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Valorant dictionary:
Ability trading
A testing maneuver for attackers and a stall tactic for defenders. Characters with aoe abilities (smokes flashes and damage dealing abilities) can stall a push, or force the defenders from favorable positions. They're responsive plays to nullify the advantage the enemy’s ability would have gotten.
Ace
When one player gets all five kills in a round, they get an ace. Often you see the other teammates back off to let them get the ace, rather than let someone else get the kill. A Team Ace is when all the players on a team each gets a kill in during the round. Teamwork makes the dream work.
Aggro
A player playing aggro will be giving away their position and drawing enemy attention onto them. Sometimes it is meant to open up a flanker for a play on an off angle, or to change the outcome of a drawn out gunfight. If a player is playing aggro, most crosshairs will be on them.
Counterstrafe
The first bullet out of your weapon in valorant will always be the most accurate, barring sprinting around and firing like a mad person. Counter strafing is a when a player stops their direction with either A or D, immediately changing direction. Firing your weapon while in the middle spot, before you start to move in the other direction, gives you far more consistent aim.
Dink
A headshot. There's a noticeable Dink noise. Most times, it will be a one shot kill, but shields and varying gun damage will play a factor.
Double set up/Double up
When two players, usually defenders, stack the exact same spot to try and overwhelm the enemy peeking. A common spot is on the map split, the middle area of the map, where two players will often double stack or double set up on a long line of sight so they can begin a round without having to peek.
Oftentimes, where the team is double stacked, there will be a quick exit option so that one player can quickly rotate if needed, while still leaving one behind to hold the mid ground. When a team loads 4 or more players onto one side, it's called stacking the site.
Double swing
Done when playing aggressively, two players swing out from cover to try and get a pick or force a trade. You see this often on offense, as a first peek strategy or on defense, when defenders know they are facing down numbers and try to win in a quick burst.
With two targets, it can cause some players to hesitate, wondering who to focus on, or it could result in all players focusing on one player in the double swing, giving their teammate enough time to force a trade or even pick off all the players who they turned on.
Economy (Econ)
The money a player has access to and how they distribute it. Kills, plants, assists and round wins all affect how much money a player will have to spend per round. Not spending it wisely can leave a player stuck, unable to use the highest tier of weapons.
There are plenty of scenarios where econ comes into play. Starting off a round with a pistol, but looting an Operator or Vandal from the enemy can drastically improve your team’s economy and a players specific econ rating. Economy can also be a co-operative effort, such as when a player upgrades from an SMG to a rifle, allowing a teammate to pick up their discarded weapon, instead of buying their own, and saving credits.
Entry fragger
Typically a duelist character (Reyna, Jett, Phoenix) who leads the team in a fight by being the first one in. They won't always have the best stats, often having the most deaths, but a successful entry fragger is meant to open up space for their team as much as possible and try and get a kill or two before being traded.
Fake defuse/Ninja Defuse
Beginning to defuse a bomb while there are still enemies alive, to lure them from their hiding spots and force them to play out. Only done long enough to trigger the audio cue, the player turns aggressive, taking on the planters trying to stop the defusal attempt.
Defusing before the team defending the bomb site is aware of what is going on is known as a Ninja Defuse.
Feeding
Playing too aggressively or rushing into a point without properly checking or without discipline. You can typically tell if someone is feeding when they are: the first one dead, dead every round, or taking fights they would never have any dream of winning.
Force a rotate
Putting pressure in numbers on one of the bomb sites, forcing the other team to react to your play in order to draw pressure from another site. You will see this done as a feint play, early in a round with a possible smaller team planting on a soon to be vacated sight. This could also happen later in the round when time is running out, and not much progress onto the first bomb site has been made.
Cubby
A cut out of a wall, or small nook where someone can wait for an enemy to cross their path. There are usually cubbies per site and map.
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