Alex Hormozi glossary
175 terms from the public community list. Search or jump a category. “Lead” here is a person you can contact — not Meta’s Lead event.
175 of 175 terms
Compiled by fire_Xx for r/alexhormozi. Not official Acquisition.com. Some entries in the list say they are not his. Source on Reddit.
Start a 7-day trial on the client's existing domain.
Payment method required · one trial per domain · 7 days to cancel · 30-day money-back guarantee
Start 7-day trial recovers usable Lead and Purchase on a restricted domain — a different job from this glossary.
Cognitive & Identity
- Learning
- same circumstances, different behavior. If nothing changed, you didn't learn.
- Intelligence
- the speed of learning. How few reps until your behavior changes.
- Confidence
- a trailing indicator of competence. "Confidence without evidence is delusion."
- Belief
- a thought you've adopted as true. Test: can you say *why*, or did you just absorb it?
- Ego
- the defense mechanism that manufactures unearned confidence.
- Humility
- willingness to admit a deficit. The precondition for changing.
- Character
- the standard you hold with no audience. "We fall to the standards we have when no one is watching."
- Criticism
- data about the critic as much as about you.
- Ignorance
- a cost, not a flaw. "The most expensive tax we pay is ignorance tax."
- Stupidity
- not "knowing and ignoring." Inaction on known information is fear, not stupidity.
- God
- the asymptote of power: zero latency between thought and reality.
- Honesty
- only provable when someone had a reason to lie and didn't.
- Perfectionism
- procrastination with better PR.
- Comparison
- not "the thief of joy," the "ruler of measurement." The judgment you attach steals joy, not the comparison.
- Legacy
- functionally illusory. You're forgotten within a few generations, so work for the work.
- Wisdom
- pattern recognition from experience. Predicting the outcome without living it first.
- Talent
- the starting rate you pick up a skill. Not a ceiling.
- Skill
- anything trainable through repetition. Patience and honesty included.
- Delusion
- confidence in an outcome with no evidence behind it.
- Arrogance
- overrating your ability relative to the evidence.
- Integrity
- following through on your word after the motivation fades.
- Reputation
- the long-horizon read on your character. Noisy short-term, accurate over time.
- Identity
- the story you build about yourself from your own behavior.
- Opinion
- a view held without evidence.
- Fact
- a view held with evidence.
- Truth
- pragmatic. True if acting on it reliably produces the predicted outcome.
- Reality
- what keeps acting on you regardless of what you believe.
- Advice
- someone else's experience, generalized. Useful only as far as their situation matched yours.
- Faith
- acting on a plan before you have proof it works.
- Deserve
- what you currently have, by revealed behavior.
- Insecurity
- a persistent feeling of never being enough. Common in high performers.
- Fairness
- a human social construct, not a property of reality or markets.
- Excuses
- statements we use frequently to avoid punishment.
- Taboo
- something society gives permission to hate publicly.
- Control
- organizing conditions so predicted behavior matches actual behavior.
- Virtue
- a behavioral skill that can be trained.
Emotional Physics
- Anxiety
- many options, no ranked priorities. "Solve sadness with knowledge & anxiety with a decision."
- Fear
- a signal, not a stop sign. "Fear exists in the vague, not the specific."
- Sadness/Hopelessness
- a *perceived*, not actual, lack of options. Cured by knowledge.
- Burnout
- not hours worked. The reward-to-effort ratio collapsing as reward cadence stretches.
- Laziness
- not knowing how to start. "The lazy don't know how to start. The losers don't know how to finish. The legends don't know how to stop."
- Motivation
- the mirror of deprivation. You want it most when you lack it.
- Discipline
- a consistent standard regardless of feeling. The override for absent motivation.
- Passion
- from Latin *passio*, "suffering." What you're willing to suffer for.
- Patience
- an active state. Figuring out what to do meanwhile, not passive waiting.
