Baseball Glossary
107 terms
batting average
Also: BA, AVG, average
A statistic that measures how often a batter gets a hit. Calculated by dividing hits by at-bats. A .300 average (3 hits every 10 at-bats) is considered very good.
RBI
Also: run batted in, runs batted in, ribbie, ribbies
A run batted in — credited to a batter when their at-bat results in a run scoring (except on errors or double plays). Hitting a sacrifice fly that scores a runner counts as an RBI.
on-base percentage
Also: OBP, on base percentage, on base pct
A statistic measuring how often a batter reaches base. Includes hits, walks, and hit-by-pitches. Higher than batting average because it counts walks. A .400 OBP is excellent.
slugging percentage
Also: SLG, slugging, slugging pct
A statistic measuring the power of a hitter. Calculated by total bases divided by at-bats. A single = 1, double = 2, triple = 3, home run = 4. Higher slugging means more extra-base hits.
on-deck
Also: on deck, on-deck circle, on deck circle
The batter who is next up to hit. They wait in the on-deck circle (a marked area near the dugout) taking practice swings and timing the pitcher. Being "on deck" means you're one batter away from hitting.
cleanup hitter
Also: cleanup, cleanup spot, 4-hole, four hole
The 4th batter in the lineup, typically the team's best power hitter. Called "cleanup" because ideally the first three batters get on base and the 4th batter "cleans up" by driving them in.
lead-off hitter
Also: leadoff, leadoff hitter, lead off hitter, 1-hole
The first batter in the lineup. Usually the team's fastest player with a high on-base percentage. Their job is to get on base and set the table for the hitters behind them.
switch hitter
Also: switch hitting, switch hits
A batter who can hit from both sides of the plate — left-handed and right-handed. Switch hitters bat from the opposite side of the pitcher (right-handed vs. a lefty pitcher, left-handed vs. a righty) to gain an advantage seeing the ball.
designated hitter
Also: DH
A player who bats in place of the pitcher but does not play a defensive position. The DH rule allows teams to keep a strong hitter in the lineup without requiring the pitcher to bat.
bunt
Also: bunts, bunting, bunted
A batting technique where the hitter holds the bat still and lets the ball hit it softly, placing it in the infield. Used for sacrifice bunts (advance runners), bunt-for-hits (beat out a throw), or squeeze plays (score a runner from 3rd).
sacrifice fly
Also: sac fly
A fly ball caught by an outfielder that allows a runner on 3rd to tag up and score. The batter is out, but the run scores. It doesn't count as an at-bat for the hitter.
sacrifice bunt
Also: sac bunt, sacrifice
A bunt where the batter intentionally gives themselves up (gets out) to advance a runner into scoring position. The batter squares around and softly bunts the ball, forcing the defense to field it while the runner advances.
double play
Also: double plays, twin killing, DP
A defensive play where two outs are recorded on a single batted ball. The most common is the 6-4-3 (shortstop to 2nd baseman to 1st baseman) on a ground ball with a runner on 1st.
force out
Also: force, force play, force at
When a baserunner is forced to advance because the batter becomes a runner, the defense can get an out by touching the base the runner is forced to, rather than tagging the runner. Removes the need for a tag play.
rundown
Also: rundowns, pickle
When a baserunner is caught between two bases and the defense throws the ball back and forth to tag them out. The goal for the defense is to use as few throws as possible — each throw is a chance for an error.
cutoff man
Also: cutoff, relay man
An infielder who positions themselves between an outfielder and the target base to receive and redirect throws. The cutoff man can let the throw go through, cut it off and throw to another base, or hold the ball. Proper cutoff alignment is critical for preventing extra bases.
relay
Also: relay throw
A throw from an outfielder to an infielder (the relay man) who then throws to the target base. Used on deep hits where a direct throw would be too far. The relay man lines up between the outfielder and the base to keep the throw accurate.
backup
Also: backing up, back up
Positioning yourself behind a teammate who is receiving a throw in case the ball gets past them. Every throw should have a backup — for example, the pitcher backs up home plate on throws from the outfield, and outfielders back up each other on fly balls.
