Glossary

Content
Pokemon Unite
MOBA
Games
Acronym
Pokémon Unite
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0 - 9
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1P: First pick in draft or top side
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2P: Second pick on draft or bot side
A - E
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A-press
Refers to pressing the A button (or auto-attack button) to perform basic attacks on enemies. Often used to describe steady auto-attacking rather than using abilities. -
All-Rounder
A balanced role in Pokémon Unite. All-Rounders combine damage and durability, making them flexible in both offense and defense. They often excel in 1v1 fights and sustained brawls. Examples: Charizard, Lucario, Tsareena. -
Attacker
A role in Pokémon Unite focused on high damage output at range, usually fragile but capable of carrying fights. Examples: Cinderace, Decidueye, Dragapult. -
B-press
Refers to pressing the B button for basic attacks, often when farming wild Pokémon rather than fighting enemy players. -
Backcap
Scoring points in an enemy goal zone after bypassing defenders, often during a distraction or late-game push. -
Baltoy
A neutral wild Pokémon found on the map (in both top and bottom lanes) worth Aeos energy and experience. -
Bees / Swablu / Birds
Neutral Pokémon camps (Swablu & Altaria in Unite) that spawn on timers in the lanes. They are a major early source of EXP and points, often fought over heavily. -
Bottom Regi / Bot Regi
One of the three Regis (Registeel, Regirock, or Regice) that spawns in the bottom lane as an objective. Securing it grants teamwide buffs like attack, defense, or healing. -
Bunny
Refers to Bunnelby (and later Diggersby), early-game wild Pokémon that spawn near goals and in the Flux Zone. They provide small amounts of Aeos energy and EXP. -
Cap
Slang for scoring Aeos energy into a goal zone. “Capping” points can decide matches, especially in the late game. -
Defender
A role in Pokémon Unite focused on soaking damage and protecting allies. Defenders use crowd control, body blocking, and zone control to shield squishy teammates. Examples: Snorlax, Blastoise, Mamoswine. -
Dots
The yellow wild Pokémon icons on the mini-map, used to indicate farm opportunities. Players often call “clear your dots” to remind teammates to farm. -
Early Gank
When the jungler leaves the jungle early to surprise attack a lane before the enemy expects it. Can create a big early advantage if successful. -
Early Game (10:00 / 7:00)
The opening phase of the match (first 2–3 minutes), when players focus on farming, contesting bees, and setting up for the first objectives. -
EX
Shorthand for “Exceptional” or “Extra strong” Pokémon in the meta tier list, often considered overpowered or must-pick.
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F - J
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Flip (50 - 50)
A strategy where a team uses all of its burst damage at once to quickly secure an objective with 50 - 50 odds (such as Rayquaza or a Regi). -
Flux / Speed Flux
The movement speed boost zone located between allied goal pads. It helps players rotate faster across lanes or retreat to safety. -
Groudon
The final major objective that spawns at 2:00. Securing it grants the Groudon Buff to the team and often decides the match outcome. -
Groudon Buff
Buff granted by Groudon that provides you with a shield, increases your damage and allows you to score faster, this buff can be taken if the enemy defeats you -
Home Base
The spawn area where players begin the match, respawn after being KO’d, and recover HP. Enemies cannot enter this zone. -
Invade
When players enter the enemy jungle to steal wild Pokémon, disrupt the enemy jungler’s progress, or create early pressure.
K - O
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Late Game
The final phase of a match where most players are fully leveled, and big objectives (like Rayquaza / Groudon) decide the outcome. -
L Bush
The four L-shaped bushes around Rayquaza’s / Groudon pit. Common ambush and positioning spots during late-game fights. -
Microcap
Scoring small amounts of Aeos energy (usually <10) quickly, often while sneaking points without getting noticed. -
Mid Game
The middle phase of the match (around 3:00–7:00), when Regieleki, Regis, and team rotations become the focus. -
Natu
A wild Pokémon found on the top lane that provides experience when defeated. -
Neutral Farm
Wild Pokémon available to both teams. Securing these provides a key advantage in EXP and Aeos energy. -
Objective
Major map events (e.g., Regieleki, Bot Regis, Groudon) that grant teamwide buffs or push advantages. Securing objectives is critical to winning. -
Off-lane
The lane opposite where most of the team groups, usually handled by a solo player who farms and defends. -
Overcap
Scoring more points than the goal zone’s remaining HP. The excess points carry over as bonus, making this a high-value scoring tactic.
