JTJ uses quite a bit of slang in clan chat (which bleeds over into JTJU videos). So if you are curious what the heck is being said, this lexicon might be of assistance.
** FOR THE THEORY BEHIND THE SLANG RELATIVE TO ATTACK NAMES — CLICK HERE **
ACTIVE SLANG
CC Fill Requests: TH7 — D — 4Lo TH8 — WiA (aka 21a) — WiB (aka 21b) — DLo TH9 — Go — La — WiWizA* (aka 212a) — WiWizB* (aka 212b) TH10 — GoWizA — LaLo — WiWizA* (aka 223a) — WiWizB* (aka 223b) |
. TH7 — 1 Dragon — 4 Loons (Balloons) TH8 — 2 Witch, 1 Arch — 2 Witch, 1 Barb — 1 Dragon, 1 Loon TH9 — 1 Gol — 1 Lava Hound — 2 Witch, 1 Wiz, 2 Arch — 2 Witch, 1 Wiz, 2 Barb TH10 — 1 Gol, 1 Wiz, and 1 Arch — 1 Lava Hound, Loon — 2 Witch, 2 Wiz, 3 Arch — 2 Witch, 2 Wiz, 3 Barb * With WiWizA and WiWizB the size of the CC tells you if its 212 or 223.
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12, 1230, 130, etc. | When you hear numbers that sound like times on a clock we are talking about the line of attack. Picture a clock centered on the middle of the base. Now image where the big hand would point if I said ‘230’. That is the attack line. A quick way to tell people where you are talking about on a target base. Typically we only use hour and half hour (close enough – LOL). |
105 Dragoon | Attack Strategy — 105 Refers to TH8 Dragoon mix (10 Drags, 5 Loons). For TH7 this drops to 104 (one less balloon) but attack is the same. |
1Spot 2Spot 3Spot |
Suffix used in attack to indicate deployment being non-surgical (i.e. deploy hogs using two fingers — touch and hold — 2Spot). Ideal is surgical. |
2Dip 3Dip |
Suffix used in attack to indicate when a lightning gets the primary target and a something else key to attack success. 2Dip is target+1, 3Dip target+2, etc. |
2LQ, 105R | Attack Strategy — 2lq refers to how you get AD down. Then 105 goes after 2 AD cluster with 10 Drags and Rage (r) on loons from CC. |
2LQ, 11He | Attack Strategy — 2lq refers to how you get AD down via spells. Then 11 drags goes after 2 AD cluster remaining with and Heal (he) on drags. |
11 Light | Attack Strategy — 11 refers to the number of Dragons |
2LQ | Refers to two lightning spells followed by an earthquake typically to take down an AD with one less spell slot (vs 3 light). Also known, in long form, as zapQuake in the community usually talking about a type of attack. We don’t refer to attacks like this as we are more specific in attack names (there are 3 types of 2lq/zapQuake at TH8 for example). Plus it fits our spell shorthand used in attack names. |
2×4 | Referring to the space a double giant bomb takes up on a base (GB is 2×2, side by side its 2×4) |
813 Dragoon | Attack Strategy — 813 Refers to TH8 Dragoon mix (8 Drags, 13 Loons) with 3 lightning to take out AD. For TH7 this drops to 812 (one less balloon) but attack is the same. Max TH8 clashers tend to use 2lq 813r (which uses zapquake to increase spell efficiency) |
99 Dragoon | Attack Strategy — 99 Refers to TH8 Dragoon mix (9 Drags, 9 Loons) |
a | archer |
AD | Air Defense |
AD Broadside | Where 2 Air Defense (AD) are close enough together (8 tiles center to center or less) to allow 1 drag force to attack both AND be healed by 1 spell while doing that. |
AD###, AD####, AD*# | Refers to the levels of Air Defense (each # is one AD). So AD666 is max AD at TH8. AD665 is max but one @ TH8. Could be AD7777 for TH9/10. If all four AD’s are same level sometimes we put AD*# as its shorter (saves space on clashcaller where we type this usually). |
AOE | Area of Effect — Referring to things that do splash damage (wTwrs, Mortars, air mines, bombs, etc). |
AS | Air Sweeper (AS). That pesky red thing that looks like a shop-vac in a cage on your war map. Yes that one. |
atwr | Archer Tower |
b | barbarian |
Backside AD | The AD which is furthest away from the main attack point (usually hit last via some form of sniper force) |
bleed. | Refers to defense stat that JTJ tracks. Each time your base is attacked is a bleed. So if you took 3 attacks to get 3 starred you would get 3 bleeds. |
