Glossary

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The Glossary is an in-game dictionary filled with terms that are used in MultiVersus.

List of Terms

  • Armor: Prevents KNOCKBACK when hit. Depletes DODGE METER when applied.
  • Bubbled: Become briefly STUNNED but INVULNERABLE in a bubble. Can be broken out by an ally.
  • Charmed: Become briefly STUNNED in love.
  • Cleansed: Removes all debuffs.
  • Confetti: Once applied, additional STACKS accrue when owner receives KNOCKBACK. Applies IGNITE at max STACKS.
  • Cooked: Transform into a cooked chicken who can run away, but no longer attack.
  • Educated: Decreases the duration of COOLDOWNS.
  • Electrified: Next MELEE attack applies SHOCKED to its target.
  • Enraged: Next attack will apply STACKS of WEAKENED to its target.
  • Frozen: Become briefly STUNNED in a block of ice, must STRUGGLE to escape or be broken out by an ally.
  • Hastened: Increases movement speed. Effect can be STACKED.
  • Ice: Attacks and movement are slowed. Effect can be STACKED and becomes FROZEN at max STACKS.
  • Ice Gauntlets: Next MELEE attack applies ICE.
  • Ignited: Add up DAMAGE over time. Effect can be STACKED to extend duration.
  • Invisible: Become hidden to the enemy team.
  • Projectile Sidestep: PROJECTILES will pass through the owner instead of hitting them.
  • Refresh: Resets the number of air dodges, air specials, and jumps that can be performed.
  • Reset: Removes all active COOLDOWNS.
  • Rhythm: Applies a speed boost on its first STACK and ARMOR BREAK to MELEE attacks on its second STACK.
  • Rose's Gaze: Once applied, additional STACKS accrue when owner receives KNOCKBACK. Applies BUBBLED at max STACKS.
  • Shield: Prevents both KNOCKBACK and DAMAGE when hit.
  • Shocked: Accrue DAMAGE over time and DAMAGE allies that come into contact. Effect can be STACKED to extend duration.
  • Silenced: Prevents COOLDOWNS from refreshing while active.
  • Slowed: Movement is slowed. Effect can be STACKED.
  • Stopped: Halt a PROJECTILE's movement in midair.
  • Strengthen: Increases DAMAGE dealt.
  • Stunned: State in which no action can be performed.
  • Targeted: PROJECTILES seek out the owner's location.
  • Tasty: Once applied, additional STACKS accrue when owner receives KNOCKBACK. Applies COOKED at max STACKS.
  • Thorns: When the owner receives DAMAGE, the attacker receives some in return.
  • Turn Attack: Next MELEE attack can BREAK ARMOR and will flip the target to face the opposite direction.
  • Weakened: Take greater KNOCKBACK and DAMAGE when hit. Effect can be STACKED.

  • Ammo: The remaining number of times an ability can be used. It rebuilds after a brief COOLDOWN, up to a max capacity.
  • Armor Break: Attacks that ignore ARMOR and SHIELDS, and even destroy them! They'll be highlighted by a purple glimmer.
  • Assist: Getting that one last hit in on an enemy before they get RUNGOUT by an ally.
  • Attack Decay: Reduced KNOCKBACK and DAMAGE when an attack is used too often in succession.
  • Blast Zone: Bounds of the MAP, outside of which a fighter will be RUNGOUT.
  • Charge: Hold a button to power up an attack over time and change its properties, including KNOCKBACK and DAMAGE. This can even add special effects to the attack!
  • Combo: A sequence of attacks which land in quick succession.
  • Cooldown: Delay before an ability can be used again.
  • Damage: Increases when a fighter takes hits. The higher the number, the more KNOCKBACK received when hit.
  • Dodge: Evasive maneuver which grants brief INVULNERABILITY. Each time you dodge your DODGE METER is reduced.
  • Dodge Attack: Attack performed immediately after DODGING that maintains dodge movement speed. Costs additional DODGE METER to perform.
  • Dodge Meter: Resource spent to perform certain actions like DODGE or applying ARMOR. Land or receive hits to regain DODGE METER. When a fighter runs out of meter they become FATIGUED.
  • Fast Fall: Input down to accelerate to maximum falling speed in the air.
  • Glide: Hold the jump input on certain fighters to decrease air fall speed.
  • Grab: Act of holding a target before launching them. BREAKS ARMOR.
  • Gray Health: Temporary health buffer that absorbs DAMAGE and cannot be HEALED.
  • Hazard: An area on the MAP which modifies gameplay.
  • Heal: Act of reducing accrued DAMAGE.
  • Heavy Projectile: Special type of PROJECTILE that breaks other PROJECTILES and cannot be reflected.
  • Hitpause: Brief delay inccured by fighters when hit with an attack.
  • Hitpause Influence (HPI): Ability to use input directions to move a fighter affected by HITPAUSE.
  • Hitstun: Brief period in which a target cannot move after being hit.
  • Invulnerability: State in which no DAMAGE or KNOCKBACK can be received.
  • Item: Object that can be picked up and thrown.
  • Knockback: Extent a target is launched when hit. A target incurs higher knockback based on their DAMAGE.
  • Knockback Influence (KBI): Ability to use input directions to rotate the launch angle of a fighter when receiving KNOCKBACK.
  • Map: Environment where each fight takes place.
  • Melee: Attack that strikes a target directly in close combat.
  • Platform: Horizontal MAP element which can be stood upon and dropped through.
  • Projectile: Attack or object that operates independently of its owner, such as a ranged attack.
  • Reflect: Ability to deflect a PROJECTILE, reversing its direction. The reflector is the new owner of the projectiles.
  • Ringout: Act of knocking a target into the BLAST ZONE.
  • Stack: Ability to layer the effects of a modifier multiple times.
  • Struggle: Act of mashing a specific button to break out of a STUN state faster.
  • Wall: Vertical MAP element which a fighter can WALL SLIDE down.
  • Wall Cling: Act of holding onto WALLS when pressed into them.
  • Wall Fatigue: Penalty for WALL SLIDING or WALL jumping continuously for too long. Your DODGE METER depletes and you fall more quickly.
  • Wall Slide: Act of slowly descending along WALLS when pressed into them.