P - T
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Pads
Also called goal zones. Areas where players score Aeos energy and recover HP when standing inside. -
Pixel Bush
The small bushes closest to Rayquaza’s pit. Often used for hiding and setting up ambushes during late-game fights. -
Push
When a team advances together to pressure an enemy lane, destroy goal pads, or create scoring opportunities. -
Ray Pit / Groudon / Zaptos / Regigas
The central area where the final objective spawns at the 2:00 mark. The most important late-game battleground. -
Ray Shield
A special shield gained after securing Rayquaza. It prevents scoring from being interrupted, making it easier to dunk points. -
Rayquaza
The final major objective that spawns at 2:00. Securing it grants the Ray Shield to the team and often decides the match outcome. -
Regice
A bottom-lane objective. When secured, it grants healing over time to the team. -
Regieleki
A top-lane objective. When secured, it pushes down the lane toward enemy goals and enables instant scoring if it crashes into a pad. -
Regirock
A bottom-lane objective. When secured, it grants the team a defense buff. -
Registeel
A bottom-lane objective. When secured, it grants the team an attack buff. -
Reset / Leash (Objectives)
When an objective returns to full HP after being left uncontested (reset). “Leashing” means pulling an objective to a safe zone while controlling aggro. -
Rip It
Command to use all damage quickly to secure an objective before the enemy can contest. Similar to a “flip.” -
Scoring
Depositing Aeos energy into a goal pad to earn points. -
Stack / Stacking
Scoring points while holding a stacking item, permanently increasing stats for the remainder of the match. -
Tier One
The first (outer) goal pad in a lane, furthest from the team’s base. -
Tier Two
The second (inner) goal pad in a lane, closer to the team’s base. Destroyed only after Tier One falls.
U - Z
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Xatu
A wild Pokémon that spawns once at the start of the match in the jungle on Theia Sky Ruins. Defeating it gives a large amount of EXP, usually boosting junglers to Level 3.
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MOBA
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A - E
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ADC (Attack Damage Carry)
A high-damage Pokémon, usually ranged, that scales into the late game and relies on teammates for protection. -
Auto
Short for basic attack. Often used when referring to chaining or relying on standard attacks. -
Auto-Fill
When matchmaking assigns you a role you didn’t choose to balance the team composition. -
Backdoor
Scoring on enemy goals while the enemy team is distracted elsewhere. Risky but high reward. -
Backing
Returning to base with the “Recall” move to heal or reposition. -
Ban
In draft mode, the phase where teams remove a Pokémon from being picked. -
Basic Attack
The standard attack triggered by pressing the attack button. Some Pokémon enhance it after certain conditions. -
Blue Buff
A jungle buff from defeating the blue-side wild Pokémon that grants cooldown reduction. -
Bot Lane
The lower lane of the map, often prioritized for bottom objectives like Registeel, Regice, or Regirock. -
Bush
Tall grass patches that hide Pokémon from enemy vision until they attack or are revealed. -
Call
Communication to teammates, such as claiming a role, signaling an objective, or announcing intent. -
Carry
A player or Pokémon that leads the team to victory through high damage or key plays. -
Creep
General term for wild Pokémon used to farm EXP and Aeos energy. -
Creep Wave
A group of wild Pokémon that spawns periodically. -
Draft
A mode where teams take turns banning and selecting Pokémon before the match begins.
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Face Check
Entering a bush or fog-of-war area without vision, risking ambush by enemies. -
Farm
Defeating wild Pokémon to gain EXP and Aeos energy. -
Fountain
The healing zone at your team’s base where you respawn and recover HP quickly. -
Frag
Slang for a knockout, usually referring to quickly eliminating an opponent. -
Gank
When the jungler (or another teammate) ambushes a lane to pressure or secure a knockout. -
Hypercarry
A Pokémon that becomes extremely powerful in the late game and can win fights if protected. -
Jungle
The neutral area of the map between lanes, filled with wild Pokémon camps. -
Jungler
The player assigned to clear the jungle, level quickly, and assist lanes with ganks.
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K - O
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Kiting
Attacking while moving to maintain distance from enemies, often done with ranged Pokémon. -
Last Hit
Landing the final blow on a wild Pokémon or objective to secure EXP, buffs, or points. -
Leash
Pulling a wild Pokémon or objective into a safer area while maintaining its aggro. -
Macro
Overall team strategy and decision-making across the map, such as rotations, lane pressure, and objectives. -
Map Control
Dominating key areas of the map through vision, presence, and pressure to secure objectives safely. -
Minion
A general term (borrowed from MOBAs) for small wild Pokémon in lanes, defeated for EXP and Aeos energy.
