| No. | Term | Definition |
|---|---|---|
| 1. | Ace | One player kills all five enemies. |
| 2. | ADS | Aim down sights for zoomed accuracy. |
| 3. | Afterplant | Playing post-spike plant positions and utility. |
| 4. | Aggro peek | Wide, fast peek to force a duel. |
| 5. | Anchor | Hold site alone; delay and survive. |
| 6. | Angle advantage | Closer player sees enemy first at edges. |
| 7. | Anti-eco | Strategy to beat low-buy opponents. |
| 8. | Anti-flash | Turn away to avoid being blinded. |
| 9. | APM | Actions per minute; speed of inputs. |
| 10. | Arcade (Practice Range) | Training area for aim and mechanics. |
| 11. | Armor | Shields reducing damage taken. |
| 12. | Assist | Helped damage or debuff before kill. |
| 13. | Attacker side | Team that plants the spike. |
| 14. | Audio cue | Sound revealing position or actions. |
| 15. | Bait | Use teammate as distraction for trade. |
| 16. | Bait and switch | One peeks; other punishes the swing. |
| 17. | Battle Sage | Aggressive Sage playstyle, not purely support. |
| 18. | Bench | Common callout: bench-shaped cover spot. |
| 19. | Bind | Map with two teleporters, no mid. |
| 20. | Blind | Flash effect removing vision briefly. |
| 21. | Body shot | Hit torso; less damage than headshot. |
| 22. | Bonus round | Win pistol; keep guns next round. |
| 23. | Boom Bot | Raze utility that hunts nearby enemies. |
| 24. | Boost | Use ability/teammate to reach high spot. |
| 25. | Bot frag | Lowest kills on team; underperforming. |
| 26. | Breach ult | Rolling Thunder; concusses in a line. |
| 27. | Bucky | Shotgun with alt-fire burst. |
| 28. | Buy phase | Pre-round time for purchases and setup. |
| 29. | Callout | Named location used for communication. |
| 30. | Camp | Hold angle patiently for a pick. |
| 31. | Cap | Lie or exaggeration in comms. |
| 32. | Carry | Top performer wins rounds through impact. |
| 33. | Chamber TP | Rendezvous teleport to placed anchors. |
| 34. | Clear | Check area for enemies before moving. |
| 35. | Clove | Controller agent with post-death smokes. |
| 36. | Clutch | Win round while outnumbered. |
| 37. | Comm | Communication, usually voice or text. |
| 38. | Concuss | Debuff slowing fire rate and movement. |
| 39. | Contact | Move quietly; avoid early gunfire. |
| 40. | Controller | Agent role focused on smokes. |
| 41. | Counter-strafe | Stop instantly to shoot accurately. |
| 42. | Crossfire | Two angles covering same enemy path. |
| 43. | Crosshair placement | Aim at head height pre-aiming angles. |
| 44. | CT | Defender spawn or rotation route. |
| 45. | Cypher cam | Spycam for information and tagging. |
| 46. | Damage falloff | Less damage at longer range. |
| 47. | Deadlock | Sentinel agent with barriers and traps. |
| 48. | Default | Standard spread to gather early info. |
| 49. | Defender side | Team that stops plant and defuses. |
| 50. | Defuse | Disarm spike to win round. |
| 51. | Dink | Light headshot hit without kill. |
| 52. | Discipline | Avoid risky plays; stick to plan. |
| 53. | Double peek | Two players swing same angle together. |
| 54. | Double satchel | Raze uses two blasts for mobility. |
| 55. | Drone | Sova recon drone for scouting. |
| 56. | Drop | Give weapon to teammate. |
| 57. | Dry peek | Peek without utility support. |
| 58. | Duelist | Agent role focused on entry and kills. |
| 59. | Eco | Save money; low-buy round. |
| 60. | Eco frag | Kill gained during an eco round. |
| 61. | Entry | First player into site to create space. |
| 62. | Exit frag | Kill on rotating/saving enemies after round. |
| 63. | Fake | Show presence to force rotations, then leave. |
| 64. | Fast rotate | Quickly move to support other site. |
| 65. | Feint | Small fake to draw utility or attention. |
| 66. | Flank | Attack from behind enemy positions. |
| 67. | Flash | Ability that blinds enemies. |
| 68. | Flick | Quick aim snap to target. |
| 69. | Force buy | Spend despite low economy to contest round. |
| 70. | Frag | Kill; also overall kill count. |
| 71. | Full buy | Optimal weapons, armor, and utility. |
| 72. | Gekko | Initiator agent with reusable creatures. |
| 73. | GG | Good game; sportsmanship message. |
| 74. | Ghost | Silenced pistol; accurate, high damage. |
| 75. | GJ | Good job; praise for a play. |
| 76. | Hard clear | Thoroughly check every close corner. |
| 77. | Hard entry | Commit first into site under fire. |
| 78. | Haven | Map with three bomb sites. |
| 79. | Headshot | Hit head; highest damage multiplier. |
| 80. | Heaven | High elevated area overlooking site. |
| 81. | Hell | Low spot beneath heaven ledge. |
| 82. | Hit | Execute attack onto a site. |
| 83. | Hold | Maintain position; don’t push forward. |
| 84. | IGL | In-game leader calling strategy mid-round. |
| 85. | Info | Knowledge about enemy positions or plans. |
| 86. | Initiator | Agent role that starts fights with utility. |
| 87. | Iso | Duelist with shields and 1v1 focus. |
| 88. | Jiggle peek | Small peek to bait shot or info. |
| 89. | Jump spot | Jump to see angle without full exposure. |
| 90. | KAY/O | Initiator that suppresses enemy abilities. |
| 91. | Knife | Melee weapon; silent, high backstab damage. |
| 92. | Lineup | Pre-aimed utility throw to specific spot. |
| 93. | Lockdown | Killjoy ultimate that detains in area. |
| 94. | Long | Long corridor lane on a map. |
| 95. | Lurk | Play away from team for timing picks. |
| 96. | Main | Primary entrance to a site. |
| 97. | Map control | Holding areas to limit enemy movement. |
| 98. | Mid | Central map area linking sites. |
| 99. | Molly | Damage-over-time ground utility. |
| 100. | Nano Swarm | Killjoy grenade dealing area damage. |

