Advertising disclosure: krasoven.online is funded by partner links. Buttons marked “Partner link” earn us a commission if you sign up — at no extra cost to you. How this site is funded
krasovenGame guides

Reference

Glossary: the jargon in both games, translated

Before you read on

This page contains partner links (affiliate links). If you create an account through a link marked “Partner link”, the publisher of this site may receive a commission from the advertiser. The games discussed here are free to download and play, and using our links never changes what you pay.

Commission does not buy a good write-up. Nothing on this page is a review score, a testimonial, or a claim of a guaranteed result, and the drawbacks are listed alongside the strengths. Read our editorial policy.

Terms you will meet in the first week of either game, in plain English. Where a term means something slightly different in the tank game and the naval game, we have said so.

Angling
Turning your vehicle so incoming shells strike its armour at a steep angle, increasing the amount of steel they must cross.
AP
Armour-piercing. The standard kinetic shell: solid penetration, full damage on a successful hit, nothing at all on a ricochet.
APCR
Armour-piercing composite rigid. A lighter, faster shell with higher penetration that loses effectiveness at range and against slopes.
Bloom
The temporary increase in your detection range caused by firing your main guns. The reason shooting from smoke can still get you spotted.
Bot
A scripted account playing automatically. Against the rules of both games and reportable in the client.
Broadside
Presenting the full side of your ship or vehicle to an enemy. The most expensive mistake in either game.
Camouflage value
A hidden statistic governing how hard your vehicle is to spot. Affected by the vehicle, the crew, camouflage nets and paint.
Carry
Winning a battle largely through your own play after your team has collapsed.
Citadel
The armoured box around a warship's machinery and magazines. An armour-piercing hit inside it does hugely increased damage.
Consumable
A single-use or cooldown-limited ability such as a repair kit, damage control party, smoke generator or radar.
Credits
The soft currency, earned every battle and spent on vehicles, modules, ammunition and repairs. Called silver by many players.
Detectability
The range at which your ship becomes visible to enemies. Separate figures exist for surface and air detection.
Doubloons
The premium currency in World of Warships, bought with real money.
Flooding
Ongoing damage caused by a torpedo hit, cleared with the damage control party consumable.
Free XP
Experience that can be spent anywhere in the tech tree rather than on one vehicle's branch.
Gold
The premium currency in World of Tanks, bought with real money.
Grind
The extended play required to accumulate the experience and credits for the next unlock.
HE
High explosive. Damages by blast, works against thin armour, can start fires, but is largely stopped by thick plate.
HEAT
High explosive anti-tank. A shaped charge whose penetration does not fall with range, but which is defeated by spaced armour, tracks and fences.
HESH
High explosive squash head. A large high-explosive round found on British vehicles in the tank game.
Hull down
Positioning so that only your turret is exposed over a crest, hiding the thinner hull armour behind terrain.
Matchmaking spread
The range of vehicle tiers the matchmaker will put in one battle. Why a tier VI can meet a tier VIII.
Normalisation
A mechanic that straightens an arriving shell slightly towards the plate, reducing the effective angle.
Overmatch
A rule under which a sufficiently large calibre defeats a thin plate regardless of angle, and cannot ricochet off it.
Penetration
The nominal thickness of armour a shell can defeat under ideal conditions. A starting figure, not a guarantee.
Platoon / division
A small pre-made group, usually up to three players, that enters matchmaking together.
Premium account
A paid subscription that multiplies credit and experience earnings. Sold by the day, month or year.
Premium vehicle
A vehicle bought or won rather than researched. Earns more credits per battle; many have no research path at all.
Ricochet
A shell skipping off a plate without penetrating because it arrived at too steep an angle.
Sixth sense
A crew skill in the tank game that tells you when you have been spotted.
Spotting
Detecting an enemy so that your whole team can see and shoot at it. Rewarded with experience and credits in its own right.
Tier
A rough power bracket, usually I to X. Matchmaking works on tiers rather than on player skill.
Tracked
Having your running gear destroyed, immobilising the vehicle until it is repaired.
View range
How far your vehicle can detect enemies, subject to a hard game-wide spotting cap.

Published 21 September 2026 by Karen Lee. Definitions describe the mechanics as the games present them; the operator's own glossary and patch notes prevail.

Back to the World of Tanks guide · Back to the World of Warships guide