  • Announcer: Character whose voice announces all game events.
  • Attrition: Damage carried over by the player or enemies between Matches in RIFT MODE.
  • Attunement: Match GEMS to particular RIFT NODES, represented by a color.
  • Badge: Counts the stats of certain achievements, such as RINGOUTS or DAMAGE done.
  • Banner: Artwork that is displayed behind a fighter during matchmaking.
  • Battlepass XP: Points gained by playing and completing missions or events that go towards your Battlepass progress.
  • Emote: Animation or sticker that plays during gameplay.
  • Events: Do various tasks over a limited amount of time to earn Rewards.
  • Event XP: Earn XP by completing tasks or missions from the associated event.
  • Experience Points (XP): Experience gained by playing which goes towards your PLAYER LEVEL and your character's MASTERY LEVEL.
  • Fighter Mastery Track: Earn XP by completing matches and gain special rewards including GLEAMIUM, FIGHTER CURRENCY, PERK CURRENCY, and a unique ICON.
  • Fighter Currency: Currency that can be earned through BATTLEPASS, MASTERY TRACKS, RIFT MODE, and EVENTS to unlock FIGHTERS.
  • Gems: Can be equipped to a VARIANT to make that VARIANT more powerful in RIFT MODE.
  • Gleamium: Premium currency that can be bought to unlock special rewards.
  • Lives: Amount of RINGOUTS you can lose within a match. Depleted by ATTRITION in RIFT MODE.
  • Mastery Level: Level specific to each fighter which can be used to unlock GLEAMIUM, FIGHTER CURRENCY, PERK CURRENCY, and a custom badge.
  • Mission: Challenges that award BATTLEPASS XP, EVENT POINTS, GEMS, and various rewards when completed.
  • Mutators: Special modifiers applied to RIFT NODES.
  • Node Objectives: Special MISSIONS done in a particular RIFT NODE.
  • Perk: Modifiers that can be applied to any character before each match.
  • Perk Currency: Currency that can be earned through BATTLEPASS, MASTERY TRACKS, RIFT MODE, and EVENTS to unlock PERKS.
  • Player Level: General level that reflects your overall account experience and grants various rewards.
  • Prestige: Special currency earned from obtaining VARIANTS, EMOTES, RINGOUTS, BANNERS, and ANNOUNCER PACKS that can be used to buy unique items.
  • Profile Icon: Image that identifies your player profile.
  • Rifts: Play unique matches against bots, earn rewards, and unlock unique items through Rift Supplies!
  • Rift Nodes: Individual matches within RIFT MODE. May have MUTATORS.
  • Ringout Effect: Animation that appears when a target is RUNGOUT.
  • Signature Perk: A special PERK that is specific to each character that impacts their core gameplay.
  • Stars: Complete NODE OBJECTIVES in RIFT NODES to gain Template:Stars.
  • Sticker: Animated graphic that appears during an emote.
  • Taunt: Fighter animation triggered by an emote during gameplay.
  • Toast: Tip you can award other players for good play. Getting a toast grants FIGHTER CURRENCY!
  • Variant: Unique cosmetic appearance for each Fighter.

Update History

Season 1 Patch

Glossary and Terms

  • New Terms
  • Added Wall Fatigue to the glossary.
  • Added the terms Block, Hazard, and Wipe to the glossary and updated move lists accordingly.