197 terms

# 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.

[All](/glossary.md)[Vehicles](/glossary/category/vehicles.md)[Gunnery](/glossary/category/gunnery.md)[Armor](/glossary/category/armor.md)[Mobility](/glossary/category/mobility.md)[Vision](/glossary/category/vision.md)[Crew](/glossary/category/crew.md)[Progression](/glossary/category/progression.md)[Economy](/glossary/category/economy.md)[Ratings](/glossary/category/ratings.md)[Statistics](/glossary/category/statistics.md)[Battle modes](/glossary/category/modes.md)[Tactics](/glossary/category/tactics.md)[Slang](/glossary/category/slang.md)

[A](#a)[B](#b)[C](#c)[D](#d)[E](#e)[F](#f)[G](#g)[H](#h)[I](#i)J[K](#k)[L](#l)[M](#m)[N](#n)[O](#o)[P](#p)Q[R](#r)[S](#s)[T](#t)[U](#u)[V](#v)[W](#w)[X](#x)[Y](#y)Z#

## A

[

AccelerationMobility

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

](/glossary/acceleration.md)[

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.

](/glossary/accuracy.md)[

Active scoutingTactics

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

](/glossary/active-scouting.md)[

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.

](/glossary/advances.md)[

Aim timeGunnery

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

](/glossary/aim-time.md)[

Aiming circleGunnery

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

](/glossary/aiming-circle.md)[

Alpha damageGunnery

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

](/glossary/alpha-damage.md)[

Ammo rackGunnery

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

](/glossary/ammo-rack.md)[

AnglingArmor

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

](/glossary/angling.md)[

APCRGunnery

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

](/glossary/apcr.md)[

Armor thicknessArmor

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

](/glossary/armor-thickness.md)[

Armor-piercingAPGunnery

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

](/glossary/armor-piercing.md)[

ArtillerySPGVehicles

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

](/glossary/artillery.md)[

AssaultBattle modes

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

](/glossary/assault.md)[

Assistance damageStatistics

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

](/glossary/assistance-damage.md)[

Auto-aimGunnery

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

](/glossary/auto-aim.md)[

AutoloaderGunnery

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

](/glossary/autoloader.md)[

AutoreloaderGunnery

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

](/glossary/autoreloader.md)[

Average tierStatistics

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

](/glossary/average-tier.md)

## B

[

Base captureBattle modes

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

](/glossary/base-capture.md)[

Battle PassBPProgression

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

](/glossary/battle-pass.md)[

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.

](/glossary/battle-tier.md)[

BattlesStatistics

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

](/glossary/battles.md)[

Blind shotTactics

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

](/glossary/blind-shot.md)[

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.

](/glossary/bloom.md)[

BlueprintProgression

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

](/glossary/blueprint.md)[

BondsEconomy

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

](/glossary/bonds.md)[

BoosterEconomy

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

](/glossary/booster.md)[

BotSlang

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

](/glossary/bot.md)[

Bottom tierBattle modes

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

](/glossary/bottom-tier.md)[

Bounty and improved equipmentCrew

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

](/glossary/bounty-equipment.md)[

Brothers in ArmsBiACrew

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

](/glossary/brothers-in-arms.md)[

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.

](/glossary/bush.md)

## 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.

](/glossary/caliber.md)[

CamouflageVision

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

](/glossary/camouflage.md)[

Camouflage NetCrew

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

](/glossary/camouflage-net.md)[

CampingTactics

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

](/glossary/camping.md)[

CarrySlang

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

](/glossary/carry.md)[

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.

](/glossary/clan.md)[

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.

](/glossary/clan-wars.md)[

Combined damageStatistics

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

](/glossary/combined-damage.md)[

ConsumableCrew

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

](/glossary/consumable.md)[

CoverageStatistics

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

](/glossary/coverage.md)[

CreditsEconomy

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

](/glossary/credits.md)[

Crew bookProgression

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

](/glossary/crew-book.md)[

Crew roleCrew

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

](/glossary/crew-role.md)[

Crew skillCrew

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

](/glossary/crew-skill.md)[

Crew trainingCrew

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

](/glossary/crew-training.md)[

Critical hitArmor

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

](/glossary/critical-hit.md)[

CrossfireTactics

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

](/glossary/crossfire.md)[

CupolaArmor

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

](/glossary/cupola.md)

## D

[

Daily missionsProgression

The rotating set of small objectives that reset each day, paying experience multipliers and credits.