shift
Also: defensive shift, infield shift
When the defense repositions fielders away from their normal spots based on where the batter is likely to hit the ball. For example, against a strong pull hitter, infielders may all shift to one side of the diamond.
charge the ball
Also: charging, charge it, charge
Running toward a ground ball instead of waiting for it to come to you. Charging cuts down the time the batter has to reach base and shows aggressiveness. Fielders must stay low and field the ball cleanly while moving forward.
bare hand play
Also: bare hand, bare-hand, barehanded
Fielding a slowly hit ball with the bare (non-glove) hand and throwing in one motion. Used on slow rollers or bunts when there isn't time to field with the glove, transfer the ball, and throw. Requires good hands and accuracy.
pop fly
Also: pop up, pop-up, popup
A high, short fly ball hit to the infield. Pop flies are usually easy outs. The infield fly rule may apply with runners on base to prevent the defense from intentionally dropping it.
can of corn
Also: routine fly ball
A high, easy fly ball hit directly to an outfielder. The term comes from old-time grocery stores where clerks would knock cans off high shelves and catch them easily. Considered the easiest play in baseball.
infield fly
Also: infield fly rule
With runners on 1st and 2nd (or bases loaded) and less than 2 outs, a fair fly ball that an infielder can catch with ordinary effort results in the batter being automatically out. This rule prevents the defense from intentionally dropping the ball to get a double or triple play.
fastball
Also: heater, heat, gas, four-seam, two-seam
The fastest and most basic pitch in baseball. Thrown with maximum velocity in a straight line. A four-seam fastball is the straightest and fastest; a two-seam fastball has slight movement. Usually the first pitch young players learn.
changeup
Also: change-up, change up, change
An off-speed pitch designed to look like a fastball but arrive 8-15 mph slower. The arm motion is the same as a fastball, but the grip slows the ball down. Effective because it disrupts the batter's timing.
curveball
Also: curve, hook, deuce, Uncle Charlie, yakker
A pitch that breaks downward (and sometimes sideways) as it approaches the plate. Thrown with topspin by snapping the wrist. Looks like it's coming in high but drops through the zone. Not recommended for very young arms.
slider
Also: slide piece
A pitch that looks like a fastball but breaks sharply to the side as it reaches the plate. Faster than a curveball but with less vertical drop. The tight spin creates late horizontal movement that can fool batters.
strikeout
Also: K, strike out, punch out, whiff
When a batter accumulates three strikes and is called out. A "K" in the scorebook means a strikeout looking (called third strike); a backwards "K" means a strikeout swinging. Strikeouts are the most dominant way for a pitcher to get outs.
walk
Also: base on balls, BB, free pass
When a batter receives four pitches outside the strike zone (balls) during an at-bat, they are awarded first base. Also called a "base on balls." A walk counts toward on-base percentage but not batting average.
full count
Also: 3-2 count, three-two count, full
A count of 3 balls and 2 strikes. The next pitch will either result in a walk (ball 4), strikeout (strike 3), or be put in play. Runners often go on the pitch in a full count because they'll advance on a walk anyway.
hit by pitch
Also: HBP, hit batter, plunked, beaned
When a pitched ball hits the batter, the batter is awarded first base. The batter must make an effort to avoid the pitch. Hit by pitches count toward on-base percentage. Getting hit often can be painful but is part of the game.
mound visit
Also: visit to the mound
When a coach or catcher goes to the pitcher's mound to talk to the pitcher. Used to calm a struggling pitcher, discuss strategy, or give a reliever time to warm up. Teams are limited in the number of mound visits per game.
wild pitch
Also: wild pitches, WP
A pitch so far outside the strike zone that the catcher cannot catch or block it, allowing baserunners to advance. Scored as the pitcher's fault (unlike a passed ball, which is the catcher's fault).
passed ball
Also: passed balls, PB
A pitch that the catcher should have caught or blocked but didn't, allowing runners to advance. Unlike a wild pitch, a passed ball is scored as the catcher's error.
