On this page
In short
- RAID players use a lot of short forms: CB, UNM, TM, A1, WM and many more.
- This page lists them in alphabetical order, with a link to a full guide where there is one.
- If a term is a buff or debuff in square brackets, such as [Stun], the full description is on the effects page.
The words
Looking for a stat? Go to the stats guide. Looking for how a mode works? Start at the Campaign or the section list on the guides page.
- 2-set / 4-set
- How many pieces of a gear set you must wear for its bonus. A "2-set" such as Speed gives its bonus for every two pieces; a "4-set" such as Lifesteal needs four pieces. See gear sets.
- A1 / A2 / A3
- The champion's active skills in the order the game lists them. A1 is normally the basic attack with no cooldown; A2 and A3 are stronger skills with cooldowns. Passives are listed apart. See skills and cooldowns.
- ACC (Accuracy)
- The stat that decides whether your debuffs land. It is compared with the target's RES. See accuracy and resistance.
- Accessory
- A gear slot for a ring, an amulet or a banner. Accessories have their own sets and are often tied to a faction. See accessories, glyphs and ascension.
- Active skill
- A skill you (or Auto) choose to cast on a turn. Most have a cooldown. The opposite of a passive.
- Affinity
- A champion's element: Magic, Force, Spirit or Void. The first three form a triangle in which one has the advantage over the next; Void sits outside it. A good matchup gives better hits, a bad one gives weaker hits. See affinities.
- Ascension (ascend)
- Turning a champion's yellow stars into purple ones with potions. It raises base stats and, for most champions, adds or upgrades a skill. See making a champion stronger.
- Aura
- A bonus a champion shares with its team while standing in the leader slot, such as "+30% SPD to all allies in the Arena". It only works in the places its text names.
- Auto
- The game playing your turns for you. It picks skills and targets by itself, which is fine for farming but will not play a hard boss the way you would.
- Awakening
- A progression track where you apply Souls to a champion at the Altar of Souls. It raises the strength of the champion's blessing. A champion cannot be awakened higher than it is ascended.
- Banner
- One of the three accessory slots, next to the ring and the amulet.
- Base stats
- A champion's stats before gear, masteries and the other bonuses are added. They depend on rank, level and ascension.
- Blessing
- An extra effect a champion can carry once it has been awakened. A champion can wear one blessing at a time. See blessings.
- Book / booked
- To "book" a skill is to upgrade it with skill tomes. A "fully booked" champion has every skill at its top level. See skills and cooldowns.
- Brutal
- A difficulty. The Campaign is played on Normal, Hard, Brutal and Nightmare; "Brutal 12-3" means chapter 12, stage 3 on Brutal. The Clan Boss has its own ladder of difficulties.
- Budget team
- A team built from cheap, easy-to-get champions instead of rare ones. Useful early, or whenever you want to see what a mode needs.
- Buff / debuff
- A status effect placed on a champion. Buffs help (Increase ATK, Shield...), debuffs hurt (Poison, Stun, Decrease DEF...). See every effect and buffs and debuffs explained.
- CB (Clan Boss)
- The Clan Boss, also called the Demon Lord: a boss the whole clan fights every day, with a ladder of difficulties from Easy to Ultra-Nightmare. See Clan Boss.
- C.DMG (Critical Damage)
- How much extra damage a critical hit deals. It starts at 50 for most champions. See stats.
- Chicken
- A rare item that counts as one champion of a certain star rank when you rank someone up. Handy fodder.
- Chimera
- A weekly clan boss with its own keys and a set of challenges. See Chimera.
- Cleanser
- A champion whose skill removes debuffs from allies.
- Control (CC)
- Effects that stop or slow enemies: [Stun], [Freeze], [Sleep], [Decrease SPD] and turn meter reduction. "CC" stands for crowd control.
- Cooldown (CD)
- The number of turns before a skill can be used again after casting. Skill books can shorten it. See skills and cooldowns.
- C.RATE (Critical Rate)
- The chance that a hit is a critical hit. 100 is the ceiling, so more than 100 is wasted. See stats.
- Crit
- Short for critical hit.
- Crushing hit
- A stronger hit, 30 percent more damage, that can happen when you attack with the affinity advantage.
- DEF (Defense)
- The stat that reduces the damage of ordinary hits, with diminishing returns. See damage.
- Demon Lord
- The in-game name of the Clan Boss.
- Doom Tower
- A mode made of floors you climb, each guarded by a boss. It pays out resources and a few champions that cannot be summoned. See Doom Tower.
- DoT (damage over time)
- Damage that ticks every turn without an attack, such as [Poison] and [HP Burn]. Strong against high-HP bosses.
- Dungeons
- Stages that repeat so you can farm: gear sets, ascension potions, mastery scrolls and more. The five Keeps give potions. See dungeons.
- Empowerment
- A late step for Epic and Legendary champions that uses duplicate copies to add fixed bonuses. See making a champion stronger.
- Energy
- The resource that most PvE fights cost. It refills slowly and stops filling at the cap. See resources.
- Epic
- A rarity above Rare and below Legendary.
- Faction
- The group a champion belongs to, such as High Elves or Orcs. Faction Wars is built around it, and many accessories and some skills use it.
- Faction Wars
- A mode where you fight with teams made from a single faction. Gives resources and chickens. See Faction Wars.
- Farmer
- A champion who can clear one stage on Auto, fast and safely, over and over. Farmers turn energy into experience, silver and gear.
- Fodder / food
- Champions you sacrifice to rank up another champion. Usually the cheap ones from Mystery Shards.
- Fusion
- A time-limited event in which you give up a list of specific champions to make a new one. See other modes.
