When browsing through this section of the forum you may find terms that you don't understand, here's a few of them with their meaning. Attack Type / Damage Type (AT/DT) http://www.playdota.com/mechanics/damagearmor Backswing Amount of time the unit's backswing animation will play after it finishes an attack or spell. Can be canceled by issuing another order. Base Attack Time (BAT) The amount of time between each of a unit's attacks when it has no additional IAS. Base Skill The preexisting WarCraft III skill in which a new ability was modified upon Buff A buff is a state of a unit, it can be positive when it makes the unit stronger in some aspect or negative if it cripples the performance of a unit, buffs are most of the time shown below the stats and attributes, but there are some exceptions. Buff Placer Can place one of several different buffs on attack, such as Corruption or Fury Swipes. Certain items and abilities grant a buff placer on attacks. Only one buff placer will function for each attack. Channel (Base Ability) Channel is a skill that does nothing by itself, which is why is so flexible when using it together with script code, Channel is the base of many skills since it allows the mapmaker to select different styles of targetting and other settings. Channel (Part of spell casting) Channel refers to the period of time that some skills have in which the caster can't perform more actions or be interrupted without breaking the effect, losing the mana spent and starting the cooldown of the skill. Direct HP removal An effect that just removes the hitpoints of the target unit without dealing any damage, this is sometimes called "pure" in the sense that it can't be reduced by anything. Dummy When refering to units, a dummy unit can be an invisible caster that appears on the map, performs certain actions and is destroyed or a unit that only appears to provide certain animation or cosmetic effect, on the other hand a dummy ability or skill is an ability that does nothing to contribute to the skill's effect, it can be there for graphics or targeting purposes, an example of this is Channel EHP (Effective Hit Points) The amount of damage a unit can take without dying before all reductions. Frontswing/Damage Point/Attack Point Amount of time a unit takes from when it starts an attack till when it damages or launches the projectile. Scales with IAS. Hardcoded This refers to an effect or ability that was modified from a pre-existing WarCraft III ability into DotA, it's opposite is triggered. Hidden Effect of a skill that makes a unit not visible in the normal map or the minimap, it should be noted that unless specified otherwise the unit will remain in the point in which it was hidden, it will never leave the map area. Increased Attack Speed (IAS) Measure of the net amount of attack speed modifiers on a unit. Invulnerability A unit state which grants the unit immunity to all sorts of damage. Locust A skill that makes the unit invulnerable, untargetable and ungroupable via triggers, this is a skill used in mostly dumy units, it comes from the skill granted to units summoned by the "Locust Swarm" spell. Marker An ability that the mapmaker uses to differentiate regular units with dummy units, this skill by itself does nothing, but using triggered checks you can detect if a unit has that skill or not, removing it from the group of units that will be affected by a triggered spell. Magic Immunity A unit state which grants the unit immunity against all damage with Damage Type: Magic. The unit also becomes untargetable by many spells. Ministun Type of stun that lasts for a very short amount of time such as 0.1 seconds. Usually used to break channeling abilities. Orb Effect One of numerous special effects that an attack can have, such as Feedback or Corruption. Certain items and abilities grant an orb effect on attacks. Only one orb effect will function for each attack. Pathing Pathing concerns the way in which a unit is allowed to displace in the map, it also refers to the way in which a moving entity finds a path around an obstacle. PRD (Pseudorandom Distribution) The distribution that the "random" number generator that WC3 uses to calculate more "balanced" percentages assuring that the effects of a chance skill (Critical Strike, Bash, Orb of Slow, Hardened Skin, Pulverize) will tend to be less luck based. Proc/Procced Verb used to describe the activation of a chance skill, for example: "Each time that Maelstrom procs (Meaning that its passive effect activates) you won't slow with Eye of Skadi (Ranged) in that attack" Pseudo-Evasion/Triggered Heals Effect whereby a unit is instantly healed as soon as it takes damage, making it seem as if it avoided the damage completely. Sight Visibility, To be able to see a unit Stacking Interaction between two abilities and the result from that interaction, it often refers to what would happen when two similar skills are acquired, and how would each one of them react to the other. Targetability (Target Type) It refers to the capability of a unit to directly target or affect another unit with a skill, each unit has a "label" which affects it's targetability, those labels are the target types. Triggered This refers to an effect that's not implemented using only hardcoded methods, instead it's created with help from the scripting language of WarCraft III.Triggered Movement The effect of a skill that displaces a unit without it actually moving, the engine doesn't recognize this as real movement so projectiles will follow you normally. Additions or comments are welcomed.