Axie Infinity Glossary
A list of terms and jargons related to Axie Infinity.
$AXS
Axie Infinity Shards. The native tokens of the Axie Infinity Universe utilized for governance voting, staking, and in-game rewards or payment.
$RON
The governance token for the Ronin blockchain which enables users to pay for transactions.
$SLP
Smooth Love Potion. The utility token of the game that is primarily used for breeding and crafting.
Adventure / uhd-ven-chr /
Game mode where trainers battle against non-player enemies.
Ancient Moonstone / ayn-chnt / / mun / / stown /
A material that increases the chance of crafting a Rune.
Aqua / aa·kwuh /
An Axie Class that is generally blue in appearance and is identifiable by Blue Cards/Abilities.
Arena / uh-ree-nuh /
Game mode where trainers battle against each other.
Attack / uh-tahk /
The action that can deal damage to a target Axie.
Axie / ak-si /
The main NFT asset used to battle in the game and earn rewards.
Axie Infinity / ak-si/ / ihn-fi-nih-tee /
A web3 game that utilizes NFTs called Axies to engage in PVE or PVP battles.
Axie Marketplace / ak-si / / maar-kuht-pleis /
The official marketplace of Axie Infinity where people can buy and sell Axies, Land, and other various items used in the game.
AXS Contract Address
A set of symbols that act as a public key for the AXS token. This is used to facilitate transactions on the blockchain. AXS' contract address is: 0xF5D669627376EBd411E34b98F19C868c8ABA5ADA
Banish / ba-nihsh /
A tag that removes the card from the trainer's deck until the end of battle.
Beast / beest /
An Axie Class that is generally brown in appearance and is identifiable by Brown Cards/Abilities.
Bird / burd /
An Axie Class that is generally pink in appearance and is identifiable by Pink Cards/Abilities.
Bleed / bleed /
A debuff that causes an Axie to lose 15 HP each time it uses a card.
Body Parts /baa-dee/ /paarts/
Parts of an Axie that determine the cards it can use in battle.
Bubble / buh-bl /
A buff that deals block 4 DMG per stack against non-multi hit attacks and block 2 DMG per stack against multihit attacks. This turns into a Bubble Bomb upon reaching 3 stacks (maximum).
Bubble Bomb / baam /
Three stacks of Bubble that deals 20 DMG to all enemy Axies.
Buff / baf /
Status effects given to an Axie and grants them a beneficial boost.
Buffs / buhfs /
A positive effect from Ability Cards applied on a trainer's Axies or their opponent's.
Bug / bəɡ /
An Axie Class that is generally red in appearance and easily is identifiable by Red Cards/Abilities.
Charms / chaarmz /
Power-ups that can be attached to a card to enchance its effect.
Class / klas /
The distinct categories/types that differentiates an Axie's appearance. This also determines the set of Cards and skills an Axie can use.
Cleanse / klens /
A card effect that removes debuffs from certain Axie.
Cleanser / klen-zr /
A buff that negates a debuff applied on the target per stack.
Collectibles /kuh·lek·tuh·blz/
State of Charms that are Retired.
Common / kaa·muhn /
The lowest rarity and the easiest runes and/or charms to craft. This is represented by a grey triangle shape.
Crafting / kraf-tiihng /
A feature that allows materials to be made into Runes, Charms, and other items.
Crafting Level / kraf-tiihng / /leh-vl/
Determines the number of crafting recipes that a player can access. As the level increases, more crafting recipes become accessible.
Critical / kri-tih-kl /
Attack that deals amplified damage.
Curse / kurs /
An effect that makes the opponent draw Cursed Cards.
Cursed Card / kərsəd / / kärd /
Cards affected by the Curse, making them unusable in a turn.
Damage Boost / da-muhj /
A buff that increases an Axie's Attack DMG by 1 per stack.
Dawn / daan /
An Axie Class that is generally pale cyan in appearance and is identifiable by Indigo Cards/Abilities
Death Mark / deth-maark /
A debuff that causes an Axie to take 13 DMG per Energy spent each time the opponent plays an Attack Card.
Debuff / di-buhfs /
A negative effect from Ability Cards applied on a trainer's Axies or their opponent's.
Disarmed / duh-saarmd /
A debuff that prohibits an Axie from using any card.
Discard Pile / dis-kard / / payl /
This is where drawn cards are moved once a turn finishes and until the draw pile is depleted.
Disenchantment / di-suhn-chant-muhnt /
A feature that allows runes and charms to be converted back to crafting materials
Dispel / di-spel /
A card effect that removes buffs from certain Axie.
DMG / damij /
Attack Damage. Stat that determines the damage an Axie will deal and/or receive.
