Skip to content Skip to a section

🎮Glossary

Esports · 40 terms

Last reviewed Sources & creditsMedia creditsMethodology

Quick answers

Is esports a real sport?

It depends on your definition, but esports meets many of the criteria: organized competition, professional athletes on salaries, governing rules, world championships and enormous audiences. Elite players train for hours daily, and the physical demands of reaction speed, precision and endurance under pressure are genuine, even if they differ from traditional athletics. Institutional recognition has grown, esports was a medal sport at the 2022 Asian Games, and the International Olympic Committee has backed Olympic esports competition. Critics point out that the games are privately owned and change constantly, unlike static traditional sports. Whether or not one calls it a sport, esports functions as a professional competitive discipline with a global industry around it, and the debate matters less than that reality.

How do esports players make money?

Professional players earn from several streams. Team salaries provide a base, and tournament prize money can be enormous in games with large pools, Dota 2's The International has paid over $40M across a single event. Beyond competition, many players earn substantial income from live streaming on Twitch and YouTube, from sponsorships and personal brand deals, and from content creation, which for some exceeds their competitive earnings. Top players in major titles can earn millions annually across these sources, though the majority of pros make far more modest sums, and careers are often short. The financial gap between the elite handful and the wider professional field is wide, and income beyond prize money is frequently the larger and more stable part.

What are the most popular esports games?

The leading titles by audience and prestige are League of Legends, whose World Championship draws the largest viewership in esports, and Counter-Strike, whose Majors anchor the tactical-shooter scene. Dota 2 commands attention for its record prize pools, and Valorant has grown rapidly into a major franchised circuit since 2020. In Asia and the global South, mobile titles including Mobile Legends: Bang Bang, PUBG Mobile, Free Fire and Honor of Kings command some of the biggest live audiences of all. Fighting games centered on EVO and real-time strategy like StarCraft II retain devoted followings. The mix shifts constantly as games rise and fade, but MOBAs and tactical shooters have been the most durable pillars of competitive PC esports.

Who is the highest-earning esports player?

By tracked tournament prize money, the top earners are overwhelmingly Dota 2 players, because that game's Internationals feature by far the largest prize pools in esports. Johan 'N0tail' Sundstein, the OG captain who won back-to-back Internationals in 2018 and 2019, long held the record with career earnings above $7M. Several of his OG teammates and other Dota professionals also rank near the top. It is important to note these figures track prize money only, not salaries, streaming income or sponsorships, so they understate total earnings and skew heavily toward Dota. A League of Legends star like Faker, whose prize money is far lower, likely earns more overall once salary and endorsements are counted.

Why is South Korea so important to esports?

South Korea effectively invented modern professional esports. The late-1990s combination of the game StarCraft, a national broadband rollout and PC bang internet-cafe culture created the world's first true esports ecosystem, complete with televised leagues, salaried players and genuine celebrities like BoxeR. The Korea e-Sports Association, founded in 2000, gave the scene formal governance years before anywhere else. That head start built a deep infrastructure and competitive culture that carried into later games, especially League of Legends, where Korea's LCK became the strongest league in the world and produced Faker and a long line of world champions. Korea's disciplined, systematic approach set the competitive standard the rest of the world spent years trying to match, and its influence remains foundational.

What was the biggest esports prize pool ever?

The largest prize pool for a single esports event is Dota 2's The International 2021, which reached $40,018,195. Dota's Internationals are crowdfunded: Valve funnels a share of in-game cosmetic purchases into the pool, which is how the game's championships have repeatedly set records unmatched by any other title. The 2021 winners, Team Spirit, took home roughly $18.2M, the biggest payout a single team has claimed from one event. For multi-title events, Saudi Arabia's Esports World Cup, launched in 2024, offers an even larger total prize pool exceeding $60M, but that is spread across many games rather than one competition. The International's single-tournament figure remains the benchmark for a lone event.

Start with this section - Glossary

Esports terminology splits into three branches: tournament-structure words that apply across every game, tactical slang specific to MOBAs and tactical shooters, and technical terms about gear and settings. Without knowing gank and pick and ban, a League of Legends broadcast is hard to follow; without eco round and execute, it's hard to see why a Counter-Strike match unfolds the way it does. The 40 terms below are the ones newcomers most often search for after hearing them in a broadcast, a ranked match, or an amateur team's Discord.

Terms

Terms people actually search for first.

