Glossary

Common TFT vocabulary mapped between English and Chinese — strategy, lineup, action, item, abbreviation.

Strategy

Fast 8
Burn econ + XP early to reach level 8 before opponents and snipe 4-5 cost carries.
Slow roll
Stay at low level (5/6/7), preserve HP, slowly spend gold each turn searching for a key 3-star.
Hyper roll
Dump all your gold at level 4 or 5 trying to high-roll a 3-star — gambling-style play.
Sit on gold
Don't roll, don't level — stack gold to 50 to maximise interest.
Lose streak
Intentionally lose early rounds to bank lose-streak gold and outscale later.
Win streak
Snowball with full wins — win-streak bonus gold pressures the lobby.
Roll down
Dump most of your gold in one turn searching for a specific unit.
Pivot
Switch from one comp to another mid-game, usually triggered by augment / unit availability.
Capped board
Final-form board: max level + carry 3-starred + items complete.
Highroll
Insane luck — free 3-stars, your key unit shows up every refresh.
Lowroll
Terrible luck — your carry refuses to show after rolling 100+ gold.

Lineup roles

Carry
The comp's primary damage dealer (usually the item-holder).
Tank
Front-line damage soak, usually 1c-3c bruisers or a 4-5c anchor.
Bruiser
Hybrid unit with both damage output and survivability.
AD carry
Carry whose damage is mostly from auto-attacks (AD-scaled).
AP carry
Carry whose damage is mostly from abilities (AP-scaled).
Frontline
Units placed close to the enemy half — typically the row 0 tanks.
Backline
Units placed at the back of the board — typically ranged carries / supports.
Reroll comp
Comp built around 3-starring a low-cost unit.
Fast-8 comp
Comp built around a 4-5c carry, reached by levelling first instead of rerolling.

Actions

Refresh
Spend 2g to refresh the shop offerings.
Sit on level
Hold a level instead of buying XP, biasing rolls to lower-cost units.
Level up
Spend gold (4g) on XP to advance level.
Buy XP up
Spam buy-XP this round to push the bar all the way to the next level.
Pity
Shop pity timer — if you haven't seen a cost-X unit in many refreshes, the chance increases.
Lock shop
Lock the current shop so it stays the same on the next round.
Sell unit
Sell a unit back to the pool for gold.

Items & systems

Emblem (Spatula)
Special item that grants the wearer an extra trait. Made from a Spatula component.
Ornn item
Powerful exclusive items granted by the Ornn trait — historically the strongest single-unit-only items in TFT.
Artifact
Non-craftable special items dropped from anvils (e.g. Goldmancer's Staff, Hullbreaker).
Prismatic
The highest augment tier (purple icon) — the rare big-effect augments.
Hex (Set 17 augment)
In Set 17 Space Gods, augments are themed as 'Hexes' — same mechanic, different name. Generic 'hex' (board cell) is usually called 格子 in Chinese.
Carousel
Shared selection round where players pick a unit + item from a rotating ring (rounds 1-1, 2-4, 3-4, 4-4).
Augment
Persistent in-game perk chosen at 2-1 / 3-2 / 4-2 — three options per slot, three tiers (silver / gold / prismatic).

Abbreviations

Best In Slot
Optimal item set for a champion.
Area of Effect
Damage that hits multiple units in an area.
Crowd Control
Stun / silence / taunt / root effects.
Damage Per Second
Damage output per second.
Health Points
Health value.
Attack Damage
Physical attack damage.
Ability Power
Magic damage scaling — "AP" is the universal abbreviation; Chinese players also say 法强.
Attack Speed
Auto-attacks per second.
Average Placement
Mean finishing rank — the core meta metric (lower = better).