Doubt / dowt /
A debuff that prohibits an Axie from being healed.
Dusk / duhsk /
An Axie Class that is generally cyan in appearance and easily identifiable by Cyan Cards/Abilities.
ESports / ee-spawrts /
An organized event where teams play the game against one another at a much larger scale.
Epic / eh·puhk /
A rarity level higher than rare. This is represented by a blue pentagon shape.
Ethereal / i-ˈthir-ē-əl /
A special word that means a trainer should banish a card to remove it from the deck until the end of the battle.
Fear / feer /
A debuff that shuffles a Confused into the opponent's draw pile whenever the target Axie uses an Attack card.
Feather / feh-thr /
A buff that adds 3 Attack DMG heal 1 HP per stack. This can be stacked until 10.
Foraging / faw-ri-juhng /
A feature that allows a trainer to automatically accumulate resources over time in adventure.
Fragile / fra-jl /
A debuff that decreases the target Axie's Shield from cards by 20%.
Friend / frend /
A function that allows trainers to instantly connect with other trainers.
Fury / fyur-ee /
A buff that adds 1 Energy when it transforms and deals 75% more damage. This effect lasts for 1 turn.
Heal Block / heel-blak/
A debuff that decreases 50% of the HP from Healing.
Healing Boost / hee-lihng / / bo͞ost /
A buff that increases healing card effects to this unit by 1 HP per stack.
Hex / heks /
A debuff that shuffles a Confused into the opponent's draw pile whenever the target Axie uses an non-attack card..
HP
Hit Points. Stat that determines the health and the life of an Axie.
Initial / i-ˈni-shəl /
Cards used in the first turn.
Innate / ih-nayt /
The cards played at the start of the battle to trigger their effect.
Innate / i-ˈnāt /
Cards played at the start of the battle to trigger it's effect.
Inventory / in-vuhn-taw-ree /
The list of items a trainer has collected.
Leaderboard / lee-dr-bord /
The list of trainers in terms of their rank in the game.
Leaf / leef /
A buff that regenerates an Axie's 4 HP at the end of a turn. This can be stacked until 5.
Mech / mek /
An Axie Class that is generally gray in appearance and is identifiable by Gray Cards/Abilities.
Meditate / meh-duh-tayt /
A buff that causes an Axie to meditate for 2 turns. If the Axie is attacked while Meditating, it awakes and gains 3 Rage. If not, this cleanses 1 debuff and gives 1 Energy after the effect ends.
Meta / meh-tah /
A strategy considered to be the optimal way to win.
Moon dust / mun / / duhst /
A material that decreases the chance of getting a Common Rune/Charm and increases the rate of getting a higher quaity item when crafting.
Moon Dust Epic / mün-ˌdəst / / eh·puhk /
A special item used in crafting to increase the probability of getting an Epic rune or charm.
Moon Dust Mystic / mün-ˌdəst / / mi·stuhk /
A special item used in crafting to increase the probability of getting a Mystic rune or charm.
Moon Dust Rare / mün-ˌdəst / / rehr /
A special item used in crafting to increase the probability of getting a Rare rune or charm.
Moonshard / mun / / shaard /
A primary material used for crafting.
Mystic / mi·stuhk /
The highest rarity of runes and/or charms. This is represented by a purple hexagon shape.
Neutral / noo-truhl /
A positive or negative effect or can be both from playing Ability Cards. This can be applied only to axie who uses the card has taunt effect
NFT / en-efh-ti /
Runes and charms that are specific to each class and are stronger in application.
Non-NFT / nan-en-efh-ti /
Runes that will always be Neutral and weaker in application.
Non-seasonal / nan / / see·zuh·nuhl /
Runes or charms available even during off-season. These do not retire but are weaker than seasonal ones.
Off-season / off / / see-zn /
A period where players compete without any rewards from the leaderboards.
Plant / plɑːnt /
An Axie Class that is generally green in appearance and is identifiable by Green Cards/Abilities.
Poison / poy·zn /
A debuff that causes the target Axie to lose 3 HP per stack at the start of each turn. This can be stacked until 30 and stacks are reduced by 1.
Positioning / puh-zi-shuh-nihng /
The desired arrangement of Axies as per the trainer.
Potential Points / puh-ten-shl/ /poynts /
Points that can be used to equip a charm.
Power / pau-ur /
The action that enhances an Axie's abilities in the next rounds.
Practice / prak-tuhs /
A game mode that allows trainers to play with each other without gaining or losing anything.
Purity / pyur-uh-tee /
Describes the number of body parts that match the Axie's class.
Rage / rayj /
A buff that increases DMG by 2 per stack. This transforms into a Fury upon reaching 10 stacks (maximum).
