SiegeIQ / The Principles of Competitive Siege / Glossary
Reference

Rainbow Six Siege glossary of terms

Every term used in this guide, defined in plain English.

90 A bend or corner in a hallway that creates a ninety-degree angle. Commonly used in callouts.

Ace / Aced Getting five kills in a single round.

ACOG Advanced Combat Optical Gunsight. The 2.5x magnified scope.

ADS (Aim Down Sights) Zooming in through your weapon’s sight or scope.

Aggro Short for aggressive. A player who pushes and seeks out gunfights rather than playing passively.

Anchor A defending role focused on staying near or on the objective. Anchors are the last line of defence.

Angle The available line of sight from a specific position. “Doc is holding a tight angle watching Skylight.”

Back Site The part of a bomb site that is less commonly contested or approached directly. Typically further from the main entrances, where defenders hold more passively or set up utility. Defenders fall back here when the front of site is compromised.

Baited When a player is deliberately lured into a vulnerable position to be killed or exploited.

Ban Phase The stage before a ranked match where both teams vote to ban operators from the round.

Banana The curved balcony on Bank.

Basement A map level below the first floor, and a bomb site on several maps.

BB Blackbeard.

Bomb Chassis The physical frame on a bomb site where attackers plant the defuser. “They’re planting behind the bomb chassis.”

Boosting When a player hires a cheater or recruits a much higher-ranked player to queue with them and inflate their rank.

BP (Bulletproof Camera) A defender gadget providing surveillance, immune to standard gunfire but destructible by explosives or melee from the sides.

C4 / Nitro A throwable, remotely detonated explosive used by defenders — to destroy utility, break soft surfaces, or catch attackers out.

Callout Informing your teammates by voice or text of an enemy, trap or hazard. Stairs are commonly named by colour, such as “Red Stairs.”

Camping Holding a single position for a long period, waiting to ambush.

Cav Caveira.

Charm A cosmetic accessory that hangs from the side of a weapon or shield.

Chassis The bomb chassis — the yellow frame cage at the base of the bomb.

Claw Grip A mouse hold where the fingertips rest on the buttons, forming a claw shape. Useful for precise aiming.

Clear Comms A request for teammates to stop unnecessary communication so important callouts can be heard.

Clearing Rooms Entering and systematically checking a room for enemies and traps.

Clutch Winning a round from a disadvantaged position, typically as the last player alive against multiple enemies — a 1v3 or 1v4. Requires skill, timing and usually a degree of surprise.

Contest Actively preventing the other team from controlling an area or objective. A defender contests site by staying close enough to deny a safe plant; attackers contest by holding key areas to stop a retake.

Crossfire Two or more players covering the same area from different angles, making it very hard for an opponent to survive the space.

Crosshair Placement Where you consistently hold your sights while moving and clearing.

Crouch Walking Moving while crouched to reduce the noise you make.

Default Camera The stationary security cameras placed around the map at the start of a round. Accessible to defenders and destructible by attackers. Removing them is often an attacker priority.

Default Plant A commonly used plant position on a given site, usually chosen because it offers good cover or a strong post-plant.

Defuse Disarming the bomb as a defender, or planting the defuser as an attacker.

Dokkaebi Hacking Cams Dokkaebi’s ability to hack dead defenders’ phones and give her team access to defender cameras.

Downed (DBNO) Down But Not Out. A player who is incapacitated but not dead, and can still be revived.

Drone Hole A small opening in a wall or floor that lets a drone pass through, used to scout without exposure.

Drop Shot Going prone during a firefight to become a harder target.

Dropped Moving down through a hatch or from one floor to another.

Dry Peeking Peeking without information.

Electrified A wall or barbed wire electrified by Bandit or Kaid, preventing remote breaching without EMP utility.

Elite Skin A purchased cosmetic set, roughly $15, that includes an MVP animation, gold banner, exclusive weapon skins and a chibi charm.

ELO The rating system used to determine competitive rank based on performance.

EMP An electromagnetic pulse used by Thatcher and certain gadgets to temporarily disable defender electronics.