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Ping
Quick communication signals on the map to alert teammates of danger, objectives, or intentions. -
Positioning
How a Pokémon or player places themselves in fights and on the map to maximize impact and safety. -
Pocketing
When a Supporter focuses on protecting and enabling a specific carry throughout the match. -
Power Spike
A point in the game when a Pokémon becomes significantly stronger, usually after an evolution, level, or item activation. -
Recall
Teleporting back to the fountain to heal, shop (in standard MOBA terms), or reposition. -
Red Buff
A jungle buff from defeating the red-side wild Pokémon that inflicts burn and slows enemies on hit. -
Roam / Roaming
Leaving your lane to assist teammates in other areas of the map. -
Rotation / Rotating
Moving as a team toward objectives or key fights at the right time. -
Scaling
How a Pokémon’s power increases as the game progresses, often tied to levels, evolutions, or items. -
Secure
Using abilities, damage, or timing to guarantee the last hit on an objective. -
Smite
A term borrowed from MOBAs, referring to a burst move (like Unite Move or secure ability) used to finish objectives. -
Snowball
Gaining an early lead and using it to continuously grow stronger and dominate the game. -
Speedster
Assasins that usually play as jungler and have a lot of movility in their kit -
Split Push
Applying pressure by pushing and scoring in a lane separate from the main team fight. -
Top Lane
The upper lane of the map, usually prioritized for objectives like Regieleki.
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U - Z
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V-Recall
A faster version of Recall that triggers when multiple teammates channel it together, reducing the return time. -
Vision
Information about enemy positions provided through sight, bushes, or presence on the map. Essential for rotations and avoiding ambushes. -
Wards
A term borrowed from other MOBAs; in Unite it refers to bush-checking or vision control through moves, positioning, or wild Pokémon aggro (since traditional wards don’t exist).
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Games
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A - E
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Aggro
The focus of a wild Pokémon or enemy’s attacks, usually controlled to manage damage or position. -
Buff
A temporary boost to stats or abilities, often gained from defeating jungle Pokémon like Blue Buff or Red Buff. -
Burst
A high amount of damage dealt in a short period, often to quickly eliminate an enemy. -
Caster
A Pokémon that deals primarily ranged special damage using abilities rather than basic attacks. -
Cheese
An unorthodox or unexpected strategy designed to catch the enemy off-guard. -
Choke
A narrow area of the map where movement is restricted, often used to control fights or abilities. -
Chokepoint
A confined map location that favors area-of-effect abilities or defensive plays. -
Clumping
When multiple teammates are grouped too closely, making them vulnerable to AoE or crowd control. -
Cooldown (CD)
The time required for an ability to recharge before it can be used again. -
Crit (Critical Hit)
An attack that deals increased damage, usually triggered by chance or items. -
Damage
The amount of health reduction dealt to enemies by attacks or abilities. -
Debuff
A negative effect applied to an enemy, such as slowing movement, reducing attack, or applying burn. -
Deny
Preventing the enemy from gaining experience, buffs, or scoring points, often by last-hitting or zoning. -
Dive
Entering the enemy backline to target carries or disrupt their formation, often risky but high reward.
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F - J
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Feeding
Dying repeatedly to the enemy, giving them experience and an advantage. -
First Blood
The first knockout of the match, often giving extra points or morale advantage. -
Fog of War
Areas of the map not visible to your team, hiding enemies until they enter vision range. -
Gap Closer
An ability that allows a Pokémon to quickly close distance to an enemy. -
Glass Cannon
A Pokémon that deals high damage but has very low durability. -
Griefing
Intentionally sabotaging your own team, often by feeding, trolling, or refusing objectives. -
Grind
Farming wild Pokémon repeatedly to gain levels and Aeos energy. -
Poke
Harassing enemies with low-damage attacks to wear them down before a fight. -
Hard Carry
A Pokémon that can dominate fights and carry the team if given protection and farm. -
Healing
Restoring HP through abilities, items, or fountain recall. -
I-Frames
“Invulnerability frames” during an ability animation where the Pokémon cannot be damaged or affected by crowd control. -
Instalock
Quickly selecting a Pokémon in draft mode before others can choose it. -
Int / Inting
Deliberately or recklessly dying in a way that benefits the enemy team. -
Juke
Dodging or avoiding enemy abilities through movement, often to bait or escape.
