Spikeball — Glossary

Every Spikeball term explained in plain language: technique, equipment, rules and slang – with tips on avoiding the classic mistakes.

Cut Serve (Movement)
A serve that veers off sideways after hitting the net instead of coming straight back. Its weapon is deception, not power.
Drop Test (Net Tension) (Cheat code)
The official pre-game tension check: a ball dropped from 1.5 m has to rebound around 50 cm. Two minutes that save the whole session.
No-Hit Zone (Rule)
The circle with a 100 cm radius around the net. A serve landing on or inside it is a fault — the zone is what keeps serves returnable.
Rim & Pocket (Slang)
The rim is the hard metal edge — hitting it directly is a fault. A pocket is a hit on the netting close to that edge: legal and unpredictable.
Roundnet (vs. Spikeball) (Slang)
Roundnet is the sport's official name; Spikeball is the brand of its best-known set maker — roughly like Kleenex and tissues.

General

Terms from training theory that apply in every sport.

1RM (One-Repetition Maximum) (Rule)
The maximum weight you can move for exactly one clean repetition. The reference value behind almost every training plan.
BMR & TDEE (Rule)
BMR is your basal metabolic rate at complete rest; TDEE is total daily expenditure including everyday movement and training. Nutrition targets always work off TDEE.
Cadence (Movement)
Steps per minute when running, or pedal revolutions when cycling. For most runners, 170–180 steps per minute sits in the sweet spot.
Core Tension (Movement)
Active stabilisation of abdomen, back and pelvis — the bridge that lets force travel between legs and arms at all.
Deload (Cheat code)
A deliberately lighter week with volume or intensity clearly reduced, so adaptation can catch up.
DOMS (Delayed Onset Muscle Soreness) (Cheat code)
Delayed muscle soreness 12–72 hours after unfamiliar load. Not a measure of training quality.
Knee Valgus (Movement)
The knees collapsing inward during squats, jumps and landings. One of the key risk markers in technique analysis.
Progressive Overload (Cheat code)
The one principle no training works without long-term: the stimulus has to grow over time, otherwise adaptation stops.
RIR (Reps in Reserve) (Rule)
How many clean reps you had left at the end of a set. RIR 2 means two more were available.
RPE (Rate of Perceived Exertion) (Rule)
A scale for perceived effort. In strength training it usually runs 1–10, where RPE 8 means you had two more reps in the tank.
Zone 2 (Aerobic Base) (Cheat code)
The easy endurance zone where you can still hold a conversation in full sentences. The base of almost every endurance plan.