Entry Fragger An attacker whose role is to engage first and create space for the team to follow.

Execute To carry out a plan the team has agreed on.

Flank (Flanking) Attacking an enemy from behind or from the side of their position.

Flank Drone A pre-placed drone dedicated to watching for roamers or flankers.

Flank Watch The responsibility of watching for enemies approaching from behind or from unexpected angles.

Flash / Full Blind The state caused by a flashbang, where vision is fully obscured for a few seconds.

Flick A quick, reflexive aim movement that snaps onto a target.

Floor Bang Shooting through a soft floor or ceiling to hit someone above or below you.

FOV (Field of View) How much of the game world is visible on screen at once.

Frag Slang for a kill. A fragger is the player responsible for getting kills for the team.

GG Good game.

GH Good half.

GJ Good job.

Good Stuff High praise, used to acknowledge skill, effort or creativity.

Gunfight A direct combat encounter between two players. Winning gunfights is what converts into map control.

Half Wall A wall that only covers half your body, used for peeking or holding an angle.

Hard Breach Opening a reinforced wall or hatch using a hard breaching gadget — Thermite, Hibana, Ace, Maverick.

Hard Counter An operator or tactic specifically designed to negate another. Thatcher is a hard counter to Bandit’s electrified walls.

Hard Wall A wall reinforced by defenders, identifiable by the metal support rods visible from the outside.

Hatch A destructible square in a floor or ceiling that lets players drop between levels.

Head Hole A small hole at head level in a soft wall, letting a defender shoot through while exposing very little.

Hip Fire Firing without aiming down sights. Less accurate, but faster to initiate.

Impact Tricking Using an impact grenade to destroy breach charges or Hibana pellets on a reinforced wall.

Intel Information about the enemy’s position or plan, typically gathered through drones and cameras.

Intero Short for interrogation — Caveira’s ability to reveal all enemy positions from a downed attacker.

Jiggle Peeking Rapidly peeking in and out of cover to bait shots without fully exposing yourself.

KD (Kill/Death Ratio) The ratio of a player’s kills to their deaths.

Kill Hole A small hole in a soft wall used to fire through without full exposure. Also called a murder hole.

Line of Sight (LOS) The direct visual path between a player and a target. Manipulating it is central to both attack and defence.

Lit Low on health. “I just died to the Ash, she’s lit.”

Main Stairs The primary route between floors, commonly called Red Stairs or Blue Stairs depending on the map.

Map Knowledge Familiarity with layouts, destructible surfaces, and the common strategies for each map.

Matchpoint The round in which one team needs a single further round win to take the match.

Maverick Hole A small hole made in a reinforced wall with Maverick’s blowtorch, used for intel or a quick kill.

Monty Montagne.

Nade A grenade, typically a frag.

NT Nice try.

Off-Angle An unconventional or unexpected position that is hard to pre-aim or anticipate.

Off-Site A defender positioned away from the objective, usually to roam or take map control.

One Hit A call meaning an enemy is on very low health and needs one more shot.

Open Mic A voice chat setting where all audio is transmitted continuously.

OPFOR Opposing force.

Overtime (OT) Additional rounds played when a match is tied. Ranked overtime is scored at 5–4, Unranked at 4–3.

Patch Notes Ubisoft’s official notes on updates, balance changes and bug fixes.

Peek Exposing yourself from cover, either to fight or to scout.

Peeker’s Advantage The phenomenon where a moving player sees a stationary one first, caused by latency and how servers update positions.

Pixel Peek An extremely tight angle where only a few pixels of you are visible.

Plant Placing the defuser on a bomb site as an attacker.

Prefiring Shooting at a location before seeing an enemy, based on game sense or prior knowledge of common positions.

Pre-Placed C4 A C4 set in advance on an objective or choke point, detonated remotely when attackers push.

Prep (Preparation Phase) The first 45 seconds of a round, when defenders reinforce and attackers drone.

Preplaced Drone A drone hidden during prep phase and used for intel later in the round.

Prepping a Window Damaging a window or barricade slightly so it can be destroyed instantly later for a runout or fast peek.

