This page lists some of the most common terms used in SMITE 2.
A
ADC / Carry - A ranged, basic-attack-focused God, typically found in the duo lane. These Gods start off weak but become powerful later in the game.
AA / Auto Attack - A standard melee or ranged non-ability attack that every God has.
AA Cancel / Auto Attack Cancel - Every basic attack has an animation, but damage is applied before the animation fully completes. By interrupting the animation at the right time, players can execute another action faster, increasing their overall damage output. This technique is particularly useful for Gods with specific attack chains.
ARAM - Short for "All Random, All Mid." A game mode where characters are assigned randomly, and only the middle lane is accessible. In SMITE 2, this usually refers to the Assault mode.
Aspect - A variation of a God's abilities that promotes a different playstyle. Players can activate these on the God selection screen or through the main menu.
Aura - A passive effect from items or abilities that provides benefits or penalties to nearby allies or enemies, such as [ITEM:(210)Triton's Conch].
B
B / Back - A command meaning to return to base, usually for healing or shopping.
Backline / Backliner - Fragile, high-damage Gods (ADC or Mid) who position themselves behind their tankier teammates.
Bait - Luring an enemy into making a poor decision, such as diving into a trap.
Basic Attack Power / Inhand Power - This term in ability descriptions means the skill scales based on the God's current basic attack damage rather than their magical or physical power.
Base Damage - The raw amount of damage an ability or attack deals before any scaling factors are applied.
Base Race - A scenario where both teams ignore each other breaching their base and focus on destroying the enemy Titan first instead.
Body Block - Using a God’s hitbox to physically prevent an enemy from moving or attacking a target.
Booster - Items or events that increase post-match rewards Worshippers.
Bruiser - A God that blends durability and damage, sitting between a tank and a damage dealer.
C
Care - A warning to play cautiously, often used when an enemy is missing or lurking in the Jungle.
Carry - A player who significantly contributes to their team's victory, often by dealing massive damage and securing kills. Also refers to one of the main roles.
CC / Hard CC - Short for Crowd Control, referring to effects that hinder or stop a God’s actions. Hard CC prevents all movement or actions. See the list of Crowd Control effects for details.
CCR - Short for Crowd Control Reduction. A stat that reduces the duration of CC effects.
CD / CDR - Cooldown Rate, the stat that determines how quickly abilities become available again. "CD" is also shorthand for an ability currently on cooldown.
Clear - A God’s ability to quickly eliminate Jungle camps or minion waves.
Contest - Attempting to fight for control over an objective rather than conceding it.
Core - Essential items that a God needs to function optimally (e.g., [God:Susano] and [ITEM:(168)Hydra's Lament]).
Creeps - Another term for Minions, more popular in other MOBAs.
D
Damage Over Time (DoT) - An effect that applies damage gradually rather than all at once, such as [ITEM:(1930)The Crusher].
D / Def - A command meaning to defend an area, structure, or teammate.
Dash - A movement ability that propels a God forward a set distance, usually stopping upon hitting an obstacle or wall.
Deicide - When every member of a team is killed at the same time.
Diminishing Returns (DR) - A system that reduces the effectiveness of repeated effects, such as consecutive Crowd Control applications.
Dive - Engaging an enemy under their defensive structures or deep in the enemy backline.
Damage Per Second (DPS) - A measure of sustained damage dealt over time.
E
Execute - An ability type that instantly kills an enemy if their health falls below a certain threshold and they are not immune.
F
Farm / Farming - Gaining gold by killing Minions. "High farm" refers to earning gold at a faster rate than other players.
Fed – A God with a significant gold and experience lead, making them much stronger than their opponents.
Feed / Feeding - Repeatedly dying to the enemy team, giving them an advantage in gold and experience.
FG - Short for Fire Giant, a powerful Jungle boss in Conquest that grants a strong team-wide buff when defeated.
Focus - Concentrating attacks on a single enemy.
FoW - Stands for Fog of War, referring to areas on the map where players lack vision.
Frontline / Frontliner - Durable Gods, like tanks or bruisers, who engage fights, absorb damage, and protect their team’s backline.
G
Gank - A surprise attack, often executed by a Jungler, aimed at catching an enemy off guard.
GF - Short for Gold Fury, a Jungle boss in Conquest that grants gold and additional benefits to the team that defeats it.
GG - Short for "Good Game."
GL - Short for "Good Luck."
God - The term used for any playable character in SMITE 2, regardless of whether they are actual Gods in mythology.
Gold - The in-game currency earned during matches, used to purchase items.
H
Harass / Poke - Consistently damaging an enemy during the laning phase to pressure them, set up a kill, or force them to retreat.
HP - Short for Hit Points, indicating a God’s health status.
Hypercarry - A God that starts weak but becomes exceptionally powerful in the late game.
Hybrid - A God that benefits from both Strength and Intelligence scaling.
I
Int / Inting - Either purposely or unintentionally dying to help the enemy team due to sub-par gameplay.
Invade - Entering the enemy jungle to steal camps or buffs.
Immunity Frame - A short period where a God or unit is invulnerable to damage or effects, usually during specific actions or abilities.
J
Juke - Dodging enemy attacks by making unpredictable movements.
K
Kill Steal (KS) - Securing a kill that another player was in the process of getting.
L
Leap - A movement ability that launches a God into the air and allows them to land at a target location, often bypassing obstacles.
M
Meta - The current best strategies, gods, or items in the game.
MIA / SS - Short for "Missing In Action." Used to alert teammates that an enemy is no longer visible in lane.
Minions - The units that march down the lanes and fight each other when they meet.
Mitigations - A defensive stat that reduces incoming damage.
N
Neutral Farm - Jungle camps that both teams can contest, usually in the middle of the map.
O
Out Of Mana / OOM - When a player has no mana left to use abilities.
Overpowered / OP - A god, item, or ability that is considered commonly to be too strong.
P
Peel - Using CC or abilities to protect teammates from enemies.
Pick - Killing an enemy who is caught out of position, with the intent to capitalize on the newfound number advantage.
Poke - Dealing small amounts of damage consistently over time to pressure an enemy.
Post-fire - The short delay after casting an ability before you can take another action.
Proxy / Proxy Farming - Killing enemy minions behind their tower to create pressure and allow more time to make rotations or invade.
Power Farm - Focusing entirely on farming to get ahead in levels and gold.
S
Scaling - How a god or ability improves over time or with more stats.
Secure - Using a guaranteed ability or relic to finish off an objective with minimal possibility for the enemy team to steal it.
(i.e. [ITEM:(1017)Sundering Arc])
Shred - Reducing an enemy’s protections in a way that allows multiple people to benefit from the enemy's temporary loss of their protections.
Snowball - Gaining an early lead and continuously increasing the lead until it provides the chance for the God to control the flow of the match with large amounts of pressure.
Split Push / Split Pushing - One player pushing a lane alone while the team fights elsewhere, with the intention to destroy a structure.
Skillshot - An ability that is usually considered harder or more "skillful" to hit then most other abilities.
Sustain - Healing or regenerating health/mana over time, usually through items or abilities.
T
Tick - A single instance of repeated damage.
True Damage - Damage that completely ignores protections and deals the full amount of damage.
U
Utility - Non-damage effects that provide a useful benefit to the God or their team.
V
VGS - Voice Guided System, the in-game communication system with preset commands.
W
Ward(s) / Warding - Placing vision items to reveal enemy locations.
Z
Zoning - Using abilities or positioning to keep enemies from approaching an area, usually to deny them farm or prevent them from contesting an objective.