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The World of Tanks glossary

What every number on a tank means, how spotting and armor actually work, what the ratings measure, and the words the game never explains.

A

AccelerationMobility

How quickly a vehicle reaches speed from a standstill, which matters far more in practice than its top speed.

AccuracyGunnery

A gun's dispersion at 100 metres, in metres: the radius of the circle a fully aimed shot can land in, where lower is better.

Active scoutingTactics

Driving fast through or past enemy positions to reveal them, accepting exposure in exchange for information.

AdvancesBattle modes

The fifteen against fifteen Tier X Stronghold format, where clans attack each other's bases in scheduled events for a larger share of resource.

Aim timeGunnery

The time the aiming circle takes to shrink by 60 percent of its width, not the time to become fully aimed.

Aiming circleGunnery

The circle drawn around the crosshair showing where the next shell can land.

Alpha damageGunnery

The damage a single penetrating shell deals, before the plus or minus 25 percent the game rolls on every shot.

Ammo rackGunnery

The module holding a vehicle's shells, which slows reloading when damaged and destroys the vehicle outright when it detonates.

AnglingArmor

Turning a vehicle so incoming shells meet its plates at an angle, multiplying effective armor without changing a single stat.

APCRGunnery

A lighter, faster shell with higher penetration than AP, less normalization and a steeper penetration loss over distance.

Armor thicknessArmor

The nominal thickness of a plate in millimetres, before any angle is taken into account.

Armor-piercingAPGunnery

The standard solid shell: reliable damage, moderate penetration, five degrees of normalization and a ricochet beyond 70 degrees.

ArtillerySPGVehicles

The indirect fire class, firing high explosive from an overhead view at targets it cannot see directly.

AssaultBattle modes

One team attacks a single base, the other defends it, on a shorter clock.

Assistance damageStatistics

Damage an ally dealt to a target the player spotted or tracked, credited to the player who made the shot possible.

Auto-aimGunnery

The lock that keeps the gun pointed at a target's centre of mass while both vehicles move.

AutoloaderGunnery

A magazine gun that must empty its clip before reloading it, all at once.

AutoreloaderGunnery

A magazine gun that refills one shell at a time, so it can fire a single shot and keep loading in the background.

Average tierStatistics

The battle-weighted average of the tiers a player has played, used to put their raw averages in context.

B

Base captureBattle modes

Sitting in the enemy base circle to accumulate capture points, where taking damage resets your own contribution.

Battle PassBPProgression

A season-long track of rewards unlocked by earning points on a chosen set of vehicles.

Battle tierBattle modes

The tier bracket a battle is fought at, which is what decides who a vehicle meets rather than its own tier alone.

BattlesStatistics

The number of battles on an account or a vehicle, and the sample size every other statistic has to be read against.

Blind shotTactics

Firing at a position where an enemy is believed to be, without it being spotted.

BloomGunnery

The widening of the aiming circle caused by moving, traversing or firing, and the reason a gun's paper accuracy is rarely what a player experiences.

BlueprintProgression

Fragments collected from battles that reduce the experience needed to research a specific vehicle, or any vehicle of a nation.

BondsEconomy

A currency earned from competitive play and high placements, spent on improved equipment, directives and reward vehicles.

BoosterEconomy

A timed multiplier on credits, experience or crew training, activated by a player or by a clan for everyone online.

BotSlang

An automated or absent player, and the accusation thrown at anyone who plays like one.

Bottom tierBattle modes

Being two tiers below the top of the battle, which is where seven of every fifteen vehicles start.

Bounty and improved equipmentCrew

Stronger versions of standard equipment, earned with bonds or from events rather than bought with credits.

Brothers in ArmsBiACrew

A perk that raises every crew member's effectiveness, but only while the entire crew has it trained.

BushVision

Foliage that adds concealment while a vehicle stays behind it, and that turns transparent for a moment when the vehicle fires from close range.

C

CaliberGunnery

The diameter of a gun's shell in millimetres, which sets what armor it can overmatch as well as roughly how hard it hits.

CamouflageVision

A vehicle's concealment value, which shortens the distance at which it can be spotted.

Camouflage NetCrew

The equipment that raises concealment once the vehicle has stood still for three seconds.

CampingTactics

Holding a safe position far from the fighting, which is sound play for some vehicles and a way to lose slowly for most.

CarrySlang

Winning a battle that the team was losing, through one player's damage and decisions.

ClanBattle modes

A persistent group of players with a tag shown next to their name, which is the unit every organised mode is played as.

