Heroes Lounge Sign Ups EU 2020

Glossary of Terms

Last updated on Mar 22, 2020 at 14:00 by Damien 17 comments

Table of Contents

1.

Foreword

On this page, we are maintaining a list of all the Heroes of the Storm terminology that we use in our guides, which we consider requires additional explanation. In some cases, the terms may be totally unknown to some of our readers, while in other cases they may have a different meaning than their wording may imply.

2.

Glossary

Terms Explanations
Ability Chain A combination of various Abilities in quick succession, often in a synergistic manner.
Ability Uptime An expression used to describe how often a player can use a given Ability during the game.
Absorbing A buff effect that makes the affected unit prevent all damage taken and immediately convert a percentage of it into healing.
Aggro The target priority of an AI-controlled unit.
Area of Effect An expression used to describe effects that do not require a target unit but a target area and that will hit all the valid units in the target area.
Armor A status effect that modifies both Attack-based and Ability-based damage taken by 1% for each 1 Armor. It can be negative too, but only the highest positive or negative value will be applied.
Assassin A type of Hero that heavily focuses on dealing damage. It can be a Melee Assassin or a Ranged Assassin.
Attack Uptime An expression used to describe how efficiently a player can attack their target during an encounter.
Backline The portion of a team that is more fragile to enemy engages and that prefers to have a safer position.
Bait Lure another player into taking a risky choice.
Blind A debuff effect that makes the affected unit deal no damage and apply no effects with Basic Attacks (doing either Physical Damage or Spell Damage) and Abilities dealing Physical Damage for the duration.
Body Block A technique used to impair the movement of an enemy by positioning on their path. This technique is based on the fact that multiple entities cannot occupy the same space at the same time.
Boss Camp A type of Mercenary Camp that requires the coordinated effort of multiple team members to capture or defend.
Bruiser A robust Hero that can also dish out a good amout of damage.
Buff Any positive status effect.
Bully Force an enemy Hero to retreat by constantly harassing them during the laning phase.
Burst A high amount of damage or healing that happens almost instantly.
Burst Composition A type of team composition that aims to quickly kill a chosen target to generate a crushing advantage during team fighting scenarios.
Carry A term used to describe a Hero who has a huge impact on the outcome of the game or to describe a player who is playing the primary source of ranged damage in a team composition.
Cast Time An expression used to describe an Ability that requires the caster to focus for a brief moment before its use. When the caster is focused, he cannot do anything else. Some effects can be used to interrupt the cast, based on its type.
Channel A term used to describe an action that requires a period of focus from the caster and therefore can be interrupted by an enemy using Stun or Silence effects in case of Stationary Channel or using Stun, Silence, or Knockback in case of Mobile Channel.
Charge A term used to describe an Ability or Talent that can be used or triggered multiple times in a row within the same cooldown.
chase Follow an enemy unit that is running away.
Choke Point A narrow passage that drastically reduces the movement freedom of the players within. They generally force teams to adopt a sub-optimal formation.
Clamping A feature that forces an Ability to be cast at its maximum range when the target area is beyond its maximum range.
Collision Radius The physical space occupied by a given unit, used to check collision with most other units and projectiles.
Commit Make a move without being scared of negative outcomes.
Counter-Engage Continue a team fight from close range after the enemy team started it from the distance.
Counter Pick Choose a Hero in response to the Heroes that have been already chosen by the enemy team during the drafting phase.
Crowd Control Any debuff effect that impair the movements and/or the actions of the affected unit.
Debuff Any negative status effect.
Depush Kill enemy Minions in allied territory to keep them away from allied Structures. Remember that Minions are the main tool used to take down Structures.
Disengage End a team fight by going away from the enemy team.
Dive Go deep in the enemy formation, sometimes even within range of enemy Structures, in order to kill a vulnerable target.
Dive Composition A type of team composition that enters inside the enemy formation to focus high-priority targets.
Double Soak To collect Experience from the death of nearby enemy Minions across two different lanes by quickly killing Minions in a lane and immediately moving to the other one in a loop.
Draft Choose which Heroes to pick and ban based on the Map you are playing on, the allied Heroes that have been already picked and that your team intends to pick, and the enemy Heroes that have been picked and that you expect the enemy team to pick.
Duel A one-on-one fight.
Early Game The first part of the game, which ends at Level 10. During this phase, Minions have a higher value.
Effect Uptime An expression used to describe how much a given effect is active over time.
Engage Start a team fight from moderate distance when both teams are idle and studying each other.
Evade A buff effect that makes the target take no damage and receive no effects from Basic Attacks (doing either Physical Damage or Spell Damage) and Abilities dealing Physical Damage for the duration.
Facecheck Enter a bush without having vision, rather than using a ranged Ability to safely check from the distance if there is an enemy Hero waiting for you.
Feed Give the enemy team free Experience by letting them easily kill your Hero and/or free Quest progress by providing them whatever they require for it.
