Team formation
- A, Att = Attacker role
- D, Def = Defender role
- C, Coll = Collector role
- H, Heal = Healer role
- +# = Leech team being formed
- T+# = Trial team being formed
- F+# = Fun team being formed
- S+# = Speed team being formed
- Sub+# = Substituting player requested for ongoing team
- Q+# = Duo queen round team being formed
- A2g=attacker to go (H2g, C2g, D2g)
Lobby
- R = Ready
- Round = Waves 1-10
- Scroll(er) = First person in team (holding the scroll item)
- 2 = Second person in team / A request to be 2nd position in the team order
- 3 = Third person in team / A request to be 3rd position in the team order
- 4,5 = etc
- Qs = Quick switch. A rank should leave the wave lobby and come back in so that the scroller can change the role of a customer
- CHAD = Collector->Healer->Attacker->Defender (order in which a yellow egg is passed during wave 10)
Monster locations
- Fe = Fighter east (There is a fighter located east)
- Fs = Fighter south
- Fw = Fighter west
- F logs = Fighter near the logs at north of map
- F mid = Fighter in the middle of the map
- F trap = Fighter at the trap (usually means east trap but rarely refers to west trap)
- F ne, F se, F sw, F nw = Fighter northeast, southeast, southwest or northwest
- Re, Rs, etc = Ranger east/south, etc
- H e, H s, etc = Healer east/south, etc
- Unp e, Unp s, etc = A healer that has never been poisoned located east/south, etc
- Rp e, Rp s, etc = A low-hp healer that needs to be re-poisoned by the healer located east/south, etc
- Zoo east = A bunch of monsters east (usually fighters and rangers)
- Zoo west = A bunch of monsters west (usually healers)
Attacker
- Melee styles
- Acc = Accurate attack style
- Agg = Aggressive attack style
- Cont = Controlled attack style
- Def = Defensive attack style
- Ranged styles (we use the arrow colors and not the arrow names)
- Wind
- Earth
- Water
- Fire
- A/C block = Attacker-Collector block (see guides in Attacker/Collector for more info)
Eggs
- R = Red eggs
- G = Green eggs
- B = Blue eggs
- Conv = Convert eggs
- Load = If said by a collector: I am loading the eggs in the hopper right now | If said by another role: Please load the hopper now
- Bg = Blue egg first call, green egg 2nd call
- Br = Blue egg first call, red egg 2nd call
- Rg = Red eggs first call, green egg 2nd call
- Rb = Red eggs first call, blue egg 2nd call
- Gr = Green egg first call, red egg 2nd call
- Gb = Green egg first call, blue egg 2nd call
Food (Healer/Defender)
- M=Poison Meat
- T=(Poison) Tofu
- W=(Poison) Worms
Healer
- 121 = (Meat, Worms, Meat) etc
- 123 = (Worms, Tofu, Meat) etc
- Os = Overstock (when the healer takes multiple of one type of food in a row)
- Os 6, 8 = Overstocking waves 6 and 8 at the beginning of the wave – can the defender call for the healer BEFORE getting his own food?
- Lure = The healer aggroing onto a player
- Reserve = A healer that spawns later (usually around 42-66 seconds depending on the wave)
- Late = A reserve healer will spawn late, used to communicate to the defender so that the defender may catch the lure
- 66 = The reserve healer will spawn late (at 66 seconds)
- 48, 54, 60, 66, 72 = Same as above
Defender
- Block = Disrupting/altering the runner’s path by stepping in the way
- Run through (defender) =when one runs through the defender stacking runners, thereby ruining the defender’s attempted multikill
- E, Eastie = 3rd/4th runner on waves 2 and 3 eastern pathing
- Staggering = Killing the runners on wave 6-10 as x-x-2. That is, 2 runners remain at the very end
- No-log = Completing a wave without picking up any logs
Miscellaneous
- Alt = Alternate account
- Tyfr = Thank you for the rounds
- Run west = When attacking/collecting, you should always run along the western cannon to avoid luring healers
- Sar’d = when the scroller (leader of the team) tries to climb down the ladder before setting his/her own role.
- Drenspread = when your monsters spreads so awfully it gets annoying to play
Defunct terminology (patched/nerfed)
- Tg = Trap glitched healer (unpoisoned and stuck on defender trap)
- Qs = Quick start (leaving the wave lobby and coming back to start the wave)
- Chinning era = When chinning was the meta for attackers
- Bp era = When blowpipe was the meta for attackers