Clan WarsCWBattle modes

The campaign layer where clans fight for territory on a global map, with landing tournaments, province income and reward vehicles at the end of a season.

Combined damageStatistics

Damage dealt plus assistance credited, the figure Marks of Excellence are measured on.

ConsumableCrew

A single-use item carried into battle: repair kits, first aid kits, fire extinguishers and the food that boosts the whole crew.

CoverageStatistics

How much of a server's playerbase a stats site actually tracks, and how fresh those accounts are.

CreditsEconomy

The main currency, earned every battle and spent on vehicles, modules, ammunition, repairs and equipment.

Crew bookProgression

An item that grants a lump of crew experience, the fastest way to bring a crew up to its next skill.

Crew roleCrew

The job a crew member holds, each one governing a different set of the vehicle's numbers.

Crew skillCrew

An ability trained past 100 percent proficiency, which either improves gradually as it is learned or activates all at once when complete.

Crew trainingCrew

A crew member's proficiency in their main role, as a percentage, which scales every stat that role governs.

Critical hitArmor

Damage to a module or a crew member, which degrades what a vehicle can do without necessarily costing it hit points.

CrossfireTactics

Two positions covering the same ground from different angles, so a vehicle angled against one is flat to the other.

CupolaArmor

The raised commander's hatch on top of a turret, often the only part of a hull down vehicle that can be hit.

D

E

F

G

H

I

K

L

M

N

O

P

Passive scoutingTactics

Spotting from a stationary concealed position, using view range and camouflage rather than speed.

Peek-a-booTactics

Rolling out of cover to fire a single aimed shot and reversing straight back before the opponent's reload finishes.

PenetrationGunnery

How much armor a shell can defeat, in millimetres, rolled plus or minus 25 percent on every shot and compared against the effective thickness it hits.

PercentileStatistics

The share of players a result beats, which turns a raw number into a position in the population.

Personal missionsPMProgression

Long campaigns of specific in-battle objectives whose completion awards reward vehicles, crews and equipment.

Personal RatingPRRatings

Wargaming's own rating, shown in the game client and on the portal, which grows with the number of battles played as well as with performance.

PlatoonBattle modes

Two or three players queuing together and placed on the same team, coordinating by voice rather than by map ping.

Power-to-weightMobility

Engine horsepower divided by the vehicle's weight in tonnes, the single best predictor of acceleration.

Preferential matchmakingBattle modes

A narrower battle-tier spread on some vehicles, so they never meet opponents two tiers above them.

Premium accountEconomy

A paid subscription that multiplies the credits and experience earned in every battle.

Premium ammunitionGunnery

The higher-penetration round available on nearly every gun, bought with credits and named after the days when it cost gold.

Premium tankVehicles

A vehicle bought rather than researched, which earns extra credits and trains any crew of its nation without penalty.

Proximity spottingVision

The rule that any vehicle within 50 metres is spotted regardless of concealment, as long as line of sight exists.

PubbieSlang

A player in the public queue, used to distinguish random battles from organised clan play.

R

Radio rangeVision

How far a vehicle can pass what it sees to its team, which is what makes a spot useful to anyone else.

RammingMobility

Deliberately colliding with another vehicle, where damage scales with mass and closing speed and both sides take some.

Random BattlesBattle modes

The main queue: fifteen against fifteen, teams assembled by the matchmaker, on a rotating pool of maps.

Ranked BattlesBattle modes

A seasonal Tier X competitive mode where players earn and lose chevrons based on their position in their team at the end of a battle.

Rate of fireROFGunnery

How many shells a gun can fire in a minute, the reciprocal of its reload time.

Rating colorsRatings

The nine-step colour scale the community reads ratings through, running from black at the bottom to dark purple at the top.

Recent statsRatings

A rating computed over a recent window of battles only, so it reflects how a player performs now rather than over their whole history.

Red lineSlang

The boundary of the map behind each team's spawn, and by extension the habit of playing pressed against it.

ReloadGunnery

The time between one shot and the next being ready, or for a magazine gun the time to refill the whole magazine.

Render rangeVision

The 564 metre radius inside which a spotted vehicle is actually drawn on your screen.

ResearchProgression

Spending a vehicle's experience to unlock its modules and the vehicles that follow it in the tree.

RetrainingCrew

Moving a crew to a different vehicle, at a cost in training percentage unless gold is paid.

Reverse speedMobility

How fast a vehicle can back up, which decides whether it can retreat into cover after firing.

Reward tankVehicles

A vehicle that cannot be bought, given out for personal missions, campaigns, Clan Wars or bonds.

RicochetArmor

A shell deflecting off a plate without any penetration check, which happens beyond 70 degrees for most shells and 85 for HEAT.

