top of page

Glossary

glosary

Content

pOKEMON UNITE

Pokémon Unite

​

0 - 9

​

  • 1P: First pick in draft or top side

  • 2P: Second pick on draft or bot side

 

A - E

​

  • 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.

​

F - J

​

  • 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

​​​

  • 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

​

  • 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

​​​​​

  • 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.

​

MOBA

​​

A - E

​

  • 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.

 

F - J​

​

  • 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.

​​

K - O

​​

  • 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.

​​

P - T

​

  • 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.

​

U - Z

​

  • 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).

​

Games

​

A - E

​

  • 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.

​

F - J

​​

  • 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.

 

K - O

​

  • 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.

​​

P - T

​

  • 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.

​

U - Z

​

  • 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

​

A - E

​

  • 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.

​

F - J

​

  • 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.

​

K - O

​

  • 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.

​

P - T

​

  • RNG (Random Number Generator)
    Refers to the randomness or luck factor in the game, such as critical hits, item drops, or spawn locations.

​

U - Z

​

  • Ult (Ultimate)
    A powerful ability, usually a Pokémon’s Unite Move, that can greatly impact team fights.

AE 1
FJ
PT
UZ 1
AE 2
FJ 2
KO 2
PT 2
UZ 2
AE 3
FJ 3
ko
KO 3
pt 3
uz 3
ae 4
fj 4
ko 4
pt 4
uz 4

Unite Academy isn’t endorsed by Nintendo and doesn’t reflect the views or opinions of Nintendo or anyone officially involved in producing or managing Pokémon Unite. Pokémon Unite and Pokémon are trademarks or registered trademarks of Nintendo.

​

​

bottom of page