- Gear (artifacts)
- Weapon, helmet, shield, gloves, chest and boots, plus accessories. Gear gives stats and, when you wear enough of one set, a bonus. See gear basics.
- Glancing hit
- A weak hit: 30 percent less damage, and its extra effects (like debuffs) usually do not apply. It happens by chance when you attack with a bad affinity matchup, and some debuffs force it.
- Glyph
- An extra stat upgrade you can put on a piece of gear. See accessories, glyphs and ascension.
- Great Hall
- A building where Arena medals buy permanent stat bonuses for all champions of an affinity. See Great Hall.
- GS (Giant Slayer)
- A mastery that gives a chance of bonus damage based on the target's max HP. See masteries.
- Healer
- A champion whose job is to restore allies' HP.
- HP (Health)
- A champion's health. When it reaches zero, the champion is down.
- Hydra
- A weekly clan boss with multiple heads, fought with keys. See Hydra.
- Keep
- One of the five dungeons that drop ascension potions: the Arcane Keep and the Spirit, Magic, Force and Void Keeps.
- Leader
- The champion in the first slot. Its aura applies to the team. See building your first team.
- Legendary
- The highest regular rarity, above Epic; Mythical is rarer still.
- Lifesteal
- Healing yourself for part of the damage you deal. Also the name of a gear set.
- Lore of Steel
- A Support mastery that raises the bonuses of the simple (basic) gear sets by 15 percent. See masteries.
- Main stat (primary)
- The big stat that every piece of gear is guaranteed to have. Some slots can only roll certain main stats. See gear basics.
- Mastery
- A permanent upgrade from the Offense, Defense or Support tree, opened with scrolls or gems. See masteries.
- Mercy
- The hidden bad-luck counter that raises your summon odds after a long dry spell. See shards, summon chances and the mercy system.
- Meta
- Short for "most effective tactics available": the champions and strategies that are popular right now. It shifts with each new champion or patch.
- Multi-Battle
- A feature that replays a cleared stage several times in a row. It saves you from clicking through the same fight.
- Mystery Shard
- The cheapest shard. It summons Common, Uncommon and Rare champions, mostly used for fodder.
- Mythical
- The rarest rarity. Most Mythical champions come from Primal Shards, and they have two forms.
- NM (Nightmare)
- The Nightmare difficulty. In chat it usually means the Clan Boss at Nightmare, which is above Brutal and below Ultra-Nightmare.
- Nuker
- A champion who deals very high damage in a single skill, often with a long cooldown.
- Passive
- A skill that works on its own, with no cast. It may trigger on a turn start, a hit or an event.
- Potions
- Ascension materials in three sizes: Lesser, Greater and Superior. You need Arcane potions and potions of the champion's affinity.
- Primal Shard
- The only shard that can give a Mythical champion. See summoning.
- Proc
- When a chance-based effect triggers.
- Rank
- The number of yellow stars, from 1 to 6. Higher rank means a higher level cap and bigger base stats. See making a champion stronger.
- Rarity
- How scarce a champion is: Common, Uncommon, Rare, Epic, Legendary, Mythical. Rarity does not set a champion's usefulness, only how it can be obtained and how much it can grow.
- Relic
- An item a champion can wear that adds stats and an ability, and holds gemstones. See relics.
- RES (Resistance)
- The stat that makes enemy debuffs fail more often. See accuracy and resistance.
- Reviver
- A champion whose skill brings a fallen ally back to life.
- Role
- The label the game gives each champion: Attack, Defense, HP or Support. It points to the stat the champion is built around.
- Roll
- An upgrade of a substat. Gear gets rolls as you level it up.
- Sacred Shard
- The shard with the best Legendary chance. It gives Epic or Legendary champions only. See summoning.
- Set
- A family of gear that gives a bonus when you wear enough pieces of it. See gear sets.
- Shard
- A ticket for the Summoning Portal. Mystery, Ancient, Void, Sacred, Primal and Prism Shards each have different odds. See summoning.
- Siege
- A clan mode where your clan competes against others. See Siege and clan.
- Skill tome
- An item that upgrades a skill. Epic and Legendary tomes are scarce. See resources.
- Souls
- Items used to awaken a champion. A "perfect" soul jumps to the level it shows; a "split" soul adds one level at a time.
- SPD (Speed)
- How fast a champion's turn meter fills, so how often it acts. See turn meter and speed.
- Speed tune
- A set of speed values chosen so a team acts in a planned order. Most common in Clan Boss teams.
- Stun
- A debuff that makes a champion skip its turn. See [Stun].
- Substat
- The smaller stats on a piece of gear besides the main stat. They grow through rolls.
- Support
- A champion role, and a playstyle: helping the team with buffs, heals and debuffs rather than raw damage.
- Tag Team Arena
- An arena mode with its own keys and its own currency, Gold Bars, spent in the Bazaar. See Arena.
- Tank
- A champion built to absorb hits for the team, through high DEF or HP, shields or [Ally Protection].
- TM (Turn Meter)
- The bar that fills until it is a champion's turn. Some skills fill or reduce the turn meter of others. See turn meter and speed.
- Unkillable team
- A team built around the [Unkillable] buff, which keeps a champion from dropping below 1 HP while it lasts. Used to survive the Clan Boss for a very long time.
- UNM (Ultra-Nightmare)
- The highest Clan Boss difficulty.
- Void
- The fourth affinity. Void champions only come from Void Shards, and the affinity sits outside the Magic-Force-Spirit triangle.
- Warmaster (WM)
- An Offense mastery that gives a chance of bonus damage based on the target's max HP, reduced against bosses. See masteries.
- Wipe
- When every champion on your team has died.
Note Slang changes as the community changes. If you meet a term not listed here, ask in your clan chat and tell us - we add what players actually use. Checked October 2026.