- Impatience
- good aimed at *inputs*, bad aimed at *outputs*. "Impatient with inputs. Patient with outputs."
- Happiness vs. Success
- Happiness is not wanting more than you have. Success is getting what you want. Opposite poles.
- Trauma
- not a wound. A punishing event that permanently changes future behavior in that context.
- Love
- what you're willing to sacrifice to keep it, not how good it feels.
- Willpower
- unreliable and finite. Change comes from engineering your environment in advance.
- Stress
- the gap between what you expected and what's happening.
- Courage
- action with a large certain short-term cost for an uncertain, delayed benefit.
- Overwhelm
- not knowing what to do next. Solved by sequencing.
- Procrastination
- swapping a lesser task for the one you know you need to do, because it's uncomfortable.
- Envy/Jealousy
- wanting the results while refusing the sacrifices.
- Fulfillment
- liking the outcome you got. Distinct from Success (getting what you wanted).
- Boredom
- the cost of repetition. Tolerating it separates skill-builders from novelty-chasers.
- Distraction
- whatever competes with focused action on the one thing that matters.
- Regret
- the delayed, larger cost of choosing comfort over the right action now.
- Forgiveness
- letting go of the demand that the past have gone differently. Not absolution.
- Friends
- people who root for you when you win and make you better.
- Peer Group / Environment
- the strongest lever on your future behavior. Reshape it in advance.
- Decision
- same as Commitment. Cutting off alternatives so one path remains.
- Choice
- selecting one path and accepting everything it costs.
- Desire
- (Naval Ravikant's, not his) a self-imposed dissatisfaction until you get the thing.
- Need / Want
- Need is what you'll die without. Want is everything else.
- Goal
- a binary filter. It moves you toward the outcome or it doesn't.
- Dream
- an imagined outcome with no execution plan attached.
- Vision
- the destination. The North Star that guides strategy.
- Intention
- he deprioritizes it. Judging any single situation, he weighs the observed outcome ("the signal") over stated intention, "100 times out of 100."
- Expectations
- a self-set bar that, kept high, sets you up for disappointment. "High commitment, low expectations."
- Resilience
- the interval of time a bad thing affects you. Shorten the interval. (Looser gloss going around: not treating how you feel as an input to whether you act.)
- Support
- when a person you interact with deliberately lowers the probability of your failure.
- Commitment
- when you eliminate all other alternatives.
- Focus
- the measured amount of things you say no to.
- Guilt
- not living up to your own standard.
- Shame
- not living up to someone else's standard.
- Overthinking
- seeking certainty when it isn't necessary.
- Pain
- signal-noise, not a performance indicator. Feeling bad doesn't correlate with performing bad.
- Balance
- a myth used to excuse avoiding full commitment.
Business Mechanics
- Strategy
- allocating finite resources against infinite options. "A big fancy word for priorities."
- Leverage
- the ratio between what you put in and what you get out. "Volume × Leverage = Output."
- Leverage — Labor / Capital / Content / Code
- (adapted from Naval) Labor is others' time, Capital is others' money, Content and Code are near-zero cost to replicate.
- Volume
- sheer quantity of reps. "Volume negates luck."
- Constraint/Bottleneck
- the single factor capping growth. "Attack the bottleneck, and ignore the rest."
- Friction
- whatever slows a transaction. "Create flow. Monetize flow. Then add friction."
- Arbitrage
- the gap between price and real value. "All business is arbitrage."
- Risk
- smaller than it feels. The real downside is going back to zero. "Most risk is an illusion."
- "The Magic"/"The Work"
- the highest-value task you're avoiding. "The magic you're looking for is in the work you're avoiding."
- Cash Collected
- cash in-hand within 30 days. The only real, spendable number.
- Rule of 100
- one revenue action, 100 reps/day for 100 days before judging the channel.
- Business
- a vehicle that exchanges value for money by solving a specific problem for a specific person.
- Entrepreneurship
- acquiring and stacking skills to solve other people's problems for profit.