ERA
Also: earned run average
Earned Run Average — the average number of earned runs a pitcher gives up per 9 innings. Calculated as (earned runs × 9) ÷ innings pitched. A lower ERA is better. Under 3.00 is excellent; under 4.00 is good.
ground ball
Also: ground balls, grounder
A batted ball that rolls or bounces along the ground in the infield. Fielders must field it cleanly and throw to a base for the out. Ground balls with runners on base often lead to force plays or double plays.
fly ball
Also: fly balls
A batted ball hit high into the air. If caught by a fielder before it touches the ground, the batter is out. Runners on base can tag up and advance after the catch.
line drive
Also: line drives, liner, rope, frozen rope
A batted ball hit hard and on a relatively straight trajectory. Line drives are dangerous for baserunners because they can be caught quickly, leading to easy double plays if runners are off their bases.
tag up
Also: tags up, tagging up, tag
After a fly ball is caught, a baserunner must touch (or "retouch") their current base before advancing. The runner waits on the base, watches for the catch, then runs to the next base. If they leave early and the defense appeals, the runner is out.
go halfway
Also: halfway, goes halfway
A baserunning strategy on fly balls where the runner advances to a point roughly halfway between their current base and the next one. If the ball drops, they can easily advance. If caught, they can retreat safely. Used on medium-depth fly balls where tagging up isn't ideal.
on contact
Also: going on contact
A baserunning strategy where the runner takes off running as soon as the ball is hit (on contact with the bat), regardless of where it goes. Used on ground balls to avoid double plays and with 2 outs when you run on anything.
lead off
Also: lead, leads, taking a lead, primary lead, secondary lead
The distance a baserunner takes away from their base before the pitch is thrown (primary lead) or as the pitch is delivered (secondary lead). A bigger lead gives a head start for stealing or advancing, but increases the risk of being picked off.
steal
Also: stolen base, stealing, SB
When a baserunner advances to the next base during the pitch without the ball being hit. Requires speed and a good jump (timing). The runner takes off as the pitcher delivers and tries to beat the catcher's throw to the base.
delayed steal
Also: delayed steals
A steal where the runner doesn't break for the next base right away. Instead, they wait until the catcher throws the ball back to the pitcher (or until the middle infielders relax), then take off. Works by catching the defense off guard rather than relying on pure speed.
hit and run
Also: hit-and-run
An offensive play where the baserunner starts running with the pitch and the batter is required to swing, no matter what. The runner gets a head start, and the batter tries to hit the ball behind the runner or through the hole left by the fielder covering the base.
squeeze play
Also: squeeze, squeeze bunt
A play designed to score a runner from 3rd base using a bunt. The batter bunts the ball while the runner breaks for home. There are two types: the suicide squeeze (runner goes on the pitch) and the safety squeeze (runner waits to see if the bunt is down).
suicide squeeze
Also: suicide
A squeeze play where the runner on 3rd breaks for home as soon as the pitcher begins the delivery — before the batter bunts. High risk, high reward: if the batter misses the bunt, the runner is almost certainly out at home.
safety squeeze
A squeeze play where the runner on 3rd waits to see if the batter successfully bunts the ball before breaking for home. Safer than the suicide squeeze because the runner isn't committed, but the batter needs to place the bunt well to give the runner time to score.
rally
Also: rallies, rallying, comeback
When a team strings together multiple hits, walks, or runs in a single inning to come back or build a big lead. A rally cap (wearing your hat inside out) is a fun superstition to spark a comeback.
shutout
Also: shut out, blanked
When a team (or pitcher) holds the opponent to zero runs for the entire game. A combined shutout involves multiple pitchers. Throwing a shutout is one of the most dominant pitching performances.
no-hitter
Also: no hitter, no-no
A game in which a pitcher (or pitching staff) does not allow any hits for the entire game. The opponent can still reach base via walks, errors, or hit-by-pitches, but no hits. Rarer and more impressive than a shutout.
grand slam
Also: grand salami, granny
A home run hit with the bases loaded (runners on 1st, 2nd, and 3rd), scoring 4 runs on one swing. The most runs that can score on a single play. One of the most exciting moments in baseball.
