If you need something defined, this is the place.

The Glossary is currently going through a revamp, so more recent terms/definitions may not be on here yet.

Character Terms

Best in Slot = The best gear for the character in that specific slot

Dynamic = A skill that lasts over a duration, where its damage is based off of the character’s current status, regardless of their status on cast.

Motion Value(MV/s) = Talent damage/percentage done by an attack or string of attacks divided by the time it takes to do them.

  • You can find talent percentages on the Skill Attributes tab for character talents in game.

  • For more details you can check out this video by Artesians on motion values

Snapshot = A skill that lasts over a duration, where its damage is based off of the character’s status on cast.

Team Composition Terms

For a more in-depth look at team compositions + roles, take a look at this guide written by Zakharov#5645 and edited by [Neko]#3521

Battery = A character that generates energy to fund another character’s burst.

Burst Support = A character that swaps onto the field to deal large damage with their burst.

Hypercarry/Selfish Carry = A team is focused entirely around maximizing the damage dealt by a single character(the selfish carry) during their period of time where they deal the most damage, but are unable to swap off.

Main Carry = The character who spends the most time on the field, usually spending more time on-field than all the other characters combined.

Permafreeze = A team centered around permanently freezing enemies to capitalize on Blizzard Strayer’s 4 set bonus.

PP(Pure Pyro) = A team centered around maximizing pyro uptime on enemies to capitalize on 4 set lavawalker's bonus.

Quickswap = A team that has no dedicated carry, spending very little time using normal/charged attacks. Preferring to deal damage through the use of swapping between characters to use elemental skills and bursts.

Subcarry = Characters outside of the main carry that deal damage, usually through their skills/burst

  • Reaction Subcarry/Enabler = A character that deploys a skill or burst that works even when the character is off-field. Usually, they apply elements to "enable" reactions.

Support = Characters whose value to the team isn’t to deal damage, but to provide utility.

  • Cleanser = A character that has a skill/burst that applies an element onto themselves to clease off leyline disorders.

  • Healers/Shielders = As the name states, characters that increase the survivability of your other characters by providing healing or shields

  • VV = An anemo character with 4 set Viridescent Venerer on to reduce the elemental res of the enemy

Reaction Terms

For a more in-depth look at reactions, there is a whole section dedicated to them in the TCL.

Amplified(Amped) = A category for reactions, which melt and vaporize fall into. Amped reactions multiply the trigger by a specific multiplier, for more details go to General Reaction Mechanics .

Aura = If a targetable entity is currently not affected by any element, the next elemental source will apply an aura.

Aura Tax = The aura tax increases the gauge reduction from reactions by a multiplier of 1.25. This multiplier has been integrated into the unit modifier system already.

Elemental Decay = An aura will persist a certain duration depending on the type of elemental source. Think of the duration as a gauge that can decay or be reduced in 2 ways:

  • Via time (A, B, C)

    • The gauge will decay over time. Each letter represents a different decay rate, which can be referenced in Notation. Once the gauge empties, the elemental aura disappears.

  • Via reactions (GU)

    • When you apply an elemental trigger to an existing elemental aura, a certain amount of the gauge is consumed. If an amount remains, then the aura will persist after the reaction. If the gauge is fully consumed, the aura disappears.

Elemental Gauge / Gauge Units (GU) = The strength of an elemental source, which dictates how much of the aura is consumed when a reaction occurs.

Elemental Source = An element-imbued attack or skill that will apply an element on the enemy. All elemental sources should have the decay and GU appended.

Internal Cooldown (ICD) = A hidden timer that occurs when an elemental source applies an aura or trigger to an enemy. For more details, see our page on ICDs.

  • During this ICD, repeated use of that specific elemental source WILL do elemental damage, but WILL NOT apply an aura/trigger

Reverse [Melt/Vaporize] = A vaporize or melt reaction where the trigger gets a 1.5x modifier.

  • Is also referred to as Cryo Melt, Pyro Vaporize, Weak Melt/Vaporize

Swirled Aura = An aura that's applied through the use of swirl spreading the aura of one enemy to a different enemy.

Transformative = A category for reactions, which: Overload, Electrocharged, Superconduct, Freeze, Shatter, Swirl, and Crystallize fall into.

  • Transformative reactions deal damage based on the trigger character level and their EM, for more details go to General Reaction Mechanics

Trigger = If a targetable entity has an existing aura, the next elemental source will act as a trigger for a reaction.

Unit Modifier = A system of modifiers that apply to the triggers of reactions.

  • This modifier can increase or decrease how much of the aura is consumed in said reactions.


As the theorycrafting library is being migrated, many of these terms do not have their corresponding entries linked yet.

Cancels = A tech you use to leave animations early. There are a few ways you can perform cancels, which are dependent on the character and attack.

  • Variants: Walk Cancel, Dash Cancel, Jump Cancel

Cleanse = A method of cleaning auras off of characters by self-applying an element from certain skills/bursts of characters. For more information see our page on cleanses

Hitlag = Whenever a character hits a target, frames get frozen to give the player a sense of "weight" behind each attack.

  • The amount of hitlag depends on the target hit

  • Range characters and skills aren't affected by hitlag

Poise/Interruption Resistance = A system that determines how difficult it is for a character to be staggered, see our poise page for more information.


For more information see our page on poise.

Force = Determines what level stagger will occur

Poise = All units have a hidden poise bar which decreases when receiving attacks that deal "poise damage". When the poise bar is depleted to 0, the unit becomes "vulnerable".

Stagger = An animation that occurs when a unit is vulnerable (poise bar is 0) and they receive an attack that may interrupt their current action and may displace them a certain distance.

  • There are 5 different levels of stagger, ranging from 0 to 4, that describe what stagger animation occurs

Vulnerable = A status that occurs when a unit's poise bar is 0. The next attack received by a vulnerable unit may stagger them depending on the level of the stagger (0 = nothing, 1-4 = stagger)

Vulnerability = A modifier that affects the amount of poise damage taken from an attack

Attack String Notation

Terms used to describe combos, they’re stitched together to describe the string of inputs used to execute a combo.

C = Charged Attack

D = Dash

E = Elemental Skill

J = Jump

N[#] = Normal [1, 2, 3, 4, 5, 6]

  • What happens when you left click

  • Number mean how many attacks occur

P = Plunge

Q = Elemental Burst

W = Walk

N1CJP is a common Xiao tech, which when expanded out means: Normal 1, Charged Attack, Jump, Plunge


A[#] = Ascension [1, 2, 3, 4, 5, 6]

AA = Auto Attack(aka Normal Attack)

BiS = Best in Slot

C[#] = Constellation [1, 2, 3, 4, 5, 6]

CC = Crowd Control

DoT = Damage over Time

DPS = Damage per second

EC = Electrocharged

MV = Motion Value

NO = Noblesse Oblige

R[#] = Refine [1, 2, 3, 4, 5]

SC = Superconduct

T[#] = Talent Level [1, 2, 3… 10, 11, 12]

TC = Theorycrafting

TF = Thundering Fury

TS = Thundersoother