Glossary
From the Polandball Go Wiki
The words Polandball Go uses, explained briefly, with links to the articles that cover each one in full. A few terms belong to polbielytics rather than the game; those are marked (site).
1 A–C#
- Aether Dust: the currency spent to take an item off a ball and used in crafting recipes. The game sometimes calls it Aether Essence. See Currencies, shops and events.
- Alliance: a player group with a level, roles, shops and a weekly war. See Alliances.
- Alliance level, Alliance XP: an alliance's level from 1 to 5 and its progress to the next. Higher levels raise members' Influence cap and boost and cut Alliance Shop prices.
- Alliance war: the weekly fight between two alliances' boards of defense squads. See Alliance wars.
- Arena: the venue of a PvP duel, chosen at random. Each arena boosts some types' hits by 5%.
- Atlas: the game's own web wiki, with each ball's first banner and each Mymic's drops and stated chances. See Leaderboards, first owners and the Atlas.
- Attack: the normal hit in a duel, typed by the ball's primary typing.
- Attributes: the game's word for types. There are 17.
- Auto, Auto-battle: fights or rounds the game plays for you. Defenders in PvP and wars are always played by the game's bot.
- Ball, Polbie: one collectible countryball. "Polbie" is the game's word.
- Banner: a Recruit pool you pull from. Three run at a time.
- Banners (war): how the game draws war points on screen.
- Block: a duel move that stops an Attack completely and earns Momentum. You can't Block twice in a row.
- Board: one side's set of zones in an alliance war, in front, middle and back rows.
- Boss: the Mymic rank for a dungeon's final fight. See Raids and Mymics.
- Bracket (war): one of the groups A to D that wars are sorted into by how many members joined.
- Capital: a player's main settlement since patch 5.0. See Lands, Capitals and sieges.
- Clay: the currency for pulling balls. One Recruit costs 1,000.
- Clean sweep (site): a war in which one side took every zone on the other's board.
- Coalition: a friendship tier. Friends at Coalition or above pay 25% less for trades.
- Conquest Token: a 5.0 item that claims a free square next to your land from afar, or pays for a Raid on a square anywhere.
- Copy: one owned instance of a ball, with its own level, stars, orbs, item and primary typing.
- Country stats: Military, Population, Economy, Diplomacy and Soft Power, each from 1 to 100. They set a ball's Attack, HP, Protection, Speed and weapon power in duels.
- CP (Combat Power): a copy's power figure, which grows with level, stars, prestige and orbs. See Levels, stars and CP.
2 D–H#
- Dex: the game's collection book of every ball and form.
- Division: one of the four steps within a PvP tier, IV at the bottom to I at the top.
- Drops: items a raid hands out. They are decided once per Mymic kill. See Drops and drop rates.
- Duel: the round-based fight used in PvP since October 1, 2026 and in wars since October 10. See the duel engine.
- Dungeon, raid: a run of floors of Mymics ending on a boss. Kiosk is the menu's name for it.
- Effective CP: the rule behind the old one-hit fights, CP plus the item bonus adjusted for type. Obsolete in PvP and wars.
- Elite: the Mymic rank between Regular and Boss. Acee, Backfox, the Elite N-Balls, Primal Almaz and Primal Siraj are Elites.
- Exhaust: in raids each ball attacks once and is then exhausted, unless an effect makes it ready again.
- Floor: one stage of a raid. Ordinary raids have six, with the boss on the sixth; Tutor raids have four.
- Form, skin: an alternative look for a ball. It can have its own rarity and sometimes its own typing, but never its own stats.
- Founding Peace: 72 hours of protection for a new Land.
- Frontier: the part of a settlement's Reach outside its Heartland. Guards fight there at 85%.
- Full map clear: the war bonus for clearing every zone on the other board.
- Garrison, guards: the balls that defend a settlement, in waves of five.
- Glorious Set: the War Shop's four ✦✦✦✦ items, Mace, Shield, Spear and Sword, the strongest items in the game.
- Glory: the PvP currency, spent in the Glory Shop.
- Global Power (GP): a player's power figure on the game's boards. What it adds up isn't published.
- Guard Break: a Weapon hit into a Block still does half its damage.
- Hamlet, Village, Town, City, Metropolis, Imperial City: the six settlement tiers of patch 5.0.
- Heartland: the 3×3 around a settlement's seat, where its guards fight at full strength.
3 I–P#
- Influence: the currency for leveling balls and growing settlements.
- Item, equipment: the one object a ball can carry, with a tier, a resonance, attack and defense numbers, and sometimes an effect. See Items, tiers and resonance.
