Glossary of Terms used in War Robots and on the Forums
AAOE: Area of effect, usually refers to splash damage.
BBackpedal: to run backwards in a fast bot to outspeed (and thus evade) missiles.
Beacon capping: lit. Capturing beacons
Beacon runner: a fast robot in a team that has a goal of capturing and holding beacons, as opposed to dealing as much damage as possible.
Britbot: Gareth, Galahad, Lancelot.
Buff: an improvement to a particular element of the game enacted by the developers.
CCamping: standing ground in a position distant from potential close quarters combat to deal damage from afar, without advancing with the line.
Carrying: imitating
sochilli (Saltesers) (jk) Leading a team to victory, usually indicated by scoring the highest damage, and often capturing the most beacons as well.
Clubbing: lit. Seal Clubbing; to configure one's hangar such that it will be matched against newer players, and defeating them with ease to gain faster rewards.
Cornering: lit. Corner shooting; to position a robot at a vertical edge of cover, such that weapons are able to fire upon target, whilst the body/hitbox of the robot is covered to all non-splash damage.
Crit, Critical Hit: an ammunition discharge that causes the target robot to lose one or more weapons.
D-DB, -Death Button: a setup that deals significant damage by pressing the red Fire All button.
DB, Death Button: a bot configuration consisting of Orkans and Pinatas.
(H)DB, Hybrid Death Button: a bot configuration consisting of Orkans and Magnums.
(P)DB, Plasma Death Button: a bot configuration consisting of Tarans and Magnums.
(R)DB, Russian Death Button: a bot configuration consisting of Tulumbas' and Pins.
DPM: the maximum damage a weapon, combination or configuration can inflict in the space of 60 seconds, accounting for firing time, reload time and any related intervals.
DPS: the maximum damage a weapon, combination or configuration can inflict in one second, differentiated from DPM in that it only accounts for raw damage scored.
EEffective range: the maximum distance at which a weapon deals damage; alternatively it may refer to range at which the weapon's damage is no longer insignificant in the case of bullet-spreading weapons.
Eject: to no longer pilot one robot in favour of another robot.
FFarming: continuously playing matches with the objective of accumulating rewards, usually Gold (Au).
Frankenstein: refers to an unconventional setup that has the potential to inflict severe damage near equal or exceeding that of conventional setups.
HHail Hydra: a customary salute or greeting to or with the weapon SMS Hydra.
Homing Missile: Spiral(s), Hydra(s); Aphid(s) may or may not be included in this family.
Hop-back: usually in the case of Griffin or Rogatka, jumping directly backwards to avoid missiles and dodge flank shots while dealing damage.
Hybrid Death Button: see (H)DB under Death Button
IIn hangar: certifies that a player is ready to be invited to a platoon.
KKnifing, Knife Fighting: exchange of fire in which combatants are within 350m of each other.
Knife Fighter: a robot configured to deal damage inside 350m.
LLRS, Long Range Support: see Sniping
M
Mech/Mech out/Bot out: to exhaust all bot slots such that the player is out of the game.
MRS, Mid Range Support: a robot configured to deal damage between 350m and 600m.
Missile: Orkan(s), Pinata(s); for Hydra etc. see Homing Missile
NNerf: a deliberate reduction in power of a particular element of the game, enacted by the developers.
Noob: a new player
Nudging: see Pushing
OOP: original post; orkan & pinata, overpowered.
OCD: obsessive compulsive disorder; Ostrich Conga of Death (multiple Schutzes manoeuvring in single file to imitate the natural movement of flightless birds in a conga line, see Ostrich Death Conga).
Ostrich Death Conga: A party of at least four Thunder Schutzes in Bronze, known for wiping out entire teams in 3 minutes in Shenzhen and Dead City. Also known for looking silly while running in a line. A death ostrich (thunder schutze) has massive firepower for a light bot, great health for a light robot, and great speed if beacon capping or getting to the enemy spawn quickly is required. Now multiply that by four to six and you have the ostrich death conga.
PPDB: see (P)DB under Death Button
Power Hour: 8-9am, 2-3pm, 8-9pm, 2-3am GMT; the time in which time zones converge to create significant traffic for POTH (pilot of the hour) and certain matchmaking issues.
Power Runner: a robot configured to deal damage whilst capturing beacons, combining the roles of Beacon Runner and Knife Fighter.
Pull up jumper: usually in the case of Cossack and Rogatka, jumping directly up (as opposed to directionally) to shoot from an aerial vantage point.
Pushing: the deliberate forceful contact to a robot with the objective of relocating them, usually in the context of relocating a camper from the top of a cliff to the bottom, where they should be.
RRate of Fire (ROF): the pace in which a weapon unloads a salvo, taking the form of shots per second.
RDB: see (R)DB under Death Button
(500m/600m) Rocket: Trident(s), Tulumbas(') and/or Pin(s)
(300m) Rocket: see Missile
SSeal Clubbing: see Clubbing
Sniping: dealing damage from further than 600m, not including the use of aerial artillery (noricums, zenits)
Spamming: serving processed meat to customers in place of real meat with the objective of providing an acceptable April Fools prank or just flat out disappointment; can also refer to rapid repetition of an action.
Spawn: can refer to the action of bringing a robot into play out of the hangar, or to the origin place of a team's robots.
TTea Party: the gathering of many players in their useful camping bots around a jovial spot on the map from which tea is distributed, as opposed to damage.
Toast, Toaster, Toaster Syndrome: the habit of losing weapons easily or frustratingly, as in the case of the Gunslingers, Patton, Schutze and Boa.
TOP (Golem): Thunder-Orkan-Pinata.
TT: Thunder Taran; Triple Trident; Top Tier, depending on context.