Flank Attack from the side of the enemy formation by abusing the fact that the enemy team does not have vision in that zone of the battlefield due to unpassable terrain and/or bushes.
Focus Concentrate the damage output on a single target in order to either eliminate it or force it to retreat, usually in a coordinated effort with your team.
Follow-Up Immediately use an Ability after an allied unit used an Ability on an enemy Hero, taking advantage of whatever their Ability first accomplished.
Frames A term mostly used in conjunction with Unstoppable and Invulnerable to indicate a really short time window during which a given unit is affected by a specific status effect.
Frontline The portion of a team that is more resistant to enemy engages and requires to have a more aggressive position.
Game Phase A stage of the game. They are: early game, mid game, and late game. The strategic approach to the game is different for each of them.
Gank Move from a lane to another with the intention to take down an enemy Hero.
Gap-Closer A type of Ability that allows a Hero to quickly reach the target Hero.
Global Ability A type of Ability that can be used to quickly travel across the Map or to make something happen anywhere on the Map.
Global Hero A given Hero that has an Ability to quickly travel across the Map.
Hard Engage Force a team fight that will be hard to avoid for the enemy team.
Healer A strategic Hero that focuses primarly on healing and assisting their team.
Heroic Anything that comes from an Hero, Clone, or Vehicle.
Hypercarry A term used to describe the only source of ranged damage in a team composition.
Interrupt Stop a non-instant cast or a channel.
Invisible After remaining stationary for 1.5 seconds during Stealth, the affected unit becomes Invisibile and does not display any outline or visual effect for the duration, unless being on a Capture Point or Revealed.
Invulnerable A buff effect that makes the affected unit untargetable by enemies and immune to damage and all debuffs (except Time Stop effects).
Juke Dodge a projectile of an Ability that is directed towards you.
Kite Move backward while attacking the enemy and avoid being attacked by them at the same time.
Knockback A crowd control effect that pushes the affected unit in a direction and make it unable to act for the duration.
Lane Take care of a specific lane by collecting Experience from the death of nearby enemy Minions and occasionally defending Structures from Heroes and Mercenaries.
Late Game The third part of the game, starting from Level 16. During this phase, Minions have low priority and it is really important to stay alive.
Learning Curve The amount of time it takes for an average player to be able to get proficient with a given Hero.
Line of Sight An expression used to describe what is visible or not to a given player.
Macro Abbreviation of macromanagement that refers to the player's ability to strategically play the Map.
Mage A type of Hero that mainly deals damage with Abilities. It usually is a Ranged Assassin.
Map Awareness The ability to analyze the current state of the game, predict the next state of the game, and make a move based on that. Remember to watch the Minimap as often as possible!
Marksman A type of Hero that mainly deals damage with Basic Attacks, allowing it to deal damage consistently. It always is a Ranged Assassin.
Meaningful Damage Damage that can easily end up giving numerical advantage to your team by forcing an enemy Hero out of the team fight due to being low Heath or even by killing an Hero.
Melee Assassin A Hero that needs to get close to his enemies for dealing damage.
Micro Abbreviation of micromanagement that refers to the player's ability to mechanically control Heroes.
Mid Game The second part of the game, which goes from Level 10 to 16. During this phase, Minions have medium priority.
Mind Control A crowd control effect classified as a type of Silence that forces the affected unit to move toward the source of the effect and makes it unable to act for the duration.
Mobile Channel A type of channel that does not require the caster to stand still for the duration. As a consequence, it cannot be interrupted by Knockback effects.
Mobility A term used to describe anything that allows an unit to move faster than usual, to charge a given target, to dash in a given direction, or to teleport.
Non-Heroic Anything that does not come from a Hero, Clone, or Vehicle.
Out of Combat Anyone that is not directly interacting with an enemy unit at a given time.
Overextend Get too close to an enemy or too deep in a dangerous zone.
Overheal Heal more than necessary to refill the target's Health.
Overkill Use way more resources than necessary to take down a given target.
Peel Protect allies from enemies by using crowd control, body block, or simply dealing significant damage.
Percent Damage Any damage based on enemy's Health percentage. It is a sub-category of Spell Damage that ignores all modifiers. The floating text for Percent Damage is purple, the same color as Spell Damage.
Physical Armor A type of Armor that modifies Physical Damage taken by 1% for each 1 Armor. It can be negative too, but only the highest positive or negative value will be applied.
Physical Damage Any damage coming from Basic Attacks. The floating text for Physical Damage is orange.
Pick To choose a Hero during the draft, or a Talent during the game.
Poke To damage an enemy from a distance without actually getting into a fight.
Poke Composition A type of team composition that excels at dealing damage from a distance without having to take much meaningful damage in response or put themselves in danger.
Polymorph A crowd control effect classified as type of Silence that, other than making the affected unit unable to use Abilities, also makes it unable to attack and interact with anything for the duration.
Position The location of a given Hero on the battlefield, especially in a team fight situation.
Power Spike An expression used to describe when a Hero suddenly becomes stronger after unlocking a given Talent Tier or a completing a Quest.
Pressure A group of actions which aim to force a specific response from opponents that will result in them spending resources and/or splitting their formation for a while.
