- AFK
- Away from keyboard. In battlegrounds, a player who joined but is not playing. They can be reported.
- Assist
- Target what a teammate is targeting so everyone hits the same enemy.
- Bait
- Trick an enemy into using a cooldown or chasing you into a trap.
- Burst
- A lot of damage in a short window, often by stacking cooldowns on one target.
- Call to Arms
- The featured battleground of the week. It changes weekly and gives extra rewards.
- Cap
- Capture. Taking a flag home or taking over a base or node.
- CC
- Crowd control. Any effect that stops a player from acting or moving: stuns, fears, polymorph, roots, and so on.
- Cooldowns / CDs
- Strong abilities with a long recharge. Saying someone 'used their cooldowns' means they are weaker for a while.
- Dispel
- Removing a magic effect. Used on friends to clear harmful spells like roots and fears, or on enemies to strip buffs.
- DK
- Dishonorable kill. Killing a civilian NPC of the other faction. Avoid them.
- DR
- Diminishing returns. The same kind of CC gets shorter each time it hits the same target in a short window, then the target is immune for a while.
- Drink
- Sitting to drink and regain mana. Healers call it out so the team protects them or plays safe for a few seconds.
- EFC
- Enemy flag carrier. The player holding your flag.
- FC
- Flag carrier. The player holding the flag in Warsong Gulch or the center flag in Darkspear Islands.
- Fear
- CC that makes you run around out of control. Damage may break it. Examples: Fear, Psychic Scream, Intimidating Shout.
- Focus
- The one enemy the team should attack together. Also a game feature that tracks a second target.
- Full cap / 5 cap
- Holding every node on the map. Strong, but often leaves each base thinly defended.
- Ganking
- Attacking a player who is weaker, lower level or already busy, often out in the world.
- GY
- Graveyard. Where you come back to life after dying in a battleground.
- GY camping
- Waiting at the enemy graveyard to kill players as they come back. Usually a bad trade for the campers.
- Healer first
- The common rule to kill or lock down enemy healers before anyone else.
- HK
- Honorable kill. Helping kill an enemy player who is not too low level for you. Gives Honor.
- Honor
- The currency you earn from PvP. In Forever it buys PvP gear. You can hold up to 25,000.
- Inc
- Incoming. Enemies are on the way. Good calls say where and how many, like 'inc farm 5'.
- Interrupt / Kick
- Stops a spell mid-cast and locks that school of magic for a few seconds. Kick is the Rogue version, but players say kick for any interrupt.
- Kite
- Keep an enemy slowed or rooted and stay out of their reach while you hit them from range.
- LoS
- Line of sight. Casters need to see you to cast. Breaking LoS (hiding behind a wall or pillar) stops their casts.
- Marks of Honor
- Tokens from each battleground. Rare PvP gear costs Honor plus Marks.
- Mid
- The middle of the map. In Warsong Gulch, the open field between the two bases. In other maps, the central point.
- Node / Base
- A point you capture and hold, like the Stables in Arathi Basin or the capture points in Darkspear Islands.
- OOM
- Out of mana. A healer saying OOM means healing is about to stop.
- Opener
- The first move from stealth, like Cheap Shot or Ambush. Usually starts a burst.
- Peel
- Get an attacker off a teammate, usually with CC, a slow or a stun.
- Pocket healer
- A healer who sticks to one player, often the flag carrier.
- Premade
- A group that joined the battleground together, usually on voice chat.
- Pug
- Pick-up group. Random players put together by the queue.
- Purge
- Removing a buff from an enemy. Also the name of the Shaman spell that does it.
- Rank / Rank Points
- Your PvP rank from 1 to 14. Rank Points climb it, with a weekly cap. Rank 14 is reachable in week 10 at the earliest.
- Res timer
- Spirit healers bring dead players back in waves on a timer, not one by one. Fighting near a graveyard means enemies keep coming back.
- Rez / Res
- Bring a dead player back to life, with a spell or at the spirit healer.
- Root
- You cannot move, but you can still cast and attack. Examples: Entangling Roots, Frost Nova.
- Sheep / Poly
- Polymorph, the Mage spell that turns a target into a harmless animal (a turtle by default in Forever). Any damage breaks it. Players still call it a sheep.
- Silence
- You cannot cast spells for a short time. You can still move and use physical attacks.
- Snare
- A slow on your movement speed. Examples: Hamstring, Frost Shock, Crippling Poison.
- Stealthie
- A Rogue in Stealth or a Druid in Prowl. Calls like 'rogue at base' warn the team.
- Stun
- CC that stops all actions. Examples: Cheap Shot, Kidney Shot, Hammer of Justice.
- Train
- Several players all chasing and hitting one target.
- Trinket
- Usually the PvP trinket. In Forever, the Greater Insignia (rank 2) removes all movement impairing and loss of control effects, 5 min cooldown.
- Turtle
- Playing purely on defense, often holding a flag carrier in your base for a long time.
- Wipe
- Your whole group dies.
- Zerg
- A big group moving together and running over everything, with little plan.
No match. Try a shorter word.