Boot | BOOTs (military term for new recruits) are clashers that are either (1) not offensively strong enough yet to target mid to upper enemy war bases in their TH level and/or (2) have gaps in their units/spells/abilities that limit the attack types they can do. All TH levels have a BOOT group. It has nothing to do with being potentially released (LOL). |
c2c | Center to Center. Talking about how many tiles between building mid points. Example if two 3×3 buildings are touching they would be 3 c2c apart. |
CC | Clan Castle. Could be referring to your clan castle on your village or war map — OR — talking about the enemy clan castle troops on the enemy village / war base. Should be able to infer from usage |
Circle C | Hog deployment style used in naming. Notates where hogs move around the base (usually with a team in mid distracting defenses). No reinforcement of the hogs as they go (that would be “Reinforced C” – that is the preferred of the two. |
clashCOOLER | A gathering on the clan’s voice server (mumble as of 11/15/15) where options on how to attack a target base in clan war are discussed. Twiddla.com is used to real time collaborative markup on a base image. Plus some social banter as well go along. Sounds like an office water cooler doesn’t it? |
Closer Stars | Closer Stars are allocated to the clasher that gets the final stars on an enemy base in clan wars FIRST. This clasher gets all the stars (up to 3). This stat is used to show which clashers are really driving score in CW (as if you don’t post final stars its moot). As with all JTJ Stats, we track them over an 8 week JTJ season and sort by TH. All stats are tracked in our Stat Page. |
cw | Clan War |
Distract (i.e. GiDistract, LoDistract) |
A modifier in attack naming to indicate high health units were used to tie up a set of defenses before sending in higher DPS (but lower health) attacking units. Example might be sending in a giant before a small team of a hogs. |
DGB. | Double Giant Bomb. Referring to how you want to setup your giant bombs to kill hogs (such that hogs will run through both at same time). |
Duo LavaLoon (a.k.a Duo) |
Attack Strategy — Refers to 2 Hounds and Loon Backers |
Entry & Mid TH9. (a.k.a. TH9.1, TH9.5) |
This refers to the concept of breaking a TH9 base into tiers. Tier1 (entry) is basically a brand new TH9. Mid TH9 is where ADs have been upgraded to around 7766 or less (#’s being the levels of each defensive building), xBows to 22 or less, and Wizard Towers to 7766 or less. |
Entry & Mid TH8 (a.k.a. TH8.1, TH8.5) |
This refers to the concept of breaking a TH8 base into tiers. Tier1 (entry) is basically a brand new TH8. Mid TH8 is where 1-2 ADs have been upgraded as well as 1-2 Wizard Towers (but not all of either). |
eColl | exilir collector |
eStore | exilir storage |
EQ
(a.k.a 4Q) |
Refers to the use of 4 Earthquake spells to open up multiple compartments on a base. 4Q might also be used but EQ is used (in caps) for more clarity on what you are doing w/ the 4Q. |
F | Shorthand for Freeze spell. |
Free for All (FFA) | IF [Attacks Remaining in a TH Level] / [Bases in a TH Level] is > 300% we say that TH Level has an EXCESS of attacks. During periods of EXCESS, clashers in TH Levels with the surplus can ignore call order on clashcaller.com. Instead they can attack at will. This is done to prevent log jams forming. TH# – HOLD calls can be ignored at that level as well. If/when the period of EXCESS passes (ratio goes below 300%) clashcaller.com rules are reinstated. |
Fork | Modifier for attack names that tells you that phase of the attack is planned to split. Usually this is done to clear the outside of the base in a 180 degree arc so that a later phase (like Hogs) can drive the middle that is typically defended by a non-defensive building ring (or gaps). |
Gi | Giant |
Gol | Golem |
gStore | gold storage |
gMine | gold mine |