Academy team Academy team
A development roster run by a professional organization to scout and prepare young players for the main roster. In North American and Korean League of Legends, franchised academy rosters and second-division leagues are effectively the only formal promotion pathway, and scouts weigh both ranked tier and footage from amateur tournaments before signing a player, usually in the mid-to-late teens.
Aim Aim
The overall ability to track and hit targets in a shooter. It splits into wrist aim, moving only the wrist, and arm aim, using the whole arm; most pros lower sensitivity and use arm aim on a large mousepad for better accuracy and lower injury risk. In practice, aim is decided less by raw reaction speed than by preparation like crosshair placement and counter-strafing.
Anti-cheat Anti-cheat
A system that detects and blocks cheat software such as aimbots, wallhacks and scripted macros. Programs like Valorant's Vanguard and Valve Anti-Cheat run continuously in the background, and tournaments add locked-down PCs and direct referee supervision on top. A confirmed cheat typically results in immediate disqualification plus a long-term or permanent ban, one of the most severely punished violations in esports.
Best-of series Best-of series
A match format that decides the winner across multiple games rather than one, with best-of-three (Bo3) and best-of-five (Bo5) the standard. A single game leaves too much to variance to reflect true skill, so series length grows deeper into a bracket. Longer series reward teams with a wider champion or map pool, since drafts and picks must keep shifting, and dropping the first game badly is often recoverable through adjustment.
Boosting Boosting
Having a higher-skilled player log into someone else's account, or duo with them, to artificially inflate their rank, usually for payment. It undermines trust in the ranked ladder and ruins matches for other players, so nearly every game treats it as grounds for account suspension, and an aspiring pro caught boosting can lose eligibility to register or compete. Account sharing itself is also a terms-of-service violation worth remembering.
Broadcast delay Broadcast delay
A deliberate lag, typically 3-10 minutes, between the live match and the public broadcast, designed to stop players from stream-sniping information off the opponent's own stream. It matters most in online tournaments. At offline LAN events, physically isolating players in soundproofed booths with noise-canceling headsets serves the same purpose and allows a shorter delay.
Buff Buff
Used two ways: a patch change that strengthens a specific character, weapon or item, the opposite of a nerf, and a temporary in-game power boost. The buff granted for killing Baron or a dragon in League of Legends is a classic example of the second kind, and because that buff has a fixed duration, it sets the clock a team must race against to convert the advantage into a win.
Carry Carry
A role that receives priority access to team resources and deals the most damage in the late game, or the act of a single player dragging a team to victory. League of Legends' bot-lane marksman and Dota 2's safelane carry are the clearest examples. Carries are weak early and grow stronger with items, so protecting one long enough to reach that power spike is a core design question for any draft.
Clutch Clutch
A moment where one player, outnumbered, eliminates every remaining opponent to win the round alone, commonly written as 1v3 or 1v4. It draws the loudest crowd reactions in esports. What actually enables a clutch is less raw aim than time management and information: isolating remaining opponents one at a time and using the bomb timer to force the enemy to move first.
Crosshair Crosshair
The aiming reticle fixed at the center of the screen. Its color, thickness and gap are customizable, and most pros use a small, static shape. What actually separates beginners from strong players is not the shape but the placement: strong players pre-aim at the height a head will appear and adjust only left-right, removing the need for vertical correction and making their reactions look faster than they are.
Eco round Eco round
A round in Counter-Strike or Valorant where a team deliberately buys little or no equipment to save money for a stronger buy in the following rounds. It's a bet on giving up the current round to come back fully armed two or three rounds later. Teams rarely abandon the round entirely, since even a cheap pistol kill can steal weapons and meaningfully improve the economy.
Entry fragger Entry fragger
In tactical shooters, the player who enters a bomb site first and opens the first engagement. Even trading their own life for information on the enemy's position, or for one kill, counts as a favorable exchange for the team, so entry fraggers are judged on team success rather than personal stats. Timing the entry to a support player's flash is everything; being even half a beat early gets them killed before the enemy is blinded.
Execute Execute
In tactical shooters, a coordinated push into one bomb site using pre-planned utility thrown in a set sequence — smoke to cut vision, molotov to clear a position, flash to blind — followed by the entry player pushing in. Success depends on second-by-second timing and utility discipline rather than individual skill, which is why teams spend more practice time on executes than almost anything else.
Farming Farming
Steadily killing minions or creeps for gold and experience. It isn't flashy but is the foundation of winning a MOBA, and it's measured concretely as creep score per ten minutes and gold per minute. Beginners chase kills at the expense of farming, when in reality two or three minion waves are often worth more gold than a single kill; controlling vision and map space to farm safely is where higher-tier play begins.
