CATCH: This is the defense or block to the “hit”. A competitor will brace for the initial strike “hit” and block or stop the strike form their competitor. Once they are able to stop the competitor’s hit they can begin to deploy counter moves to win the pull.
CHALK: This is used by competitors to better enable a grip and avoid slipping due to sweat.
CLASS: Categories defined by weight and arm that armwrestlers compete. Classes are set for right handed and left handed competitors and include left-handed and right-handed - lightweight, middleweight, and heavyweight classes.
CORE STRENGTH: Armwrestling at any level requires full body training and explosive use of the stomach, hips and legs.
E.F.T: Distance Elbow to Fingertips. This measurement is critical as it provides the ability for a competitor to have this leverage over his/her opponent. A larger E.F.T. number provides the leverage advantage.
ELBOW FOUL: This is when competitors lift their elbows off the pad during a match to gain position. This is not allowed and is a foul.
ENDURANCE: Armwrestling matches are battles that require skill, strategy, power and high levels of stamina. WAL competitors train to maximize their levels of endurance tin order to give them the advantage in matches and long pulls.
GRIP/GRIP UP: Competitors lock hands to begin the pull. The referee calls for this action by saying “Grip Up”. The grip competitors get 30 seconds to establish a fair grip then they go to the “strap” or a “set grip”. Learn more here.
HAND & WRIST CONTROL: This is when a competitor is able to dominate his or her opponent’s hand by manipulating them in any direction usually ending up flopping the hand back or turning their hand in palm up for ultimate leverage and control of the pull.
HIT: This is the power strike can be delivered throughout the match but is often delivered once the referee says “go”. Some competitors rely on the initial “hit” to gain the advantage in the pull by applying tremendous amount of pressure right from the beginning. Learn more here.
HOOK: A tactical techniques deployed by competitors, which is performed by hooking the wrist inward, which makes the battle an arm-for-arm strength battle. Learn more here.
LEGS: One of the most important aspects in armwresting are the legs, which can provide power and stability during the pull. Competitors must keep 1 foot on the floor at all times. Learn more here.
MATCH: The head to head battle between armwrestlers. A match can consist of 1 to many “pulls”.
PIN: Standard term for a win – touching opponent’s hand or wrist to the pad or breaking the plane next to the pad. Learn more here.
PULL: (verb or a noun) This defines each time you grip up with a competitor and fight for the win.
“READY GO!”: The traditional command to start a Pull.
REFEREE: The referee enforces the rules to insure that the matches are fair. This begins with setting a fair grip for the competitors, giving the “GO” command, to start the pull and continuing to monitor the pull until the pin to ensure that all rules are followed.
REFEREE or SET GRIP: This is a “grip” where the competitors cannot establish a fair grip by themselves so the referee sets the hands and makes sure the grip is legal and fair.
RUNNING FOUL: This is when a competitor commits a “foul” the pull continues. If the competitor that commits the foul wins the pull it does not count and the competitors must redo the pull. If the competitor who did not commit the foul wins the pull then the pull counts and that competitor wins the pull. This gives the advantage to the competitor that did not commit the foul.
SLIP: This occurs when the competitor’s hands come apart during a pull.
STRAP: The straps are used to bind the hands together typically when the competitor’s hands slip and come apart during a pull. Straps are also used to start matches if a fair grip cannot be established between the competitors. Learn more here.
TABLE: The playing field where the competitors battle. Each table includes:
- Elbow Pad: This is the pad that a competitor's elbow must rest on and remain in contact with at all times during the pull.
- Legs: This base holds the table and is often bolted to the platform to assure stability.
- Peg: The upright grip sticking up that competitors must hold as they pull
- Pin Pad: Or "pad,” is the pad you get the competitor’s hand to touch for a win
"THE PIT": The World Armwrestling League’s signature competition space, where fans can get up close to the action.
TOPROLL: A tactical technique deployed by competitors, which is performed by rolling your hand over the top of the competitor bending his wrist backward, thus gaining leverage. Learn more here.