Pulling
- Banner
- A limited-time event built around a featured legendary with boosted odds. Players pull on it to try to get it.
- Pull
- One try on a banner, paid for with gems. Games call it a wish (Genshin Impact), a drop (Honkai Impact 3rd), a warp (Honkai: Star Rail) or a signal search (Zenless Zone Zero); League of Legends calls it a draw.
- One try on a banner, paid for with gems. Games call it a wish (Genshin Impact, Love and Deepspace), a drop (Honkai Impact 3rd), research (Punishing: Gray Raven), warp (Honkai: Star Rail), signal search (Zenless Zone Zero), convene (Wuthering Waves), headhunt (Arknights), summon (Fate/Grand Order, Epic Seven, Fire Emblem Heroes, Reverse: 1999), recruit (Blue Archive, NIKKE) or scout (Umamusume); League of Legends calls it a draw, Apex Legends opening a pack and Diablo Immortal using a crest.
- Legendary
- The rarest prize. Gacha games call it 5★ or S-rank; League of Legends has Exalted skins and Mythic Variants, and its own "Legendary" tier below them.
- The rarest prize. Gacha games call it 5★ (some 6★, 3★, SSR or S-rank); League of Legends has Exalted skins and Mythic Variants, Apex Legends heirlooms and Diablo Immortal 5★ legendary gems. Apex and League each have their own "Legendary" tier below this.
- Featured legendary
- The legendary the banner is built around, also called the rate-up.
- 50/50
- The chance a legendary is the featured legendary rather than a different one, often 50%.
- Guarantee
- After a lost 50/50, the next legendary is always the featured legendary.
- Capturing Radiance
- Genshin Impact's rule that turns some lost 50/50s into wins, lifting its 50/50 to 55%.
- Pity
- The rule that raises the odds the longer a player goes without a legendary.
- Soft pity
- The pull where the legendary chance starts climbing.
- Hard pity
- The pull where a legendary is certain.
- Spark
- In some games, a set number of pulls a player can trade for the featured legendary.
- Free copies
- Some games hand out the featured legendary at set pull counts, once each: Epic Seven at 170 and 200 summons, Fire Emblem Heroes at 40, Arknights at 300.
- Copies
- How many of the same prize a player owns. In most gacha games each extra copy makes it stronger.
Money
- Gems
- The premium currency players buy with real money or earn by playing, and spend on pulls. Each game names its own: Primogems (Genshin Impact), Stellar Jade (Honkai: Star Rail), Polychromes (Zenless Zone Zero), Crystals (Honkai Impact 3rd) and RP (League of Legends).
- The premium currency players buy with real money or earn by playing, and spend on pulls. Each game names its own: Primogems (Genshin Impact), Stellar Jade (Honkai: Star Rail), Polychromes (Zenless Zone Zero), Astrite (Wuthering Waves), Orundum (Arknights), Saint Quartz (Fate/Grand Order), Pyroxene (Blue Archive), Carats (Umamusume), Gems (NIKKE), Clear Drops (Reverse: 1999), Skystones (Epic Seven), Orbs (Fire Emblem Heroes), Crystals (Honkai Impact 3rd), Black Cards (Punishing: Gray Raven), Diamonds (Love and Deepspace), RP (League of Legends), Apex Coins (Apex Legends) and Eternal Orbs (Diablo Immortal).
- Free gems
- Gems players earn by playing, from daily tasks and events.
- Gem packs
- Bundles of gems sold for real money, often with bonus gems on top. Bigger packs usually give more gems per dollar.
- Monthly pass
- A small purchase that gives gems up front, then more on each day the player logs in while it lasts.
- Revenue
- The real money players spent this season.
Players
- Whales
- The biggest spenders, a tiny share of players.
- Dolphins
- Mid-size spenders: they pay, but far less than whales.
- Pass buyers
- Players who only buy the monthly pass.
- Free players
- Players who never pay.
- Season
- The days the simulation runs, 30 by default.