Aggro
- Using up gold and items earlier than typical to exchange econ/perfect itemization for an early lead/capitalize at your strong point
All in
To use up all your gold in a last ditch attempt to strengthen your board and scrape out the highest place you can
Generally done when you have 1 life left and you're not trying to save your gold for the next set
AOE
- area of effect, refers to abilities that affect an area of the board
Bench
- refers to the 9 slots in which a player can hold units that are not being played on the board
BIS
- stands for best in slot. Mostly refers to the typically ideal item combination for a given unit.
Board
- refers to the units that a player is currently playing
Board cap
- the strongest your board can (realistically) get (usually 2*ing your entire board with the best comp surrounding your carries)
Bot 4
- refers to having a final placement 5-8. In ranked queue, going bot 4 results in losing LP.
CC
- crowd control, refers to abilities or items (zephyr) which prevent a unit from acting/moving
Cheesing item components
- putting item components mid fight (usually belt/tear) to win a close fight
Cheesing zephyr/shroud
- keeping zephyr/shroud on your bench to place right before the start of a fight to "guarantee" high value from the items
Clumping
- positioning all your units right next to each other in a ball (generally to protect your backline)
EV
- stands for expected value (usually of a decision being made)
Econ
- stands for gold. Can mean actively hitting interest breakpoints (10, 20, 30, ...) or just the total amount of money accumulated
- as a verb, generally means saving up gold to roll at a later point in the game
Flex
- playing "flexibly" so you can adjust which comp you play based off of what the game gives you (generally overemphasized)
Forcing/onetricking
- playing only one comp regardless of your opener and making all your decisions around that idea
Fast 8 / 9
- concept of playing in a way where you get to level 8/9 as soon as possible (rolling as little as possible)
Full backline
- putting all your units in the furthest row back
Going infinite
- the concept of having a sustain based champion be able to infinitely sustain / ramp into overtime
Golf
- Golf with your friends, a superior game to TFT
Greed
- decisions that sacrifice your current board strength to increase your future board strength (or increase likelihood of hitting). Can refer to holding units/items, not rolling when possible, etc.
Hex
- the hexagons on the TFT board in which a player is able to a place a unit
(1/2/3/4) Hex range
- refers to the range of a unit's auto/skill range
Highroll
- refers to having a lucky game (early upgraded units, perfect items, good matchmaking, etc.)
Hit
- finding your desired unit/item
Hyperroll
- rolling down all the way on 3-1 while being level 4 to hit 3* 1 cost units
Infinite
- what players say when they take a lot of damage (ex. I took infinite)
Inverting board
- flipping the standard unit positioning by reflecting vertically (usually only down to deal with sin players)
Item holder
- refers to a unit that uses completed items well but will be sold later for a better user of the same items
Lives -
How many losses you can take before you die
For example, 28 hp is roughly 2 lives at stage 6, meaning you can take 2 losses before you die
This concept is important to know when you should all in or not and try to place higher
Lowroll
- refers to having an unlucky game (bad items, not hitting units/upgrades, bad matchmaking, etc.)
Offset
- moving the positioning of a unit/group of units by a hex or two
On interval
- buying EXP so that you are exactly at 0 EXP when hitting the next level threshold
Off interval
- buying EXP so that you do not end up at 0 EXP when hitting the next level threshold
Open fort
- playing a weak board in order to guarantee a loss streak (often done during stage 2)
Overtime
- What happens when the 30 second round timer runs out. The fight is accelerated and healing/shields are reduced, while damage is increased.
Playing for top 4
- making decisions entirely designed to improve your odds of getting a 4th in order to ensure a gain in LP
- often refers to rolling earlier or slamming items for tempo that may lead to a lower board cap
Pick priority
- refers to the order that you get to choose items off of the carousel (gaining priority means getting to choose earlier than the other players)
Pivot
- usually refers to making the decision to not commit to an originally planned comp (usually a reroll comp)
Popping off (item)
- refers to removing certain items/components from a unit without having to sell the unit
Prelevel
- buying enough EXP so that the next round naturally hits the level threshold (used to adjust your shop odds)
Proc
- refers to effects that occur once every x autos/casts/etc. (such as static shiv)
Rolldown
- rolling most of your gold on a single turn to hit upgrades and/or transition your board
Reroll
- refers to spending 2 gold to get a new list of units in your shop
Strongest board
- the concept of making the strongest board possible with your current board/bench and available units in the shop
Sac
- short for sacrifice. Generally refers to strategically giving up a round or two (usually done for rerolling at a better timing or trying to get pick priority)
Scout
- checking the boards of the other players in your lobby to see their comp/positioning/etc.
Scale
- related to board cap but usually refers to how strong a comp can get once you hit all your relevant upgrades
Slam
- making completed items (usually as soon as possible)
Slow roll
- rerolling while staying above 50 gold (usually in order to hit 3* units)
Spat
- refers to the item component called Spatula. Often refers to emblems/completed spatula items
Spike
- refers to making a stronger board than you previously had (usually after rolling and hitting unit upgrades and items)
Stimmy
- refers to the radiant blessing that you receive when you hit 40 HP
Swap side
- reflecting your comp from left to right (or vice-versa)
Tempo
- a qualitative evaluation of your game state by combining your current board strength, gold economy, HP total and spike timing
Transition
- usually refers to when you change a significant portion of the units on your current board after rolling down
Top 4
- refers to the placements 1-4, which guarantees a LP gain
Tuning mana
- putting mana items on a unit to typically make them cast earlier and/or more frequently (there are some exceptions)
Vertical (comps)
- comps that rely on putting as much of a specific synergy as possible (usually 5/6+ synergies)
Wincon
- stands for win condition.