walk-off
Also: walk off, walkoff, walk-off hit, walk-off homer
A hit or play in the bottom of the last inning that gives the home team the winning run, ending the game immediately. Called a "walk-off" because the losing team walks off the field. One of the most thrilling endings in baseball.
extra innings
Also: extras, free baseball
Innings played beyond the standard game length (6 innings in youth, 7 in high school, 9 in pro) when the score is tied. The game continues until one team leads at the end of a complete inning. Some youth leagues use special rules or a mercy rule instead.
mercy rule
Also: run rule, slaughter rule, run ahead rule
A rule in youth and amateur baseball that ends the game early if one team is ahead by a large margin (commonly 10+ runs after a certain number of innings). Designed to prevent blowouts and save players from unnecessary innings. Rules vary by league.
balk
Also: balks, balk rule
An illegal motion by the pitcher while runners are on base. When called, all runners advance one base. Common balks include starting a pitching motion and stopping, not coming to a set position, faking a throw to first, or dropping the ball on the rubber.
framing
Also: pitch framing, catcher framing
A skill where the catcher receives the ball and subtly moves their glove to make a borderline pitch look more like a strike to the umpire. Good framers hold the glove steady and receive the ball with quiet hands rather than stabbing at it.
blocking
Also: blocking pitches, block in the dirt, block balls
When a catcher drops to their knees and uses their body to stop a pitch in the dirt, preventing it from getting past them. A key skill for catchers — if they don't block it, runners can advance. The goal is to keep the ball in front, not necessarily to catch it cleanly.
pop time
Also: pop
The time (in seconds) from when the pitch hits the catcher's glove to when it reaches the middle infielder's glove at 2nd base. Measures how quickly a catcher can receive and throw. A pop time under 2.0 seconds is considered excellent.
back pick
Also: pick off from catcher, catcher pickoff
A pickoff throw made by the catcher to first or third base, usually after the catcher receives a pitch. Often used when a runner is taking too big a lead. Requires a quick release and coordination with the infielder covering the base.
one-knee stance
Also: one knee stance, drop knee
A catching stance where the catcher drops their throwing-side knee to the ground. It makes it easier to block balls in the dirt and can present a larger strike zone target to the umpire. Increasingly common at all levels of baseball.
catcher target
Also: catcher setup, target
The location where the catcher sets up their glove as a target for the pitcher. Setting a good target helps the pitcher locate pitches. Catchers set up early so the pitcher has a clear visual before they throw.
pickoff
Also: pick off, pickoff move, pick
A throw made by the pitcher (or catcher) to a base in an attempt to catch a baserunner off the bag and tag them out. If the runner is caught too far from the base, they're in a rundown. A good pickoff move is a key weapon against base stealers.
pitch count
Also: pitch counts, count of pitches
The total number of pitches a pitcher has thrown in a game. Youth leagues often have strict pitch count limits to protect young arms — for example, 85 pitches maximum with mandatory rest days after. Coaches track pitch counts closely.
bullpen
Also: pen
The relief pitchers on a team's roster, or the area of the field where they warm up before entering a game. When a starter is struggling, the manager goes to the bullpen for a fresh arm. Also used as slang for the group of relievers on the team.
complete game
Also: CG, complete games
When the starting pitcher pitches the entire game without being replaced by a reliever. Complete games have become very rare in modern baseball as teams manage pitch counts carefully. They're considered a sign of a dominant pitching performance.
save
Also: SV, saves
A statistic credited to a relief pitcher who finishes a game for a winning team while protecting a lead. Most commonly awarded when the pitcher enters with a lead of 3 or fewer runs and pitches at least one inning. Closers chase saves.
closer
Also: late inning closer, ninth inning pitcher
The relief pitcher who specializes in pitching the final inning of a close game to secure a win. Usually the hardest thrower or most dominant reliever in the bullpen. Gets the ball in save situations.
setup man
Also: setup pitcher, setup reliever, eighth inning guy
A relief pitcher who typically pitches the inning just before the closer (usually the 7th or 8th inning). Their job is to hold the lead and hand the ball off to the closer. Often the second-best reliever on the team.