Gaming house Gaming house
A facility where a professional team houses players and coaching staff together, with living quarters and a practice room under one roof. South Korea established the model during the late-1990s StarCraft era and it later spread worldwide. It removes commute time and builds team chemistry, but privacy disappears and sleep and eating schedules can suffer, so more organizations now separate living quarters from the practice facility.
Gank Gank
In a MOBA, an ambush where an ally from another lane or the jungle joins unannounced to kill an opponent through numbers advantage. It's usually the jungler's job, and a successful gank costs the victim gold, experience and lane control. Avoiding one is a matter of information rather than reaction speed: the moment an enemy jungler disappears from the minimap is the most dangerous window, and that's when to play safe rather than push the lane.
In-game leader In-game leader
Usually shortened to IGL, the player in a tactical shooter who owns round strategy and economy calls and adjusts the plan live. The role rewards judgment and composure over raw aim, so many of the best IGLs sacrifice personal stats to lead the team. MOBAs have a comparable role, shot-calling, though the function is often split across several players instead of one.
Jungler Jungler
In a MOBA, the role that roams the neutral area between lanes killing monsters to grow, rather than holding a fixed lane. It's the only position with freedom to move anywhere on the map, and that freedom is used to gank, secure objectives, and set the game's tempo. How the jungler routes early can decide all three lanes' outcomes at once, making it one of the highest-judgment roles on a team.
Last hit Last hit
In a MOBA, landing the killing blow on a minion or creep to collect its gold, the basic unit of farming. Only the player who lands the final hit is paid, so it requires tracking a target's health and timing an attack's animation precisely. How many a player secures in the first ten minutes is one of the most honest early indicators of skill, which is why beginners are told to measure it first.
Lurker Lurker
In a tactical shooter, a player who separates from the main group to gather information and cut off the opponent's rotation alone. While the rest of the team creates noise on one site, the lurker quietly holds an angle on the other and strikes the moment a defender rotates away. The role looks like doing nothing for most of a round, which makes it easy to undervalue, but a single well-timed play can flip an entire round, and it demands more trust and patience in teammates than almost any other role.
Macro Macro
Big-picture decision-making about how to run the whole game rather than a single fight: which objective to take and when, where to invest resources, which lane to pressure. Its counterpart, micro, refers to moment-to-moment mechanical execution in a fight. The gap between amateur and pro play usually shows up in macro rather than micro, which is also why a team with superior individual talent can still lose through poor game plan.
Mechanical skill Mechanical skill
A term widely used in Korean esports commentary for raw hand skill: reaction speed, aim, and combo execution. It's contrasted with game sense, which covers judgment and macro decisions, and the conventional wisdom is that mechanical skill peaks in the early-to-mid twenties and is compensated for afterward with better decision-making. Sensitivity and gear settings directly affect performance in this category specifically.
Meta Meta
The set of strategies, characters, weapons or playstyles considered strongest at a given moment. Unlike traditional sports, a publisher can change the rules themselves through a patch, so the meta is a moving target that shifts every few weeks. Simply knowing the current meta isn't enough; reading which direction it's about to shift before opponents do is what separates the top tier, and preparing an undervalued pick in advance is commonly called a dark-horse pick.
Nerf Nerf
A deliberate patch change that weakens a specific character, weapon or item's performance; the opposite of a buff. A single nerf can turn a tournament staple pick into something nobody plays, so teams often have to rebuild an entire strategy once patch notes drop. Because tournaments lock a specific patch version for fairness, competitive balance can run several weeks behind the live game's current state.
Objective Objective
A neutral target that spawns on the map at fixed intervals and grants a major advantage to whichever team secures it. League of Legends' dragons and Baron, and Dota 2's Roshan, are the classic examples. Because spawn timing is known in advance, teams stake out vision and position minutes ahead of time, and the whole rhythm of a game is built around objective timers. Knowing when to give up on an unwinnable objective fight matters just as much as knowing when to take one.
Patch Patch
An update through which the developer changes a game's balance or systems. Unlike a traditional sport, the field of play itself is effectively redesigned every few weeks, so teams re-examine strategy every time patch notes are released. Tournaments lock a specific, pre-agreed version for fairness, so the competitive meta lags the live game by several weeks, and players must master a frozen patch rather than chase every hotfix.
Pick and ban Pick and ban
The drafting phase before a match where team captains alternately remove and select characters from a shared pool, also called a draft. Neither team can use a character the other has picked, turning it into a psychological duel over denying an opponent's signature pick while completing your own composition. Shooters run an equivalent process to ban and pick maps. Losing the draft can tilt a match before a single shot is fired, which is why analysts scrutinize it so closely.