gutshot | Referring to the drags pathing to a point right between 2 ADs and attacking both from there (enables single heal spell for both attack points) |
Ha | Refers to the haste spell (Ha is the first two letters, versus He for heal). |
HATE, HATE FACTOR, THE HATE FACTOR |
The main stat used in JTJ as of 11/11/2015. It is based on this formula — THE HATE FACTOR = CLOSER STARS + HOLDS + (BLEEDS/2 – 1) + NUKED |
Hog 21 | Mass hog attack at TH8 (no golem). The 21 refers to CC @ TH8, 2 witches + 1 barb. |
Hog Run(s) | Measures how many defensive buildings hogs can hit in a row without going through a risk point (i.e. spring trap, bomb, gb, etc). Spring trap gaps in run subtract 1, GB gaps end runs. |
Hold | Refers to stat JTJ tracks around defenses. Hold is how many stars are left on a base that was attacked at end of war. 2 stars left = 2, 3 = 3, 1=1, etc. |
iTwr, iT | Inferno Tower |
iT##, iT##s, iT##m, iT#s#m | Refers to the levels of Inferno Towers (each # is one Inferno Tower). So iT33 is maxed. iT32 is all max but one. Sometimes we will add a “s” and/or “m” suffix to indicate how iT are set (single/multi). So if someone has both on multi you would see iT33m. Both on single — iT33s. One of each — iT3s3m. |
iQ a.k.a. Immortal Queen a.k.a. Queen Walk |
Refers to the immortal queen opening where the Queen (backed by 3-4 healers) walks along the edge of a base taking out key aspects for the subsequent main attack. It’s also referred to as queen walk but called iQ in JTJ for brevity in the attack names. |
J | Refers to the Jump spell. |
JSplit | Refers to an attack opening were the K and Q attack separate points (K uses the Jump) typically to either get down 2 ADs or 3-4 AoE placements (like 2 mortars, 1 Wizard Tower). |
KS (a.k.a. Kill Squad) |
Refers to the use of the King and Queen plus a few backers (usually 3-4 wizards) to take out the enemy queen. In attack names if this is proceeds by something like 2Go that is the meat shield in front. |
L | Refers to the lightning spell. |
LaLoonion | Attack Strategy — Refers to 2 Hounds and Loon + Minion Backers |
LL
(aka LavaLoon) |
Lava Loon (LL) Attack Strategy — There are multiple types of Lava Loon attack at TH9 mostly revolving around how many hounds are involved (penta (5), Quattro (4), tri (3), LavaLoon (2)). We use LL in naming attacks as it takes up less space than writing Lava Loon out fully all the time. |
Line | Refers deployment style in attack name. Where you just tap, hold, and drag your finger across the map to deploy a group of units (typically hogs/loons) in a line. Similar to V deploy where you do that with two fingers (making a V). |
Max | Attack name modifier. Tells you that phase is getting the spells when the typical usages (for that style of attack) is another phase. This was created off Moskri’s “Max Attack” where he shifted spells from the hogs or loons in an attack (heals) and onto a distract team (i.e. 3Go KS) that is in mid to keep them alive and distracting so the Loons/Hogs that come later aren’t targeted as much. |
MIA | Missing in action. Refers to a clasher in clan war that doesn’t use both (or either) of their attacks |
Moat | Refers to bases that have a TH comparment in the middle that is surrounded by a channel of nothing (usually walled). Done to make it hard for attacking units to see a path to middle as shortest (next) hop point. |
Multi | Usually referring to Inferno tower setup for multi-target |
NUKED | This is a binary stat (1 or 0) that is tracked in our stats. If you are nuked in a war you get a 1 if not 0. Multiple nukes a value greater than 1. Used in calculation of the “HATE FACTOR” |
P | Refers to the Poison spell. |
Penta LavaLoon | Attack Strategy — Refers to 5 Hounds and Loon Backers |
P | Refers to the poison spell |
Q | Refers to the earthquake spell |
Q Ignore | Refers to ignoring the enemy queen in the attack. Usually attacks at TH9 try to get the Queen down (Hog and Loon based attacks) first. |
Quattro LavaLoon.