Ranked / rankt /
A form of arena matchmaking that organizes battles between two players within a bracket. This tests a player's mastery of the game and the winner moves up the bracket until they reach the top of the standings.
Rare / rehr /
A rarity level higher than common. This is represented by a green diamond shape.
Rarity / reh-ruh-tee /
A ladder of values in Runes and Charms divided in four categories: Common, Rare, Epic, Mystic. The effects of the items increase with its quality.
Reptile / rep·tile /
An Axie Class that is generally violet in appearance and identifiable by violet Cards/Abilities.
Retain / ri-ˈtān /
A tag that allows a card to remain on the trainer's hand until the end of the turn.
Retain / rih-tayn /
An effect that prevents the card from being discarded at the end of a turn.
Retired / ruh·tai·urd /
Runes or charms that are deemed void after their season. Therefore, these can no longer be used in the next seasons.
Revenge / ri-ˈvenj /
When a card drawn belongs to an Axie that's been defeated and therefore cannot be used, this is transformed into a Revenge Card. This has a corresponding value and provides the same function as the original skill (Attack, Shield, or Heal).
Ronin Blockchain / row-nihn / / blak-chayn /
The chain that houses all the gaming operations of Axie Infinity.
Ronin Spirit / row-nuhn / / spee-ruht /
A buff that grants extra Moonshards to the user when their team wins a ranked match.
Ronin Wallet / row-nihn / / waa-.luht /
A crypto wallet that operates in the Ronin network. This allows people to trade cryptocurrencies such as Axie Infinity Shard ($AXS), USDC, Wrapped ETH (WETH), and Smooth Love Potion (SLP).
Runes / roonz /
Power-ups that can be attached to an Axie to provide powerful passive effects.
Scrim / skrim /
Competitive practice against a friend.
Scry /ˈskrī /
Cards that allow a trainer to discard any cards in their hand.
Season / see-zn /
A period where trainers compete for the top ranks in the leaderboards and to achieve their corresponding rewards.
Seasonal / see·zuh·nuhl /
Runes or charms available during a specific season. These retire once the season ends.
Secret / sē-krət /
A tag that adds an effect that manifests in the next turns.
Sequential Turns / suh-kwen-shl / / turnz /
A game feature that allows the trainers to exchange moves in a turn-based order.
Shield Boost / sheeld /
A buff that gives an Axie a Shield gained from cards increased by 1 per stack.
Silence / sai·luhns /
A debuff that prohibits an Axie to use non-Attack cards.
Skill / skil /
A feature that adds bonus damage to combo attacks.
Sky Mavis / skie / / may-vuhs /
The developer of Axie Infinity, largely based in Vietnam and in Singapore. Their products include the marketplace, Mavis Hub Ronin wallet, Katana and Bridge.
Sleep / sleep /
A debuff that prohibits an Axie from using any card. However, this effect is removed when the Axie is attacked.
Special words / speh-shl / / wurdz /
Words, phrases and common language within the game. This usually refers to a specific function and would not mean the same if used outside or within another game.
Stamina / sta-muh-nuh /
A resource consumed each time players engage in combat in the Arena.
Starter Axies / staar-tr / / ak-si /
Free non-NFT Axies that can be used to access the different features of the game.
Status Effects / sta·tuhs / / uh·fekts /
A positive (Buffs) or negative (Debuffs) effect applied on a trainer's Axies or their opponent's brought by Ability Cards. As of writing, the game has 27 status effects (12 Buffs, 14 Debuffs, and 1 Neutral).
Stealth / stelth /
When this buff is applied to an Axie, it cannot be targeted directly. However, this effect is removed once the Axie uses a card.
Stunned / stuhnd /
A debuff that prohibits an Axie from performing any action, which means any card used by the Axie will miss.
Summon Cards / suh·muhn / / kaardz /
A spawned unit that can assist a player in battle.
Tags / tagz /
A feature used to distinguish the behavior of a specific Axie's cards during the battle when used.
Taunt / taant /
A neutral buff that causes the target axie to always be targeted by the enemy's attack abilities.
Tournament / tur-nuh-muhnt /
A competition among different teams within a fixed schedule.
Trainers / tray-nrz /
A term used to address Axie Infinity players.
Unplayable /ˌən-ˈplā-ə-bəl/
The status of a card when it can't be used in a turn. This gives a disadvantage for the trainer who draws it as the card takes up a slot for playable cards.
User Level / yoo-zr / / leh-vl /
Determines the number of game features that a player can access. As the level increases, more game features become accessible.
Vulnerable / vuhl-nr-uh-bl /
A debuff that causes the target Axie to receive 20% more attack damage.
Weak / week /
A debuff that causes the target Axie to deal 20% less attack damage.