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KD Ratio
The ratio of knockouts to deaths for a player, indicating performance efficiency. -
Killstreak
Consecutive knockouts without dying, often granting bonus points or morale advantage. -
Lag
A delay between player input and game response, often caused by network or hardware issues. -
Lifesteal
Restoring HP by dealing damage to enemies. -
Limit Testing
Pushing a Pokémon’s abilities, mechanics, or interactions to see the maximum effectiveness. -
Long Range
Attacks or abilities that can hit enemies from a great distance. -
Mage
A Pokémon that deals high special damage, often from ranged abilities, focusing on burst or sustained spells. -
Meta
The current most effective strategies, Pokémon, or builds used by the majority of competitive players. -
Macro
Overall team-level decision-making, rotations, and objective control. -
Micro
Individual-level skill, positioning, and execution in fights. -
Medium Range
Attacks or abilities that are effective at mid-distance, balancing safety and damage output. -
Mind Games
Psychological tactics to confuse or bait opponents into mistakes. -
Nerf
A reduction in a Pokémon’s stats, abilities, or effectiveness in a balance patch. -
Nuke
A high-damage ability or combo capable of quickly eliminating an enemy. -
Root
A crowd control effect that immobilizes an enemy in place temporarily.
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Passive
A built-in ability or effect that activates automatically without player input. -
Peel / Peeling
Protecting a teammate, usually a carry, by distracting or stopping enemies from reaching them. -
Play Safe
Avoiding risky fights or overextending to reduce deaths and maintain map control. -
Shotcaller
The teammate who leads decisions and communicates strategies during the match. -
Silence
A debuff that prevents a Pokémon from using abilities for a short duration. -
Skill / Spell
An ability that a Pokémon uses, separate from its basic attack. -
Scout / Scouting
Gaining information on enemy positions, jungle camps, or objectives. -
Squishy
A Pokémon with low durability that is easily killed if caught out of position. -
Support
A Pokémon that protects allies, heals, or provides utility rather than focusing on damage. -
Sustain / Outsustain
The ability to maintain HP over time, either through healing or defensive stats. -
Stun
A crowd control effect that temporarily prevents a Pokémon from moving, attacking, or using abilities. -
Tank
A Pokémon with high durability, able to absorb damage for the team. -
Tanky / Bulky
Describes a Pokémon with high health and defenses, hard to kill. -
Tether
A connection or effect linking two Pokémon, often used to restrain or pull enemies. -
Throw / Throwing
Playing poorly and causing the team to lose advantage, often by dying or mispositioning. -
Tilt
Being emotionally affected by mistakes or losses, leading to worse gameplay. -
Tracking
Following enemy movements to predict their rotations and objectives. -
True Damage
Damage that ignores defenses and is applied directly to HP.
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U - Z
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Ultimate
A powerful ability, usually a Pokémon’s Unite Move, that can significantly impact team fights. -
Utility
Abilities or effects that provide support, crowd control, or strategic advantage rather than direct damage. -
Wombo Combo
A coordinated combination of multiple abilities used to quickly eliminate enemies. -
Zoning
Controlling an area of the map to restrict enemy movement and force them into unfavorable positions.
Acronym
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A - E
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AoE (Area of Effect)
Abilities or attacks that hit multiple enemies within a specific area. -
CC (Crowd Control)
Abilities that restrict enemy movement or actions, such as stuns, slows, or roots. -
CS (Creep Score)
The total number of lane wild Pokémon (creeps) a player has defeated, often used to track farm efficiency. -
DPS (Damage Per Second)
The amount of damage a Pokémon deals over time, used to measure sustained damage output. -
EXP
Experience points gained from defeating wild Pokémon or scoring, used to level up during the match.
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F - J
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FF (Forfeit)
Surrendering the match before it ends, usually when the team is at a severe disadvantage. -
GG (Good Game)
A polite phrase used at the end of a match to show sportsmanship. -
GL HF (Good Luck Have Fun)
A common greeting at the start of a match wishing opponents well and promoting fair play. -
IGL (In-Game Leader)
The teammate responsible for making strategic decisions and directing team movements during a match.
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K - O
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KO (Knock Out)
Eliminating an enemy Pokémon, sending them back to their fountain to respawn. -
KS (Kill Steal)
Securing a knockout that another teammate was primarily damaging or set up to get.
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P - T
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RNG (Random Number Generator)
Refers to the randomness or luck factor in the game, such as critical hits, item drops, or spawn locations.
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Ult (Ultimate)
A powerful ability, usually a Pokémon’s Unite Move, that can greatly impact team fights.