(a.k.a Quattro) |
Attack Strategy — Refers to 4 Hounds and Loon Backers |
R | Refers to the Rage spell. |
Rolling C | Attack modifier. Used with hog attacks. Tells you that the attack takes the form of a team getting into mid and sustaining there (like 2Go Wiz KS) distracting for a hog team that is usually 1Spot deployed (for the most part) off a flank of the mid team’s attack vector and then reinforced as it runs around the edge of the base (making a “C” path). |
(s.___) i.e. (s.RHe) |
This suffix is added to some all of phases of long attack names. Looks like this:
— QWalk (Hlr.4; s.R), Tri LavaLoon (La.3; Lo.24; s.2HaFWFR). That tells you Rage (R) was used in the queen walk phase and that 2 Hastes (2Ha), then a Freeze (F), the Warden Ability (W), then Freeze (F), then Rage (Rage) in Tri Lava Loon phase. Full list of spell shorthand (like “R” for Rage) is outlined a bit later on the slang page — just scroll down. |
Salt. | Salts (military term for seasoned soldiers) are clashers that have the units and spells, at the right level, and historically have shown competency in the same to take on any base in the TH level. All TH levels from TH7 up have a Salt group. |
Salt Line. | In clashcaller.com one base at each TH level will have this suffix. What it tells clashers is where they should focus their attacks (ideally; could be exceptions). So Salts at a given TH level hit at or above the line ideally till those bases are closed out. Boots at that same TH level would hit below. |
Single | Usually referring to Inferno tower setup for single-target |
sLo | Snipe with Loons |
sHo | Snipe with Hogs |
Small Ball | When a war is forecasted (using the JTJ modeling tool) to be tight and we have alot of open and/or 1* bases “Small Ball” might be declared. This means attackers should downshift in two ways. One, avoid attacks that are all (3*) or nothing (0*/1*). Examples of all or nothing attacks are surgical hogs, the hound series, etc. — basically any attack that has the TH going down last. Two, hit bases that are 0/1 starred in your town hall weight class FIRST. In this way we insure 2* coverage at which point more risky 3* attempts can happen. |
Solo | Tells you the K (or Q) was used to kill the enemy queen alone. Typically this is done if the Q is exposed to the point she can be pulled over wall to where K is and/or K can work through wall and get to Q prior to dying. |
Speed Bump | High health defensive building (storages, cc, pads, th) that placed in attack line will stall out attack force. Also called “buffers” |
Spell Mix Shorthand: | When we talk about attacks we often want to mention the spells used. Sometimes this is in the details, sometimes in the attack name itself. To say the most in the least amount of type we use these conventions. He-Heal, L-Lightning, R-Rage, J-Jump, F-Freeze, P-Poison, Ha-Haste, Eq-Earthquake, W-Warden Ability. If we use two of a spell in a row during attack with put a number before (like 3L for 813 Trident). The spell letters are listed/read in order of usage in the attack (like JL2H for a KH2, Ho attack at TH9). Some examples:
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Surgical Surgical-Fat(i.e. GoWiWi, GiHo Surgical) |
An attack name suffix added to most Hog based attacks at TH9 to remind attackers the right style of deployment is small (1-3 hogs) per deployment spot (one spot usually ties to one initial defensive building targeted — similar to Loon attacks at TH9). This term is actually redundant if you think about it as it should be done in most hog attacks (it should be the rule; not the exception). So over time it might fade out. Surgical-Fat refers to attack that are surgical but were too heavy in # of hogs per team. |
Squeeze | An attack name modifier, typically used with Hogs or Loons, that tells you the deployment took the form of two flanks from opposite sides of the base collapsing on the core (i.e. from 3 and 9). |
TDCK
— WiWiz.cc.TDCK (TH8 Witch CC kill) |
CC Kill Technique — Trigger, Drag, Cluster, Kill (TDCK). Represents the steps of drawing out an enemy CC and killing it away from walls. Often used in names of attacks as its a distinct step in some. TDCK can be prefixed — WiWiz, WiWiz.cc (from cc), Lo, V, Royals, torture etc. — to indicate type of kill team recommended (but this is optional). We originally described killing CC as TDDCK — for Trigger, Drag, Distract, Circle Kill. That is dated now as not all CC kills use distract and/or circle techniques (made the name more general). |
TH#.#
(i.e. TH8.1, TH8.5, TH8.9; TH9.1, TH9.5, TH9.9; TH10.1, TH10.5, TH10.9) |
This refers to the three tiers of upgrade these TH levels have TH#.1 is entry level bases (just upgraded). TH#.5 is mid level bases that are either fully upgraded on offense but not defenses — OR — 1/2 way upgraded on both. TH#.9 is a max level base for that level. |
TH# — HOLD.
