AoE blob.
Locking onto one target and going blind to everything else.
Creep Score — how many minions and jungle camps you've killed.
A level-gated pick in HotS that beefs up or rewrites one of your abilities.
Chipping the enemy down from range without committing to a real fight.
The first kill of the match, which hands out a chunk of bonus gold.
Leaving your lane to go pressure or gank somewhere else on the map.
Refreshing your ability cooldowns the instant you score a kill.
Self-healing or mitigation that keeps you topped up in lane and fights.
Farming the neutral monsters in the woods between the lanes.
Attack Damage Carry, the ranged auto-attacker that hard-carries from bot lane.
Barracks — the lane buildings that upgrade your creeps when you smash the enemy's.
Snatching an objective from under the enemy's nose, usually with Smite.
Paying gold to respawn instantly instead of waiting out the death timer.
Piling the whole team's damage onto one target to delete it fast.
Any effect that stops a hero moving, casting, or attacking — stuns, roots, hexes, the lot.
The ward that gives True Sight — reveals invis units and enemy wards.
Forfeit. Calling it — let's surrender and move on.
Summoner spell that instantly blinks you a short distance.
A straight 1v1, toe-to-toe, no kiting, no tricks — just who hits harder.
Faking out an enemy, weaving through brush or fog to dodge or lose them.
The hero who plays the hard lane, often solo against two enemies.
Backpedalling away from an enemy while still hitting it from range.
Timed pickups on the map that hand you a temporary buff — haste, double damage, the lot.
Hunting down and smashing the enemy's wards to blind them.