Reference
Pickleball Glossary
Every term you will hear on the court, explained in plain English.
A
- ATP (Around the Post)
- A shot hit around the net post rather than over the net. Legal as long as the ball lands in bounds. Used when the ball pulls you wide of the court.
B
- Backspin (Slice)
- Reverse rotation applied to the ball, causing a lower, skidding bounce that stays low after landing. Useful for keeping shots in the kitchen.
- Banger
- Informal term for a player who relies on hard, flat drives rather than soft game and dinking. Effective at lower levels; less effective against patient net players.
- Baseline
- The back boundary line of the court, parallel to the net at 22 feet.
C
- Carbon Fiber
- A high-performance paddle face material known for excellent spin generation, stiff feel, and durability. Common in mid-range and premium paddles.
- Centerline
- The line dividing the two service boxes from the kitchen line to the baseline.
- Core
- The internal material of the paddle, usually a polymer (plastic) honeycomb. Thicker cores are softer and more forgiving; thinner cores offer more power.
- Cross-Court
- A shot hit diagonally to the opponent's opposite side of the court. The cross-court dink is the most common shot in high-level rallies.
D
- Dead Ball
- A ball that is no longer in play due to a fault, out call, or other stoppage.
- Dink
- A soft, controlled shot that arcs just over the net and lands in the opponent's kitchen. The foundation of advanced pickleball strategy.
- Double-Bounce Rule
- See Two-Bounce Rule.
- Down the Line
- A shot hit straight ahead, parallel to and near the sideline, rather than diagonally cross-court.
- Drop Shot
- A softly hit shot designed to barely clear the net and land short, forcing opponents to move forward.
E
- Erne
- An advanced shot where a player leaps from outside the kitchen sideline to volley the ball at the net post. Legal with precise footwork. Named after Erne Perry who popularized it.
F
- Fault
- Any rule violation that ends the rally. Common faults: ball lands out, player volleys in the kitchen, serve misses the service box.
- Fiberglass
- A common paddle face material with a softer, springier feel than carbon fiber. Offers a larger sweet spot and more power. Often recommended for beginners.
G
- Grip Size
- The circumference of the paddle handle, typically 4" to 4.5". Smaller grips allow more wrist action and spin; larger grips offer more stability and are easier on the arm.
- Groundstroke
- Any shot hit after the ball bounces once on your side of the court.
K
- Kitchen
- The non-volley zone (NVZ). A 7-foot area on both sides of the net where you cannot volley the ball. You can enter the kitchen after the ball bounces there.
- Kitchen Line
- The line marking the front boundary of the non-volley zone, parallel to the net at 7 feet.
L
- Let
- A serve that clips the top of the net but lands correctly in the service box. The serve is replayed with no penalty.
- Lob
- A high, arcing shot intended to sail over opponents' heads and land near the baseline. Forces opponents back from the net.
N
- Non-Volley Zone (NVZ)
- The official name for the kitchen. The 7-foot zone on each side of the net where volleying is prohibited. Touching the NVZ line while volleying is also a fault.
O
- Out
- A ball landing outside the court boundary lines. Any part of the line counts as in.
- Overhead
- A forceful downward stroke hit from above the shoulder, similar to a tennis smash. Used to put away high lobs.
P
- Paddle Face
- The flat hitting surface of the paddle. The material of the face (carbon fiber, fiberglass, graphite) significantly affects feel, spin, and power.
- Poach
- In doubles, when one partner crosses to intercept a shot intended for the other partner. Requires strong communication.
R
- Rally
- The continuous back-and-forth exchange of shots after the serve, until a fault ends the point.
- Rating
- A numerical skill level ranging from 2.0 (absolute beginner) to 5.5+ (professional). Used to match players in tournaments and organized play.
S
- Serve
- The underhand stroke that starts each point. Must be hit below the waist with an upward arm swing, landing diagonally cross-court in the opponent's service box.
- Side-Out
- When the serving team commits a fault and loses the serve to the opposing team. No point is scored on a side-out.
- Sideline
- The side boundary lines of the court.
- Stacking
- A doubles strategy where both partners position on the same side of the court after the serve or return, allowing a specific player to stay on their stronger side for each shot.
- Sweet Spot
- The optimal hitting zone on the paddle face that produces the best combination of power and control.
T
- Third Shot Drop
- A soft shot hit from near the baseline on the third shot of a rally (serve, return, third shot). Designed to land in the opponent's kitchen and give your team time to reach the net.
- Topspin
- Forward rotation applied to the ball, causing it to dip in flight and bounce higher after landing. Keeps aggressive shots in bounds.
- Two-Bounce Rule
- After the serve, the ball must bounce once on the receiver's side and once on the server's side before either team can volley. Prevents the serving team from rushing the net.
V
- Volley
- Hitting the ball out of the air before it bounces. Legal anywhere on the court except the kitchen (NVZ). The ability to volley well at the net is a key advanced skill.
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