TH7 – HOLD,TH8 – HOLD,TH9 – HOLD,etc. |
A “TH# – HOLD” call, tells everyone that they only TH level that should be attacking this base is a clasher at the TH Level equal to the number in the name of the HOLD. So if you say “TH8 – HOLD” that means only TH8 would hit that base. A suffix of “- RED” might be added to “TH# – HOLD” to indicate not to attack it yet but this is rare.If ‘FREE FOR ALL’ is called for a given level (as discussed in battle day guidelines) holds for that level can be ignored. |
Tree; One Tree | The tree refers to this document (aka One Tree). Called that as its a decision tree of yes/no answers (alone or in combination) leading to ideal, in theory, attack type based on base attributes. |
TREE CHECK | You might see this on clashcaller as a placeholder (Fake) attack. It is a marker that One Tree Stewards should compare successful three star footage versus attack recommended by One Tree (not the same). |
Tri LavaLoon
(a.k.a Tri) |
Attack Strategy — Refers to 3 Hounds and Loon Backers. Also known as LLL or LLLavaLoon |
V | Refers deployment style in attack name. Where you just tap, hold, and drag two fingers in a “V” pattern across the map to deploy a group of units (typically hogs/loons) in a two line formation. Similar to line deploy where you do that with one finger. |
wb | wall breaker |
Wi | Witch(es) |
Wiz | Wizard(s) |
wT | wizard tower |
wT###, wT####, wT*# | Refers to the levels of Wizard Towers (each # is one wT). So wT666 is max wT at TH8. wT665 is where all are max but one @ TH8. Could be wT7777 for TH9/10. If all four wT’s are same level sometimes we put wT*# as its shorter (saves space on clashcaller where we type this usually). |
z, zap | Refers to the lightning spell |
xB###, xB##u, xB##d, xB#u#d | Refers to the levels of X Bows (each # is one X Bow). So xB33 is maxed. xB32 is all max but one. Sometimes we will add a “u” and/or “d” suffix to indicate how xB are set (up/down). So if someone has both up you would see xB333u. Both down — xB333d. One up, 2 down — xB3u33d. Etc. |
Dead Slang
C
Katie perry and Beiber. Best slang ever
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LOL, I’ll let our clasher that coined them know you approve
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Nice… Beiber lol
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I’m looking forward to this clan…lol How her fever
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That was supposed to say Bieber*
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I’m new, so some common examples would help me be more confident in using the slang, e.g. how to call quantity/lvl of a unit/spell for cc, or request spells. Is it CW.Go.P or CWGoP? GiP or Gi.P (quantity implied by how many spaces)?
Otherwise, I’m really liking how useful the slang is becoming in discussing this game! 😀
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We typically only use slang on attack naming although it bleeds over to cc requests. Something like “CW — Go Poi”. Or there is the witch set — 21, 212, 223 (witches in cc + wiz + fill). Etc. Anyway, we don’t push on cc requests as people type what they type.
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I understand all rules and dead slangs and all and will follow em and I’m th7 with drags can I join?
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You can apply — http://jtjclan.com/ap — hit that link and fill in the form.
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