](/glossary/daily-missions.md)[

Damage blockedStatistics

Potential damage that hit the player's armor and failed to penetrate, the ledger entry for playing a heavily armored vehicle well.

](/glossary/damage-blocked.md)[

Damage per gameDPGStatistics

Damage per game: the average damage dealt per battle, the most quoted measure of personal output and the one most sensitive to which vehicles are played.

](/glossary/dpg.md)[

Damage per minuteDPMGunnery

Damage per minute: how much a gun deals over a sustained exchange, alpha multiplied by how often it can fire.

](/glossary/dpm.md)[

Damage ratioStatistics

Damage dealt divided by damage received, a measure of how efficiently a player trades their hit points.

](/glossary/damage-ratio.md)[

Demount kitEconomy

The item that removes a piece of equipment from a vehicle without paying the gold fee.

](/glossary/demount-kit.md)[

Derp gunSlang

A large-caliber, low-velocity gun firing high explosive, which deals damage to almost anything without needing to penetrate.

](/glossary/derp.md)[

DirectiveCrew

A consumable that boosts a piece of equipment or a crew skill for one battle.

](/glossary/directive.md)[

DispersionGunnery

The size of the aiming circle at any moment, which grows with movement and shrinks as the gun settles.

](/glossary/dispersion.md)[

Double-barrelled gunVehicles

A gun system with two barrels that can fire one shell at a time or both together in a salvo.

](/glossary/double-barrel.md)

## E

[

Effective armorArmor

The thickness a shell actually has to defeat once the angle of the plate is accounted for, which is what penetration is compared against.

](/glossary/effective-armor.md)[

Effective speedMobility

The speed a vehicle can actually hold on a given ground type, rather than the cap printed on its specification sheet.

](/glossary/effective-speed.md)[

Effective traverseMobility

How fast a vehicle actually turns on a given ground type, once engine power, weight and terrain resistance are accounted for.

](/glossary/effective-traverse.md)[

Efficiency ratingEFFRatings

The first widely used community rating, built from account averages and long since replaced by WN7 and WN8.

](/glossary/efficiency-rating.md)[

Elite statusProgression

The state of a vehicle whose modules and successors are all researched, which unlocks crew training and experience conversion.

](/glossary/elite-status.md)[

EncounterBattle modes

A single neutral base in the middle of the map, which either team can capture.

](/glossary/encounter.md)[

Engine fireArmor

A fire started by a hit on the engine or fuel tanks, which drains hit points and damages modules until it is put out.

](/glossary/engine-fire.md)[

Engine powerMobility

The engine's output in horsepower, which only means something next to the weight it has to move.

](/glossary/engine-power.md)[

EquipmentCrew

Permanent upgrades fitted into a vehicle's three slots, each improving one area of its performance.

](/glossary/equipment.md)[

Expected valuesRatings

The per-vehicle server averages a rating measures a player against: what a typical player produces in that exact tank.

](/glossary/expected-values.md)[

ExperienceXPProgression

The currency earned per battle from damage, spotting, kills, capture and defence, spent on research and crew training.

](/glossary/experience.md)

## F

[

FarmingSlang

Accumulating damage from a safe position, which raises personal statistics without necessarily helping the team win.

](/glossary/farming.md)[

Field modificationsCrew

Per-vehicle upgrades unlocked after a vehicle is elite, trading one stat against another in a series of choices.

](/glossary/field-modifications.md)[

FlankingTactics

Attacking a position from its side or rear, where armor is thin and guns are pointed elsewhere.

](/glossary/flanking.md)[

Focus fireSlang

Several players shooting the same target at once, which removes it from the battle before it can trade back.

](/glossary/focus-fire.md)[

Free experienceFXPProgression

Experience that can be spent on any vehicle or module, accumulated as a small share of everything earned and convertible from elite vehicles with gold.

](/glossary/free-experience.md)[

FrontlineFLBattle modes

A thirty against thirty Tier VIII mode on a nine square kilometre map, with respawns, capture zones and a rank earned per battle.

](/glossary/frontline.md)

## G

[

GarageProgression

The screen the game returns to between battles, holding every vehicle an account owns.

](/glossary/garage.md)[

GoldEconomy

The purchased currency, spent on premium time, premium vehicles, converting experience and retraining crews.