WHIP
Also: walks plus hits per inning
Walks plus Hits per Inning Pitched. Measures how many base runners a pitcher allows per inning. A WHIP under 1.00 means fewer than one runner per inning, which is excellent. A WHIP over 1.50 means the pitcher is giving up a lot of traffic.
quality start
Also: QS
A starting pitcher's outing in which they pitch at least 6 innings and give up 3 or fewer earned runs. Not a perfect measure of pitching, but a benchmark that means the starter gave their team a reasonable chance to win.
pitch clock
Also: pitch timer
A timer that limits how long a pitcher has to deliver a pitch. Introduced in pro baseball to speed up games. If the pitcher doesn't throw before the clock runs out, it's called an automatic ball. Batters also must be ready in time or it's an automatic strike.
pitch-out
Also: pitchout
An intentional pitch thrown far outside the strike zone, making it easy for the catcher to catch and throw to a base quickly. Used when the defense suspects the runner is about to steal. The batter can't reach it, but it's a called ball.
batting order
Also: lineup, lineup card, order
The set sequence in which players take their turns hitting. Each team submits a batting order before the game and must follow it throughout. The order is strategic — faster players at the top, power hitters in the middle.
count
Also: the count, ball-strike count
The current number of balls and strikes on a batter during an at-bat, always stated balls-first (e.g., "2-1 count" means 2 balls, 1 strike). The count heavily influences what pitch the pitcher throws and what the batter is looking for.
foul ball
Also: foul balls, foul
A batted ball that lands in foul territory (outside the baselines). Foul balls count as strikes — unless it's strike 3 (you can't strike out on a foul ball, except on a foul bunt).
foul tip
Also: foul tips, tipped pitch
A pitch that barely grazes the bat and goes directly into the catcher's glove. A foul tip is treated like a strike — if the catcher catches it cleanly with two strikes, the batter is out. Unlike a regular foul ball, a caught foul tip on strike 3 is a strikeout.
hitting streak
Also: hitting streaks, hit streak
The number of consecutive games in which a batter has gotten at least one hit. The all-time record is 56 games, set by Joe DiMaggio in 1941. A hitting streak is a sign of consistent contact hitting.
pinch hitter
Also: pinch hit, PH, pinch hitting
A substitute batter who hits in place of another player in the lineup. Teams use pinch hitters to get a better matchup or to put a better hitter in a key moment. The player they replace cannot return to the game.
plate appearance
Also: PA, plate appearances
Any time a batter completes a turn at the plate, including hits, outs, walks, hit-by-pitches, and sacrifice flies. Broader than an at-bat — every at-bat is a plate appearance, but not every plate appearance is an at-bat.
at-bat
Also: AB, at bats, at-bats
A plate appearance that counts toward batting average. Walks, hit-by-pitches, and sacrifice flies are plate appearances but NOT at-bats — they don't count against batting average.
contact hitter
Also: contact hitting, contact bat
A batter who excels at making contact with the ball consistently, putting it in play rather than swinging for home runs. Contact hitters have low strikeout rates and usually hit for a high batting average. The opposite of a power hitter.
power hitter
Also: power bat, slugger
A batter known for hitting home runs and extra-base hits. Power hitters tend to have high slugging percentages but may also strikeout more. They typically hit in the middle of the lineup (3rd, 4th, 5th).
batting eye
Also: plate discipline, good eye
A hitter's ability to judge whether pitches are strikes or balls. Batters with a good batting eye lay off pitches outside the zone and rarely chase bad pitches. Good plate discipline leads to more walks and better at-bats.
tag play
Also: tag out
When a fielder with the ball in their glove (or hand) touches a baserunner to record an out. Required any time a runner is not forced to advance. Fielders must hold onto the ball — if they drop it during the tag, the runner is safe.
error
Also: errors, E, fielding error
A misplay by a fielder that allows a batter or runner to reach base or advance when they shouldn't have. Scored with an "E" followed by the position number (e.g., E6 for a shortstop error). Runs that score due to errors are unearned and don't count against the pitcher's ERA.