Proc A term used to describe an effect that automatically activates or triggers with a certain probability.
Protected A buff effect that prevents the affected unit from taking any damage for the duration.
Push Kill enemy Minions in enemy territory to keep them closer to enemy Structures. Remember that Minions are the main tool used to take down Structures.
Player vs Environment Any combat situation that does not involve enemy players.
Player vs Player Any combat situation that involves enemy players.
Ranged Assassin A fragile Hero that is able to attack his enemies from a distance.
Revealed A debuff that makes the affected unit visible to the enemy team even if out of sight, inside or behind a bush, Stealthed or Invisible. In addition, it makes easier to distinguish Heroes and Clones.
Roam Move from a lane to another to catch Heroes that are easy to take down and gather Experience when needed.
Root A crowd control effect that makes the affected unit unable to move and to use any movement Abilities for the duration.
Rotate Move from a lane to another to gather Experience from two adjacent lanes and fight enemy Heroes when needed.
Scout Go in a dangerous zone to gain vision for your team that is nearby.
Self-Sustain The ability of a given Hero to heal on his own.
Setup Use crowd control to create an opportunity to easily kill an enemy Hero or deal significant damage to him.
Shove Aggressively push the Minions in a given lane in order to let them quickly reach the enemy Structures and die as fast as possible.
Siege Attack enemy Structures.
Silence A crowd control effect that makes the affected unit unable to use Abilities for the duration. Fear, Mind Control, Polymorph, and Taunt are considered Silence effects too.
Single Target An expression used to describe something that affects a single target.
Skillshot Abilities that fire a projectile from the source in the chosen direction or at the chosen point.
Skirmish Small encounter involving a few Heroes from both teams.
Sleep A crowd control effect classified as a type of Stun that makes the affected unit unable to use Abilities for the duration, however, any damage applied after 0.5 seconds will break it preemptively.
Slow A debuff effect that reduces the target's Movement Speed for its duration.
Snowball A term used to describe when a team is rapidly accumulating an advantage over the enemy team.
Soak Get the Experience from the death of nearby enemy Minions.
Solo Lane The lane that requires less attention by the rest of the team and that is usually handled by a single Hero as a consequence.
Solo Laner A self-sufficient Hero whose task is to collect Experience from the lanes that are not being covered by the rest of the team.
Spell Armor A type of Armor that modifies Spell Damage (excluding Percent-based damage) taken by 1% for each 1 Armor. It can be negative too, but only the highest positive or negative value will be applied.
Spell Damage Any damage coming from Abilities and Summons. The floating text for Spell Damage is purple.
Split-Push A high-risk high-reward strategy that consist of sending a single Hero on the opposite side of the Map relative to the Objective where the main action is happening to pressure Structures until an enemy Hero starts missing from the main action and then retreat.
Squishy A Hero that cannot take much damage before being killed or forced out of the fight.
Stasis A status effect that removes any existing debuff from a given unit and makes it immune to damage and untargetable, but also makes it unable to use any Ability for the duration. Note that this is not Time Stop.
Stationary Channel A type of channel that requires the caster to stand still for the duration. As a consequence, it can be interrupted by Knockback effects.
Status Effect A condition that affects a unit for a certain amount of time.
Stealth A buff that makes the affected unit untargetable, nearly transparent in appearance, and invisible on the Minimap. Unless the Unrevealable effect is active as well, Stealth is usually lost upon taking damage or performing most actions.
Stun A crowd control effect that makes the affected unit unable to act for the duration. Sleep is considered a Stun effect too.
Stutter-Step A technique that consists of maximizing the movement of your Hero when the Basic Attack is on cooldown in order to reduce the time you are standing still and to increase the chances to dodge enemy Abilities.
Support A specialized Hero that provides boosts and other benefits to their team.
Tank A formidable Hero that can engage on enemies and/or protect allies using crowd control, body block, and strong presence.
Taunt A crowd control effect classified as type of Silence that forces the target to attack the source of the effect and makes them unable to act for the duration.
Time Stop A crowd control effect that makes the affected unit untargetable and pauses its flow of time for the duration. Note that this is not Stasis.
Trade A generic term used to describe an intentional or accidental loss of something in exchange for something else.
Unrevealable A buff effect that makes the affected unit impossible to be forced out of Stealth in any way for the duration, however, the shimmer is still visible to the enemy team.
Unstoppable A buff that prevents and removes most crowd control effects. Root, Silence, Slow, Stun, Blind can be prevented and removed. Knockback and Stasis from enemy sources and Knockback can be prevented but not removed.
Waveclear The ability to efficiently clear Minions in a lane.
Win Condition Any tool or strategy that is necessary to win a specific game.
Win-More A term used to describe anything that is a good choice when your team is winning and a bad choice when both teams are even or your team is losing.
Wombo Combo A combination of various area of effect Abilities by different players in quick succession, often in a synergistic manner.
Zone Prevent an enemy Hero from moving through a specific area by the use of highly aggressive behaviour or impactful area of effect Abilities.