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100 Terms Every Valorant Player Should Know

February 6, 2026

100 Terms Every Valorant Player Should Know

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.

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