fielder's choice
Also: FC
When a fielder chooses to retire a different baserunner instead of the batter. The batter reaches base, but it's not scored as a hit. For example, a ground ball where the shortstop throws to 3rd instead of 1st is a fielder's choice.
fly out
Also: fly outs
When a batter hits a fly ball that is caught by a fielder before it lands, recording an out. Unlike a ground out, the batter is out immediately when the ball is caught. Runners may tag up after a fly out.
ground out
Also: groundout, ground outs
When a batter hits a ground ball that a fielder fields and throws to first base before the runner arrives, recording an out. The most common type of out at most levels of baseball.
range
Also: fielding range
How much ground a fielder can cover — how far left, right, forward, and back they can go to field balls. Good range means a player can reach balls that average fielders can't get to. Shortstops and center fielders especially need elite range.
first step quickness
Also: first step, reaction time
How quickly a fielder reacts and takes their first step toward a batted ball. Often more important than raw speed — a fielder who reads the ball off the bat and explodes in the right direction can cover more ground than a faster player who hesitates.
arm strength
Also: strong arm, cannon
How hard a fielder can throw the ball. Arm strength allows fielders to make long, accurate throws across the diamond or from deep in the outfield. Center fielders and third basemen especially need strong arms to throw out runners.
top of the inning
Also: top, top half, top of the frame
The first half of each inning, when the visiting team bats. Each inning has a top and a bottom half.
bottom of the inning
Also: bottom, bottom half, bottom of the frame
The second half of each inning, when the home team bats. If the home team takes the lead in the bottom of the final inning, the game ends immediately (a walk-off).
batting around
Also: bat around, batted around
When all nine batters in the lineup get a turn to bat in a single inning. Batting around usually means at least 4 runs scored and is a sign of a big offensive inning.
insurance run
Also: insurance runs, insurance
Additional runs scored to increase a lead and provide a cushion. An insurance run makes it harder for the opponent to tie or win.
save situation
Also: save opportunity
A game situation where a closer or reliever can potentially earn a save. Most commonly, a pitcher enters in the 9th inning with a lead of 3 or fewer runs and needs to close out the game.
blown save
Also: BS, blown saves
When a relief pitcher enters in a save situation but fails to hold the lead, allowing the opponents to tie or take the lead. A blown save is a mark against the reliever and can cost a team the game.
double switch
Also: double-switch
A substitution move where a manager brings in a new pitcher AND a new position player at the same time, swapping their spots in the batting order. This lets the manager put the pitcher lower in the order to avoid having them bat soon.
diamond
Also: baseball diamond, infield diamond
The square shape formed by home plate and the three bases, rotated 45 degrees so it looks like a diamond. The infield is built around the diamond.
dugout
Also: bench, dugouts
The enclosed area where the batting team's players and coaches sit during the game. Dugouts are typically below field level (dug out of the ground) and are on either side of home plate.
warning track
Also: warning tracks, track
The strip of different-textured ground (usually dirt or gravel) along the outfield fence. It warns outfielders that they're approaching the wall so they don't crash into it while tracking a fly ball.
foul pole
Also: foul poles
The tall vertical poles at the corners of the outfield, exactly on the foul lines. Despite the name, a ball that hits the foul pole is actually a FAIR ball (a home run). The poles help umpires judge whether deep fly balls are fair or foul.
foul territory
Also: foul ground
The area outside the first-base and third-base lines, extending from home plate to the outfield fences. Balls hit into foul territory are foul balls — unless caught in the air by a fielder, in which case the batter is out.
fair territory
Also: fair ground, fair ball
The area of the playing field between and including the first-base and third-base lines, from home plate to the outfield fences. Any ball landing or rolling through fair territory is in play.
baseline
Also: base path, baselines
The direct line between two bases (90 feet apart in standard baseball). Baserunners must stay within three feet of the baseline when a fielder is attempting to tag them. Running outside this lane to avoid a tag results in the runner being called out.