- Item effects: bonus effects such as execute, double damage or unexhaust. They work only in raids, never in PvP or war duels.
- KO: a ball's HP reaching 0. A PvP duel ends at 3 KOs; a war attack needs every defender KO'd to clear the squad.
- Land: everything one player holds since 5.0, under one name with one Capital.
- Ladder points: the points that move you up the PvP ladder. A loss pays nothing; a win pays 50 to 250 depending on the gap, plus any streak bonus.
- League (PvP): the Open League, with no limits, or the Rarity League, one rarity a day. See PvP leagues.
- League manager (site): the person who runs a private league in War Council.
- Militia: filler defenders drawn from your strongest balls that aren't guarding, fighting at 70%.
- Momentum: earned by a successful Block; your next Attack goes first.
- Muster: members who contribute in a week earn +10% Alliance XP the next week.
- Mymic: the game's monsters in raids, ranked Regular, Elite or Boss.
- Orbs: type-specific upgrades that raise a copy's three orb tracks, shown as Attack, Multiattack and Ultimate. See Type proficiency.
- Participation floor: the minimum war score the game expects from each member.
- Prestige: growth past 6★, in ranks from 1 to 6. See Prestige.
- Primary typing: which of a dual-typed copy's two types it attacks with. It is set at random when the copy is unlocked and drawn again by a trade. See Primary typing.
- Protection: a one-time shield from Economy and the item's defense, used up before HP.
4 R–S#
- Raid (territory): spending a Conquest Token to attack a square that isn't a seat, from anywhere. It takes only that square.
- Raid level: Tutor, 1★, 2★ or 3★. Items never use ★; their tiers are ✦.
- Rally: one replacement for a fallen ball, once per siege.
- Rarity: Common, Uncommon, Rare, Epic, Legendary or Mythical. See Balls and rarity.
- Reach: the ground a settlement controls, from 3 at a Hamlet to 10 at an Imperial City.
- Recruit: pulling balls from a banner, 1,000 Clay a pull.
- Regular: the lowest Mymic rank.
- Resonance: an item's type. The Weapon move hits with it.
- Roster lock: the moment the war lineup is frozen, when sign-up closes at Friday 00:00 UTC. See Roster lock.
- Round cap: the most rounds a duel can last: 24 in PvP, 40 in a war attack.
- Sack: clearing a siege's last wave. The settlement drops a tier, and a Hamlet is destroyed.
- Scrap Sand: the currency for trades and crafting.
- Season (war): the game's war season. Season 1 began the week of September 21, 2026.
- Seat: in territory, a settlement itself, the target of a siege and the center of its Heartland. In a war squad, a seat is one of its five positions; seats 1 and 2 are visible, 3 to 5 hidden.
- Settlement: a Capital or a city in a player's Land.
- Siege: an attack on a settlement's seat, fought wave by wave with HP carrying over.
- Siege Shield: 12 hours of protection for a player's seats after a sack.
- Squad: five defending balls in one slot of a war zone.
- Stars (★): a copy's star level, 1★ to 6★.
- Swap: a duel move that brings in another of your balls.
5 T–Z#
- Team duel: a war attack since October 10, 2026: 1 to 5 attackers against every defender still standing in a squad. See War attacks and team duels.
- Tier (PvP): one of seven ladder tiers: Bronze, Silver, Gold, Diamond, Crystal, Aurora and Ethereal.
- Tier (item, ✦): an item's tier, shown as one ✦ per tier, from ✦ to ✦✦✦✦.
- Trade: swapping same-rarity balls with a friend, under the game's eleven rules. See Trades and friends.
- Trade Pact: the friendship tier at which trading unlocks.
- Trade Permit: the one weekly permit that Epic and Legendary trades also use.
- Tutor: the raid level below 1★ added in patch 5.0, and its five bosses.
- VP (victory points): what a war is worth on the war ladder. See War scoring and the war ladder.
- War Bonds: the currency earned only from wars, spent in the War Shop. They never expire.
- War Council (site): polbielytics' fantasy game built on real alliance wars. It is not part of Polandball Go. See War Council.
- War points: the score of an alliance war, from squads placed, empty enemy slots, KOs, squad clears, zone clears and the full map clear.
- War power: each side's strength figure, recorded at matchmaking.
- Warlord (site): a player with a team in War Council.
- Weapon: a duel move that hits harder using the item's resonance. Each ball has two charges per duel.
- Wilds: land outside every Reach, held by one Militia at 70%.
- Zone: one area of a war board holding squad slots. Zones open row by row, front to back.