- Productivity
- output for the same input. A ratio, not "busy." (Sharper gloss: money out for time in.)
- Systems
- repeatable processes that let ordinary people produce a consistent result.
- Scale
- growing output without a proportional rise in cost, or the founder becoming the bottleneck.
- Complexity / Simplicity
- complexity is the enemy of scale. Simplicity is its precondition.
- Optimization
- more output from the same input by improving the process.
- Work
- output produced, not hours spent. Volume × Leverage. (Separate gloss: sacrificing the present for the future.)
- Hard Work
- doing the unglamorous task regardless of feeling. A chosen standard.
- Opportunity Cost
- the value of the next-best forfeited option.
- Sunk Cost
- spend you can't recover, so it should carry zero weight in the next decision.
- Asymmetry
- a bet where the upside dwarfs the capped downside.
- Hypothesis / Experiment
- every action is an untested guess, confirmed or killed by results.
- Feedback Loop
- action → result → adjustment, as fast as possible.
- Data
- the record of what actually happened. The only reliable basis for adjusting.
- Management
- getting people to do what they're already supposed to do.
- Leadership
- getting people to *want* to do what they're supposed to do.
- Culture
- the reinforced behavioral rules that make values operational, not a poster.
- Values
- trainable skills, not fixed traits.
- Founder / CEO / Manager / Employee
- Founder takes the uncapped risk. CEO sets vision, secures resources, removes the constraint. Manager keeps the system running. Employee executes it.
- Gross Profit
- revenue minus direct cost of delivery. The number that funds growth.
- Net Profit / Margin
- Net is gross profit minus operating expenses. Margin is profit as a % of revenue.
- Power of Zero
- working for free early, treating the unpaid rep as an investment in leverage.
- Enterprise Value
- what a buyer would pay today to own the future cash flows.
Offers, Marketing & Sales
- The Value Equation
- `(Dream Outcome × Perceived Likelihood of Achievement) ÷ (Time Delay × Effort & Sacrifice)`. From $100M Offers.
- Offer
- the full exchange: goods, price, terms. Not just the product.
- Grand Slam Offer
- an offer incomparable to any competitor's. "So good people feel stupid saying no."
- Lead
- a person you can contact. "That's all." Not a follower, not a view.
- Engaged Lead
- a lead who's shown active interest. Opted in, replied, clicked.
- Core Four (traffic)
- the only four channels: warm outreach, cold outreach, content, paid ads.
- Marketing / Sales / Advertising
- Marketing makes you known. Sales converts leads to revenue. Advertising is paid media for a trackable response. (Simpler gloss: letting people know about your stuff.)
- Follow Up
- "The money is in the follow-up."
- Product Market Fit
- demand pulling the product out of the business. "Buy, use, tell."
- Persuasion vs. Manipulation
- same levers, opposite direction. Persuasion serves *their* interest; manipulation serves against it.
- Dream Outcome
- the after-state the customer wants. Necessary but not differentiating.
- Perceived Likelihood of Achievement
- how likely the customer thinks *they'll* get the result. Driven by proof.
- Time Delay
- the gap between paying and receiving. Shrink it with fast wins.
- Effort & Sacrifice
- what the customer has to do or give up. Strip it out.
- Price / Cost
- Price is what they pay. Cost is what they give up beyond money.
- Pricing Power
- raising prices without losing customers. An output of a wide value gap.
- Commodity / Differentiation
- Commodity: price is the only difference. Differentiation: comparison becomes impossible.
- Niche / Avatar
- Niche is a segment with a sellable problem. Avatar is the one person inside it.
- Scarcity / Urgency
- Scarcity limits *quantity*. Urgency limits *time*.
- Bonus
- an add-on, priced separately, that raises perceived value without discounting.
- Guarantee
- risk reversal. Shifts the downside from buyer to seller.
