Armwrestling is a sport rich in strategy, technique, and specialized terminology. Whether you’re a seasoned competitor or new to the sport, understanding the language of armwrestling is essential for mastering the nuances of the game. This lexicon provides a comprehensive guide to the key terms and concepts used in armwrestling, from basic techniques and strategies to advanced maneuvers and rules. By familiarizing yourself with these terms, you’ll gain deeper insights into the sport, enhancing both your knowledge and performance at the table.
A
- Air Pin: An illusion where an opponent’s hand seems to be pinned, but the referee hasn’t called it, often because the wrist or arm isn’t actually down.
- Angle: The specific positioning of the arm, hand, or body to gain leverage during a match.
B
- Back Pressure: A pulling motion that involves retracting the arm toward the body to gain control or to set up for another move.
- Balance: The distribution of body weight and pressure to maintain a stable stance and avoid overextending during a match.
- Bone Lock: A defensive position where the arm is straightened and locked, making it difficult for the opponent to overpower.
C
- Catch: The defense or block to the “hit.” A competitor braces for the initial strike and stops or blocks the strike from their opponent. Once the hit is stopped, the competitor can begin to deploy counter moves to win the pull.
- Chalk: Used by competitors to improve grip and reduce slipping due to sweat.
- Class: Categories defined by weight and arm that armwrestlers compete in. Classes are set for right-handed and left-handed competitors and include lightweight, middleweight, and heavyweight divisions.
- Core Strength: Essential in armwrestling, requiring full-body training and explosive use of the stomach, hips, and legs.
- Covering: A strategy where one competitor’s hand covers or partially obscures the opponent’s hand, making it more difficult for the opponent to see their grip or hand position. This can create a psychological advantage and complicate the opponent’s ability to execute their technique.
D
- Drag: A backward pulling motion combined with back pressure to move the opponent’s arm closer to the pin line.
- Double Elimination: A tournament format where a competitor must lose twice before being eliminated.
E
- E.F.T. (Elbow to Fingertips): The distance from the elbow to the fingertips. A larger E.F.T. provides a leverage advantage over opponents.
- Elbow Foul: A penalty that occurs when a competitor lifts their elbow off the pad during a match to gain position. This is not allowed and results in a foul.
- Endurance: The stamina required to maintain power and control throughout a match. Endurance is crucial for sustaining performance in long pulls.
F
- Flop Wrist: When the wrist bends backward, usually seen as a disadvantageous position unless used strategically in a press.
- Foul: Any rule violation, such as an elbow foul, false start, or illegal move, that can result in a warning or loss of the match.
G
- Grip/Grip Up: The initial handhold between competitors before the match begins. The referee initiates this action by saying “Grip Up.” Competitors have 30 seconds to establish a fair grip, or the match proceeds to the strap or a set grip.
- Go: The referee’s signal to start the match.
H
- Hand & Wrist Control: Dominating the opponent’s hand by manipulating it in any direction, often resulting in flopping the opponent’s hand back or turning it palm up for leverage and control.
- High Hook: A variation of the hook technique where the competitor’s hand is positioned higher on the opponent’s hand, aiming to control the top of the opponent’s wrist and forearm. This position allows for greater leverage and control, particularly when transitioning to a press or applying back pressure.
- Hit: A powerful strike delivered at the start of the match, often immediately after the referee says “Go.” Some competitors rely on the initial hit to gain an advantage in the pull.
- Hook: A tactical technique where the wrist is flexed inward, making the match an arm-for-arm strength battle.
I
- Inside Pull: A technique where the competitor pulls their opponent’s arm toward their body using back pressure and side pressure.
- Intentional Slip: Deliberately slipping out of the opponent’s grip to force a restart or to move to the straps.
J
- Joint Lock: Using the body’s joints, particularly the shoulder and elbow, to stabilize and control the opponent’s arm.
K
- Knee Kick: An illegal move where a competitor uses their knee to assist in moving their arm, resulting in a foul.