Ping Ping
The round-trip time between a player's computer and the game server, measured in milliseconds. Lower is better, since inputs register faster. Stability matters at least as much as the average value, and ping spikes caused by a poor Wi-Fi connection or an aging internet plan are a common cause of forfeit losses in online tournaments.
Refresh rate Refresh rate
How many times per second a monitor redraws the image, measured in hertz (Hz). The jump from 60Hz to 144Hz is a gap practice alone can't close in competitive games, and returns diminish further above that up to 240Hz. A very common and easily avoidable mistake is buying a high-refresh monitor and leaving the operating system's display setting at 60Hz without checking; verify it the day you buy the monitor.
Retake Retake
The process of a defending team retaking and defusing a bomb site after the bomb has already been planted. Time pressure and the attacker's established position favor the attacking side, but saved utility can flip the odds. Success depends on simultaneity rather than raw firepower: entering one at a time gets defenders killed in sequence, while a coordinated push timed with smokes and flashes lets all five enter from different angles at once.
Roster Roster
The list of players officially registered to compete for a team; an unregistered player cannot play in any sanctioned match. Substitutes and coaching staff are registered alongside the starting five, and mid-season changes are only allowed during a fixed transfer window. Fielding an unregistered ringer is a serious rules violation that results in disqualification and bans, and leagues with residency requirements verify eligibility as part of roster registration.
Rotation Rotation
Coordinated player movement between lanes, bomb sites or map zones to build a numbers advantage before a fight. In shooters, the defending side rotates between sites based on information, while attackers try to strike the opposite side before that rotation completes. A rotation even half a beat late turns a 5v5 into a 5v3, which is why deciding when to move and when to hold is central to team-level skill.
Scrim Scrim
A private practice match arranged with another team. Because the result doesn't affect any ranking, it's used to test new strategies and compositions, and pro teams often run several scrim blocks a day for hours at a time. Amateur team scrims are usually fixed on weekday evenings, so finding a team means matching schedules before matching skill level. Scrim content leaking is treated seriously since it lets opponents prepare in advance, so scrims are normally kept private.
Shot-calling Shot-calling
Directing a team's next move in real time during a match, or the player who owns that role. It means condensing decisions like which objective to take, which site to go to, or whether to disengage into short, clear calls. When a team freezes under pressure, the cause is usually not a lack of information but nobody deciding, which is why it's consistently named the resource amateur teams lack most.
Smoke Smoke
A utility item in tactical shooters that fully blocks vision through a set area. It's used to erase an angle for safe passage, buy time for a bomb defuse, or create an escape route. At the highest level, smokes are thrown at exact positions and timings as part of a rehearsed execute, and teams memorize hundreds of map-specific smoke lineups. In Counter-Strike 2, smoke clouds react to gunfire and explosions and can be punched through.
Smurf Smurf
A secondary account a skilled player creates to play at a lower rank, or the person playing on one. Most games penalize it because a skilled player mixed into a beginner bracket makes matches unfair for everyone else. Pros sometimes use smurf accounts to avoid being scouted mid-game by opponents or to test a new character, and such an account suddenly appearing at the top of the ladder occasionally becomes a story in itself.
Solo queue Solo queue
A ranked ladder played alone with randomly assigned teammates rather than a fixed team. In North American and Korean esports, it functions as a public résumé, the first thing amateur teams and academy scouts check. Its clear limitation is that it can't teach team-level concepts, so once a player reaches a certain tier, moving to a fixed team and scrimming is necessary to keep improving.
Stream sniping Stream sniping
Cheating by watching an opponent's live broadcast, or receiving relayed information from a spectator, to gain information a player shouldn't have, such as position or resources. Ghosting refers to the same category of cheating. Tournaments impose a broadcast delay and isolate players in soundproofed booths at LAN events specifically to prevent it. Because a single piece of stolen information can decide a round, confirmed cases are treated as a serious integrity violation, not a minor rules issue.
Swiss stage Swiss stage
A tournament format that pairs teams with matching records against each other, advancing teams once they reach a set number of wins and eliminating them once they reach a set number of losses, commonly three wins to advance and three losses to be eliminated. It reduces the influence of bracket luck compared to round robin while requiring fewer total matches, which has made it the standard opening stage at major events including Counter-Strike Majors and the League of Legends World Championship.
Ward Ward
A vision tool placed at a specific point in a MOBA to reveal the surrounding area. A warded zone lets a team see an enemy approach in time to avoid a gank or prepare for an objective fight, and removing an opponent's wards to deny that vision is an equally valuable task. This vision contest is a major reason the support role exists, and where a ward is placed matters far more than how many are placed.

Keep exploring