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.