L
- Lever: The arm acts as a lever in armwrestling, with the elbow as the fulcrum. Lever length and strength greatly affect leverage.
- Legs: Provide power and stability during the pull. Competitors must keep one foot on the floor at all times during a match.
- Lock: A technique where the arm is held in a static position, usually with the elbow, wrist, or shoulder joint locked, to resist the opponent’s force and maintain control during a match. This is often used as a defensive strategy to counter the opponent’s movements.
- Losing Position: When a competitor’s arm is past the center line and approaching the pin pad, often a critical point in the match.
M
- Match: The head-to-head battle between armwrestlers. A match can consist of one or multiple pulls.
- Micro Movements: Small adjustments made during a match to improve position, gain leverage, or prepare for a decisive move.
N
- Neutral Position: The starting position where neither competitor has a clear advantage.
O
- Offense: Aggressive maneuvers designed to overpower or outmaneuver the opponent.
- Over the Top: A technique where the competitor’s hand moves over the top of the opponent’s hand to gain control, famously associated with the top roll.
P
- Peg: The upright grip on the table that competitors must hold onto during a pull.
- Pin: The act of forcing the opponent’s hand to touch the pin pad, resulting in a win.
- Pin Pad: The pad on the table where a competitor’s hand must touch to secure a pin.
- Post: A technique involving lifting the opponent’s hand up by using a straight arm and shoulder to create leverage.
- Pull: (verb or noun) The action of gripping up with a competitor and fighting for the win. Each engagement in a match is referred to as a pull.
R
- “Ready Go!”: The traditional command to start a pull.
- Referee: The official who enforces the rules, sets a fair grip, gives the “Go” command, and monitors the match to ensure all rules are followed.
- Referee or Set Grip: A grip set by the referee when competitors cannot agree on a fair grip on their own.
- Rotation: The twisting motion of the wrist and forearm, crucial for executing moves like the top roll.
- Running Foul: A situation where a competitor commits a foul, but the match continues. If the competitor who committed the foul wins, the pull is redone. If the non-fouling competitor wins, the pull counts, and they win the match.
S
- Side Pressure: Lateral force applied perpendicular to the opponent’s arm to push it toward the pin pad.
- Slip: Occurs when competitors’ hands come apart during a pull.
- Strap: A strap used to bind competitors’ hands together, typically when their hands slip apart during a pull. Straps are also used if a fair grip cannot be established.
- Table: The playing field where competitors battle. It includes elbow pads, pegs, pin pads, and a stable base.
- “The Pit”: The World Armwrestling League’s signature competition space, where fans can get up close to the action.
- Toproll: A tactical technique where the competitor rolls their hand over the top of the opponent, bending their wrist backward to gain leverage.
- Torque: The rotational force applied to an opponent’s arm during a match. Torque is generated by twisting or rotating the wrist, forearm, and shoulder to exert pressure and manipulate the opponent’s arm position.
T
- Toproll: A tactical technique where the competitor rolls their hand over the top of the opponent, bending their wrist backward to gain leverage.
- Tricep Press: A move where the competitor pushes down with their tricep and body weight, often in a flop wrist position.
- Technique: The specific methods and strategies employed by a competitor to execute movements and maneuvers effectively in armwrestling. Technique involves the precise use of hand positioning, arm angles, body leverage, and timing to gain an advantage over an opponent.
U
- Underdog: A competitor who is not expected to win but can surprise opponents with unconventional techniques or unexpected strength.
V
- V-Bend: The shape formed by the arm when applying side pressure, creating a strong defensive or offensive position.
W
- Wrist Curl: Flexing the wrist to gain hand control and pull the opponent’s arm toward the body.
- Winning Position: The advantageous position where the opponent’s arm is close to being pinned.
Z
- Zeroing In: Focusing on a specific technique or move to exploit the opponent’s weakness during a match.