Ridge lineTactics

The crest of a hill, which conceals everything behind it and can be fought over only by vehicles with the depression to shoot across it.

RNGSlang

The randomness built into damage, penetration and shell placement, and the standard explanation for any shot that went wrong.

S

Seal clubbingSlang

An experienced player farming low tiers, where the opposition is mostly people still learning the game.

Server reticleGunnery

A second crosshair showing where the server thinks the gun is pointing, which is what the shot is actually resolved against.

Service costEconomy

The credits deducted after a battle for repairing damage taken and replacing ammunition and consumables spent.

SessionStatistics

A block of battles played in one sitting, reconstructed by a tracker from the difference between two snapshots of an account.

ShellGunnery

One round of ammunition, carrying its own damage, penetration, velocity and behaviour against armor.

Shell velocityGunnery

How fast a shell travels, in metres per second, which decides how far ahead of a moving target you have to aim.

SidescrapingTactics

Hiding the front behind a corner and presenting the side at a sharp angle, so shells bounce off armor they would otherwise penetrate.

Sixth SenseCrew

The commander perk that lights a bulb a few seconds after the vehicle has been spotted, the single most valuable ability in the game.

SkirmishBattle modes

The short Stronghold battle format, fought seven against seven or ten against ten at Tier VI, VIII or X for industrial resource.

Sniper modeGunnery

The zoomed view down the gun sight, as opposed to the third-person arcade view the game starts in.

Spaced armorArmor

A thin plate mounted away from the hull, which strips explosive and shaped-charge shells before they reach the real armor.

Spall LinerCrew

The equipment that reduces high explosive damage, stun duration, crew injuries and ramming damage.

SplashGunnery

The blast area of a high explosive shell, which damages everything within it whether or not the shell penetrated.

SpottingVision

Making an enemy vehicle visible to your whole team, which is what turns a position into a target.

Standard BattleBattle modes

The default objective: each team has its own base, and wins by capturing the other's or destroying every enemy vehicle.

Steel HunterSHBattle modes

A battle royale mode fought in special upgradable vehicles on a shrinking map, where placement matters as much as damage.

StockProgression

A vehicle in its starting configuration, before any module has been researched, which is usually much weaker than its final form.

StrongholdBattle modes

A clan's own base, built from buildings that produce industrial resource and unlock reserves, and the battles fought to supply it.

StunArmor

The temporary debuff an artillery hit leaves behind, degrading reload, aim time, traverse and view range for several seconds.

Survival rateStatistics

The share of battles a player finished alive, which reads as caution or as staying useful, depending on the rest of the account.

T

Tank destroyerTDVehicles

The ambush class: high penetration and damage from a fixed or limited arc, usually with strong concealment and thin sides.

Team damageTKBattle modes

Damage dealt to an ally, which is reflected back onto the shooter and escalates to a blocked account if it keeps happening.

Tech treeProgression

A nation's chart of researchable vehicles, where each one unlocks the vehicles above it.

Terrain resistanceMobility

How much each ground type slows a vehicle down, quoted for hard, medium and soft terrain, where lower is better.

Three-markingSlang

Playing a vehicle deliberately to reach the third Mark of Excellence, which requires sustaining top-five-percent combined damage on it.

TierVehicles

A vehicle's rank from I to X, which sets its power level, its battle tier spread and everything about its economy.

TomatoSlang

A player whose rating sits in the red band, at the bottom of the colour scale.

Top speedMobility

The highest speed a vehicle is allowed to reach, which it only attains with enough engine power and forgiving ground.

Top tierBattle modes

Being among the three highest-tier vehicles in the battle, where your armor holds and your gun works on everything.

TournamentBattle modes

Organised bracket play between teams, run by Wargaming or by the community, outside the normal queues.

TracerGunnery

The visible trail a shell leaves in flight, which gives away the position of whoever fired it.

TracksArmor

The running gear, which immobilises the vehicle when broken and absorbs shells like spaced armor when intact.

TradingTactics

Accepting a hit in order to land one, which is favourable or not depending on alpha, reload and remaining hit points.

Training RoomBattle modes

A private battle a player creates and invites others into, used for practice, testing and clan drills.

TurbochargerCrew

The equipment that adds engine power and top speed, the standard fix for a vehicle that arrives late.

TurretArmor

The rotating housing for the gun, whose armor and traverse speed decide how a vehicle fights from cover.

Turret traverseMobility

How fast the turret rotates, in degrees per second, independent of the ground the vehicle is standing on.

U

V

W

X

Y