- Naming (MAGIC)
- Magnetic reason why, Announce avatar, Give a goal, Indicate a time interval, Complete with a container word.
- Lead Magnet
- a free, complete solution to an adjacent problem, given away to turn a stranger into a lead.
- Warm / Cold Outreach
- Warm: people who know you. Cold: strangers.
- Paid Ads
- buying someone else's audience for immediate scale.
- Content
- free media that builds an audience over time. The audience is the asset. Hook, retain, reward.
- Hook / Story / CTA
- Hook buys attention. Story makes it memorable. CTA is the next-step instruction.
- Direct Response
- marketing for an immediate trackable action. Differs from branding by time horizon, not ROI.
- Copywriting
- salesmanship in writing. Its only job is to move a reader to act.
- Headlines
- the ad for the ad. The first line's only job is to earn the second.
- Branding / Goodwill
- Branding links a name to a positive outcome over time. Goodwill is the banked trust that lets you make a bigger ask later. (Mechanistic gloss: pairing something the audience knows with something it doesn't yet.)
- Objection
- a reason not to buy. A request for reassurance, not a final no. (Broader gloss: when *they* disagree with you — vs. an **Obstacle**, when *you* disagree with what's blocking you.)
- Obstacle
- a thing blocking your progress. You're on the offensive against it, not enduring it.
- Closing (CLOSER)
- helping someone who already wants it decide to buy. Clarify, Label, Overview, Sell the vacation, Explain concerns, Reinforce.
- Setter / Closer
- Setter books the appointment. Closer runs the conversation to a decision.
- Churn / Retention
- Churn: rate they stop paying. Retention: what keeps them paying.
- LTV / CAC
- LTV: total gross profit from one customer. CAC: fully-loaded cost to acquire one.
- Upsell / Cross-sell / Downsell
- Upsell: pricier version. Cross-sell: related product. Downsell: cheaper alternative after a no.
- Core Offer / Tripwire
- Core Offer: the flagship. Tripwire: a low-ticket offer to convert watcher into buyer.
- Referral / Affiliate
- Referral: a customer from a customer, free. Affiliate: a customer from a third party, paid.
Wealth & Status
- Rich vs. Wealthy
- Rich is income (flow). Wealthy is assets and time-control (stock). "Rich people buy time. Poor people buy stuff. Ambitious people buy skills. Lazy people buy distraction."
- Poor
- consumption > production. A mindset more than a balance.
- Asset/Liability
- puts money in your pocket vs. takes it out. (Kiyosaki's, not his.)
- Status
- where you sit in a group's hierarchy. A currency separate from money.
- Power
- the capacity to direct resources, human or capital.
- Influence
- the capacity to change behavior through legitimate means, not force.
- Investment / Expense
- Investment: spend now for a greater return later. Expense: spend with no future return.
- Liquid Net Worth / Gross Net Worth
- Liquid: cash available now. Gross: everything owned, including illiquid — overstates spendable wealth.
Isms & Catchphrases
- "Zero to One" / "One to Ten"
- Zero to One: get a first version working. One to Ten: scale what's proven.
- "The Gap" (vs. "the Gain")
- measuring against an ideal (Gap) vs. against your past (Gain). Sullivan & Hardy's, not his.
- "Reps"
- repetitions. The currency of skill.
- "Season"
- a bounded stretch given to one priority. Imbalance as a phase, not permanent.
- "The Work" / "The Magic"
- the avoided task that produces results (see the sourced quote above).
- "Volume" (the flyer story)
- do radically more of the raw action. 300 flyers got zero; the problem was volume, not the flyer.
- "Iterate"
- try, fail, adjust, try again, fast.
- "Ship"
- release publicly instead of refining in private.
- "Pay the Piper"
- (old idiom, not his) skipped costs come due eventually.
- "Eat Glass"
- the grind tolerance the work requires. Actually Elon Musk's line ("starting a company is like eating glass and staring into the abyss"), not his — he references the framing but didn't coin it.