](/glossary/gold.md)[

Grand BattleBattle modes

A thirty against thirty Tier X format on oversized maps, mixed into the random queue rather than run as its own mode.

](/glossary/grand-battle.md)[

Gun arcGunnery

The horizontal span a gun can cover without turning the hull, on vehicles that have no rotating turret.

](/glossary/gun-arc.md)[

Gun depressionGunnery

How far below horizontal a gun can point, which decides whether a vehicle can shoot over a crest without exposing its hull.

](/glossary/gun-depression.md)[

Gun elevationGunnery

How far above horizontal a gun can point, which matters for shooting uphill and at vehicles on higher ground.

](/glossary/gun-elevation.md)[

Gun handlingGunnery

The combination of accuracy, aim time and dispersion penalties that decides whether a gun hits what it is pointed at.

](/glossary/gun-handling.md)[

Gun RammerCrew

The equipment that shortens reload time, and the first thing fitted on almost any vehicle with a conventional gun.

](/glossary/rammer.md)

## H

[

HEATGunnery

A shaped-charge shell with high penetration that ignores distance entirely, but is defeated by tracks, screens and any spaced armor it detonates on.

](/glossary/heat.md)[

Heavy tankHTVehicles

The armored class: slow, tough and built to hold ground by absorbing shells other vehicles could not survive.

](/glossary/heavy-tank.md)[

HESHGunnery

A high explosive variant with much higher nominal penetration, which behaves like HE when it fails to penetrate.

](/glossary/hesh.md)[

High explosiveHEGunnery

A shell that explodes on contact, dealing reduced damage through armor it cannot penetrate and splashing everything nearby.

](/glossary/high-explosive.md)[

Hit pointsHPArmor

A vehicle's health pool, which cannot be restored in battle and is therefore a resource to be spent rather than a buffer to be refilled.

](/glossary/hit-points.md)[

Hit ratioStatistics

The share of shells fired that hit a target, distinct from a gun's accuracy value.

](/glossary/hit-ratio.md)[

Hull downTactics

Sitting behind a rise so only the turret is exposed, using gun depression to shoot over it while the hull stays protected.

](/glossary/hull-down.md)[

Hull traverseMobility

How fast a vehicle turns on the spot, in degrees per second, which decides whether it can keep its front toward a faster opponent.

](/glossary/hull-traverse.md)[

Hunter ratingHRRatings

The Steel Hunter performance rating used on unicum.gg, built from average experience per battle and win rate, discounted for small samples.

](/glossary/hr.md)

## I

[

Improved Rotation MechanismIRMCrew

The equipment that speeds up hull and turret traverse and softens the dispersion penalty for turning.

](/glossary/improved-rotation-mechanism.md)[

Intra-clip reloadGunnery

The short delay between two shells of the same magazine, which sets how fast a burst is delivered.

](/glossary/intra-clip-reload.md)

## K

[

Kills per battleKPBStatistics

Average vehicles destroyed per battle, a measure of finishing rather than of damage.

](/glossary/kills-per-battle.md)[

KitingTactics

Staying at a distance an opponent cannot close, retreating as they advance and firing on the way.

](/glossary/kiting.md)

## L

[

Lemming trainSlang

Most of a team driving to the same flank at once, leaving the rest of the map undefended.

](/glossary/lemming-train.md)[

Light tankLTVehicles

The scouting class: fast, small and heavily concealed, built to see the enemy rather than to fight them.

](/glossary/light-tank.md)[

Lower front plateLFPArmor

The strip of hull armor below the upper glacis, usually the flattest and thinnest part of a vehicle's front.

](/glossary/lower-front-plate.md)

## M

[

MagazineGunnery

A set of shells a gun can fire in quick succession before a long reload, the mechanism behind autoloaders and autoreloaders.

](/glossary/magazine.md)[

Marks of ExcellenceMoEStatistics

The one, two or three marks painted on a vehicle's barrel, awarded for sustaining combined damage in the top 65, 85 or 95 percent of everyone playing that vehicle on the server.

](/glossary/marks-of-excellence.md)[

Mastery badgeStatistics

A badge awarded for a single battle whose base experience beats a set share of everyone playing that vehicle, from third class up to Ace Tanker.

](/glossary/mastery-badge.md)[

MatchmakingMMBattle modes

The system that builds the two teams of a random battle, balancing them by battle tier, vehicle class and platoons rather than by player skill.