Prone Lying flat. Reduces your profile and offers more cover, at the cost of mobility.

Punch Hole A small hole made in a soft wall, floor or barricade with a melee hit. Used to create a line of sight while exposing very little.

Pushing Advancing aggressively towards the enemy or the objective.

Push to Talk A voice chat setting requiring a key press to transmit.

QE Spam (Lean Spam) Rapidly leaning left and right to become a harder target while peeking or moving.

Quick Peeking Peeking briefly and immediately returning to cover.

Rank System The competitive ladder, where players gain or lose rank based on ranked performance.

Rat A player who stays hidden in a corner or out-of-the-way position to ambush.

Recoil The upward or sideways movement of a weapon while firing. Recoil control is counteracting it.

Red Ping A marker placed directly on an enemy or object, visible to all teammates — usually via a camera or drone.

Refrag Killing an enemy immediately after they kill your teammate, trading the loss.

Reinforcing Placing metal panels on soft walls to make them immune to standard gunfire and soft breaching.

Renown The in-game currency used to unlock operators and cosmetics.

Reset Intentionally downing a teammate to reset their health to 20 HP, typically before healing them back up.

Retake Regaining control of an area your team previously lost.

Reverse Friendly Fire (RFF) A system that reflects damage back onto players who repeatedly kill teammates.

Roam Clear Systematically eliminating or pushing back defenders away from the objective, usually early in the round.

Roamer (Roaming) A defender who leaves the objective to catch attackers off guard and flank them.

Rotate Moving from one area to another to reposition or to confuse the enemy about your location.

Rotation Hole A hole placed to let defenders move between rooms without crossing contested space.

RP (Ranked Points) The points gained or lost after a ranked match, determining your position on the ladder.

Runout A defender leaving the building to surprise attackers holding near windows or doors.

Rushing Pushing quickly towards the objective to overwhelm defenders before they are set.

Seasonal Skins Limited universal skins available during a specific season, applying to all weapons released up to that point.

Sensitivity The settings controlling how quickly your aim responds to mouse or stick movement.

Site The current objective — where attackers plant and defenders defend.

Smoked Off An area blocked by smoke, making it dangerous or impossible to cross safely.

Soft Wall A non-reinforced wall, destructible by gunfire, melee or soft breaching gadgets.

Sound Cues Audio signals — footsteps, reloads, gadget deployment — used to locate enemies.

Spawn Kill Killing an attacker at the moment they spawn.

Spawn Peek A defender attempting to kill attackers as they spawn, usually from a window or door in the opening seconds.

Sweaty A player or team performing at a level noticeably above what the lobby can handle.

Take To seize control of something, usually a room.

Tilt / Tilting Frustration or mental stress from repeated mistakes or losses, causing performance to drop.

TK (Team Kill) Killing a teammate, accidentally or otherwise, usually resulting in a penalty.

Toxic A player who lowers everyone’s mood and the team’s morale.

Trade When two players kill each other, or when a teammate immediately avenges your death.

Trap Operator A defender specialising in placed traps — Kapkan, Frost, Lesion, Ela — that damage or alert.

Universal Skins Skins available across all weapons, or all weapons available at the time of release.

Utility Non-weapon gadgets used to support the team, gather intel, block movement, or counter enemy gadgets.

Utility Burn Using grenades, flashes and other throwables to destroy defensive gadgets before pushing.

Valk Valkyrie.

Vertical Using destructible floors and ceilings to create lines of sight and pressure a site from above or below.

Waffling Being indecisive or unable to commit to a plan, wasting time and executing poorly.

Wall Bang Shooting through a soft wall or surface to hit an enemy on the other side, usually based on sound or prior intel.

Washed A player who used to be skilled and no longer performs at that level.

Whiff Missing multiple shots, or failing to convert a clear opportunity.

This chapter is from The Principles of Competitive Siege, a free guide by Szhutsen K. Liang. SiegeIQ puts the same thinking on your own clips: upload a round and get a breakdown of what actually went wrong. Try it free.

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