Guide to WvW Vocabulary

General Callouts WvW = short form for World vs World Matchup/MU = World vs World is split into matchups which changes every week. During a matchup you will find yourself against two other servers. The reset time is every Friday at 20.00 (GMT+1) Team Chat

  • SM/SMC = short form for Stonemist Castle
  • Garri - Garrison/Earth Keep
  • Inner - Outer: this only applies to keep and SM, both have two defensive layers, the first one you meet as an attacker is the outer, the second one is the inner.
  • WK/EK - West Keep (Bay, Fire)/East Keep (Hills, Air)
  • T = Tower, typically seen in callouts
  • Camp = short form for Supply Camp
  • WG = Water Gate
  • Short form for siege:
  • AC - Arrow Cart
  • Treb - Trebuchet
  • Balli - Ballista
  • Cata - Catapult
  • Omega/Alpha - Omega/Alpha Golem
  • Oil - Burning Oil
  • Roamer/Roamers - Between 1-5 players that roam around maps looking for fights and flipping small objectives (sentries, camps, ruins)
  • Havoc - A group of 5-10 players, usually focused on capturing objectives and pulling the attention of larger groups.
  • Zerg - A group of 20 or more enemies.
  • Blob/Map Blob - A group of 40 or more enemies, usually the only enemy force on a map or a combination of multiple zergs.
  • EWP - Emergency Waypoint tactic
  • EBG - Eternal Battlegrounds
  • Lords - Short for Lord's Room, where the lord and capture point resides in every keep/tower.
  • T1/T2/T3 - Upgrade level of an objective, 3 being highest. May also refer to matchup tiers.
  • Paper - Any structure that hasn't upgraded past wooden walls.
    • Includes T1
  • Doly/Yak - Dolyak

Server Names

Server names are often shorted or abbreviated

NA
  • Anvil Rock — AR
  • Blackgate — BG
  • Borlis Pass — BP
  • Crystal Desert — CD
  • Darkhaven — DH
  • Devona's Rest — DR
  • Dragonbrand — DB
  • Ehmry Bay — EB
  • Eredon Terrace — ET
  • Ferguson's Crossing — FC
  • Fort Aspenwood — FA
  • Gate of Madness — GoM
  • Henge of Denravi — HoD
  • Isle of Janthir — IoJ
  • Jade Quarry — JQ
  • Kaineng — KN
  • Maguuma — Mag
  • Northern Shiverpeaks — NSP
  • Sanctum of Rall — SoR
  • Sea of Sorrows — SoS
  • Sorrow's Furnace — SF
  • Stormbluff Isle - SBI
  • Tarnished Coast - TC
  • Yak's Bend - YB
EU
  • Auora Glade - AG
  • Blacktide -
  • Desolation - Deso
  • Far Shiverpeaks - FSP
  • Fissure of Woe - FoW
  • Gandara - none
  • Gunnar's Hold - GH
  • Piken Square - Piken
  • Ring of Fire - RoF
  • Ruins of Surmia - RoS
  • Seafarer's Rest - SFR
  • Underworld - UW
  • Vabbi - none
  • Whiteside Ridge - WSR
  • Arborstone -
  • Augury Rock -
  • Fort Ranik - FR
  • Jade Sea -
  • Vizunah Square -
  • Abaddon's Mouth - AM
  • Drakkar Lake - DL
  • Dzagonur -
  • Elona Reach - ER
  • Kodash -
  • Miller's Sound - MS
  • Riverside - RS
  • Baruch Bay - BB

Fight Callouts

  • Spike – range damage with low to moderate damage but quick cooldowns
  • Bomb – range damage with heavy damage but long cooldowns
  • Pulls – skills to pull an enemy (to drag them down from walls, or to keep them in your damage)
  • CCs - Skills that Stun, Interrdupt, Pull, Knock, elevate... enemies to keep them in our damage
                      -> You also can use skills that immobilise, like cripple, chill, fear, taunt
  • Cleave the downies – focus on killing enemy players in downstate
  • Kite (or Peel) – kiting away from an enemy to regain cooldowns, to get a better position, or to void damage
  • Small stab(ility) – Skills that give fast stability with low stacks, like firebrand elite mantra
  • Big stab(ility) – Skalls that apply stability with higher stacks and longer duration
  • Empower/Stack might - Skills that apply the Might, like Guardian Staff 4.
  • Shades – Scourge skills F1-F4. Used to range pressure enemies and strip their boons
                       -> A shade call also is a call for other skills that strip boons and a spike for damage
  • Wells – Necromancer well skills "Well of Suffering" and "Well of Corruption"
                      -> Wells are also a call for a bomb and CCs/Pulls. 
                      -> Wells are mostly followed up by a meele push so prepare stability for that
  • Breaches – Necromancer elite skill Ghastly Breach
                             -> Also a call for a spike and CCs/Pulls.:guardian_dragonhunter: DH should use their traps if off cooldown. 
  • Bubble – Spellbreaker elite skill "Winds of Disenchantment"
                       -> Used for stripping/ccing enemies. A spike/Well call mostly follows up
  • Gyro - Scrapper elite skill "Sneak Gyro" (NOTE:Skill got nerved in 4th october patch)
  • Smoke/Stealth- Use skills that create a smokefield that can be blasted for stealthing your party
  • Veil - Mesmer skill "veil" applys a field giving stealth. Watch our for your movement so you actually walk into it
  • Blast - use blast skills to Work with a specific finisher, like smoke, cleans or heal. Like guardian staff 2, revenant hammer 5 & 3 etc.
  • Portal – can refer to Mesmer portal skill or partal area near tower/keep/castle gate,
  • Superspeed – skills that provide superspeed. Do not mistake with quickness or swiftness

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