](/glossary/matchmaking.md)[

Maximum firing rangeGunnery

The distance beyond which a shell simply disappears, 720 metres for most guns and further for artillery.

](/glossary/max-range.md)[

Medium tankMTVehicles

The flexible class: enough speed to take position, enough gun to trade, enough armor to survive a mistake.

](/glossary/medium-tank.md)[

MinimapVision

The overhead map in the corner of the screen, which shows spotted enemies, last known positions and where the team actually is.

](/glossary/minimap.md)[

ModuleProgression

One of a vehicle's five researchable components: suspension, engine, turret, gun and radio.

](/glossary/module.md)[

Module damageGunnery

The separate damage value a shell applies to modules and crew members, which is what decides whether a hit tracks, breaks or wounds.

](/glossary/module-damage.md)

## N

[

NormalizationArmor

The few degrees a shell turns toward the perpendicular on impact, reducing the effective armor it has to cross.

](/glossary/normalization.md)

## O

[

On TrackProgression

A recurring event that discounts one tech tree line and pays bonuses for researching it.

](/glossary/on-track.md)[

OnslaughtBattle modes

A seasonal seven against seven Tier X mode with role-based abilities and a rank ladder that resets each season.

](/glossary/onslaught.md)[

OpticsCrew

The two view-range equipments: coated optics work always, binoculars give more but only after three seconds standing still.

](/glossary/optics.md)[

OvermatchArmor

The rule that a shell with a caliber at least three times a plate's thickness cannot ricochet off it, no matter the angle.

](/glossary/overmatch.md)

## P

[

Passive scoutingTactics

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

](/glossary/passive-scouting.md)[

Peek-a-booTactics

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

](/glossary/peek-a-boo.md)[

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.

](/glossary/penetration.md)[

PercentileStatistics

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

](/glossary/percentile.md)[

Personal missionsPMProgression

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

](/glossary/personal-missions.md)[

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.

](/glossary/personal-rating.md)[

PlatoonBattle modes

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

](/glossary/platoon.md)[

Power-to-weightMobility

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

](/glossary/power-to-weight.md)[

Preferential matchmakingBattle modes

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

](/glossary/preferential-matchmaking.md)[

Premium accountEconomy

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

](/glossary/premium-account.md)[

Premium ammunitionGunnery

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

](/glossary/premium-ammo.md)[

Premium tankVehicles

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

](/glossary/premium-tank.md)[

Proximity spottingVision

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

](/glossary/proxy-spotting.md)[

PubbieSlang

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

](/glossary/pubbie.md)

## 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.

](/glossary/radio-range.md)[

RammingMobility

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

](/glossary/ramming.md)[

Random BattlesBattle modes

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

](/glossary/random-battles.md)[

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.

](/glossary/ranked-battles.md)[

Rate of fireROFGunnery

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

](/glossary/rate-of-fire.md)[

Rating colorsRatings

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

](/glossary/rating-colors.md)[

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.

](/glossary/recent-stats.md)[

Red lineSlang

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

](/glossary/red-line.md)[

ReloadGunnery

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

](/glossary/reload.md)[

Render rangeVision

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

](/glossary/render-range.md)[

ResearchProgression

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

](/glossary/research.md)[

RetrainingCrew

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

](/glossary/retraining.md)[

Reverse speedMobility

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

](/glossary/reverse-speed.md)[

Reward tankVehicles

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

](/glossary/reward-tank.md)[

RicochetArmor

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

](/glossary/ricochet.md)[

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.

](/glossary/ridge-line.md)[

RNGSlang

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

](/glossary/rng.md)

## S

[

Seal clubbingSlang

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

](/glossary/seal-clubbing.md)[

Server reticleGunnery

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

](/glossary/server-reticle.md)[

Service costEconomy

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

](/glossary/service-cost.md)[

SessionStatistics

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

](/glossary/session.md)[

ShellGunnery

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

](/glossary/shell.md)[

Shell velocityGunnery

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

](/glossary/shell-velocity.md)[

SidescrapingTactics

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

](/glossary/sidescraping.md)[

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.

](/glossary/sixth-sense.md)[

SkirmishBattle modes

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

](/glossary/skirmish.md)[

Sniper modeGunnery

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

](/glossary/sniper-mode.md)[

Spaced armorArmor

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

](/glossary/spaced-armor.md)[

Spall LinerCrew

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

](/glossary/spall-liner.md)[

SplashGunnery

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

](/glossary/splash.md)[

SpottingVision

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

](/glossary/spotting.md)[

Standard BattleBattle modes

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

](/glossary/standard-battle.md)[

Steel HunterSHBattle modes

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

](/glossary/steel-hunter.md)[

StockProgression

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

](/glossary/stock.md)[

StrongholdBattle modes

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

](/glossary/stronghold.md)[

StunArmor

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

](/glossary/stun.md)[

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.

](/glossary/survival-rate.md)

## T

[

Tank destroyerTDVehicles

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

](/glossary/tank-destroyer.md)[

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.

](/glossary/team-damage.md)[

Tech treeProgression

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

](/glossary/tech-tree.md)[

Terrain resistanceMobility

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

](/glossary/terrain-resistance.md)[

Three-markingSlang

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

](/glossary/three-marking.md)[

TierVehicles

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

](/glossary/tier.md)[

TomatoSlang

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

](/glossary/tomato.md)[

Top speedMobility

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

](/glossary/top-speed.md)[

Top tierBattle modes

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

](/glossary/top-tier.md)[

TournamentBattle modes

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

](/glossary/tournament.md)[

TracerGunnery

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

](/glossary/tracer.md)[

TracksArmor

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

](/glossary/tracks.md)[

TradingTactics

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

](/glossary/trading.md)[

Training RoomBattle modes

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

](/glossary/training-room.md)[

TurbochargerCrew

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

](/glossary/turbocharger.md)[

TurretArmor

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

](/glossary/turret.md)[

Turret traverseMobility

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

](/glossary/turret-traverse.md)

## U

[

UnicumSlang

A player in the top few percent of the server, named for the purple band their rating colour falls into.

](/glossary/unicum.md)

## V

[

Vertical StabilizerCrew

The equipment that cuts the dispersion penalties for moving and traversing, turning a gun that must stop into one that can shoot on the move.

](/glossary/vertical-stabilizer.md)[

View rangeVision

How far a vehicle can spot enemies, in metres, capped at 445 metres no matter how high the figure climbs.

](/glossary/view-range.md)

## W

[

Weak spotArmor

A part of a vehicle noticeably thinner than the armor around it, where a gun that cannot defeat the front can still get through.

](/glossary/weak-spot.md)[

WeightMobility

The vehicle's mass in tonnes, which sets its power-to-weight ratio and decides who wins a collision.

](/glossary/weight.md)[

Wheeled vehicleEBRVehicles

A light vehicle on wheels rather than tracks, with a high-speed mode, a different damage model and no tracks to break.

](/glossary/wheeled-vehicle.md)[

WigglingTactics

Rocking the hull back and forth while under fire so incoming shots meet a constantly changing angle rather than the same weak spot.

](/glossary/wiggling.md)[

Win rateWRStatistics

The share of battles a player has won, the one statistic that measures outcomes rather than personal output.

](/glossary/win-rate.md)[

WN7Ratings

The 2012 predecessor to WN8, computed from account averages and the player's average tier instead of per-vehicle expected values.

](/glossary/wn7.md)[

WN8Ratings

A community performance rating that scores a player against the damage, kills, spotting and base defence expected of the vehicles they actually play, with a win rate term on top.

](/glossary/wn8.md)[

WNXRatings

A modern per-vehicle rating that counts assistance damage alongside damage dealt and drops the win rate term entirely.

](/glossary/wnx.md)

## X

[

XVMSlang

The mod that popularised showing every player's rating in the battle loading screen, and the origin of the colour scale everyone uses.

](/glossary/xvm.md)

## Y

[

YoloSlang

Charging into a position with no support and no way back, usually ending in a fast death and occasionally in a won flank.

](/glossary/yolo.md)

## Navigation

- [unicum.gg](/index.md)
- [Discord](https://discord.gg/Hqbfb8YPbU)
- [GitHub](https://github.com/unicum-gg/unicum.gg)

## Indexes

- [llms.txt](/llms.txt): the API, the MCP server and the other machine-readable surfaces.
- [llms-full.txt](/llms-full.txt): the same, with every endpoint's parameters inline.
- [sitemap.md](/sitemap.md): every section of the site, down to the individual pages.