Glossary

Glossary is a dictionary filled with terms that are used in MultiVersus.

List of Terms
Modifiers=

Modifiers
Gameplay=
 * Armor: Prevents Knockback when it. Depletes Dodge Meter when applied to self.
 * Bubbled: Become briefly disabled in a bubble, but invulnerable. Can be broken out by an ally.
 * Charmed: Become briefly disabled 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.
 * Disorient: Next melee attack can break armor and will flip the target to face the opposite direction.
 * Educated: Decreases the duration of cooldowns.
 * Electrified: Next melee attack applies shocked to its target.
 * Enraged: Next attack will apply full stacks of weakened to its target.
 * Frozen: Become briefly disabled 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: Accrue damage which decays over time. Effect can be stacked to extend duration.
 * Invisible: Become hidden to the enemy team.
 * Projectible 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.
 * Slowed: Attacks and movement are slowed. Effect can be stacked.
 * Stopped: Halt a projectile's movement in midair.
 * Strengthen: Increases damage dealt.
 * Stunned: Become briefly disabled.
 * 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.
 * Weakened: Incur greater knockback and damage when it. Effect can be stacked.

Gameplay
Economy=
 * Ammo: Remaining number of times an ability can be used. Increments after a brief cooldown, up to a max capacity.
 * Armor Break: Attack which ignores armor and shields, destroying them. These attacks are highlighted by a purple glimmer.
 * Attack Decay: Reduced hitstun and damage when an attack is used too often in succession.
 * Blast Zone: Bounds of the map, outside of which a fighter will be Rung Out.
 * Buff Decay: Reduced modifier effectiveness when applied too often in succession.
 * Charge: Ability to power up an attack to increase its knockback and damage.
 * Combo: Sequence of attacks which land in quick succession.
 * Cooldown: Delay before an ability can be used again.
 * Damage: Measurement of a fighter's base knockback. The higher the number, the more knockback received when hit.
 * Disabled: State in which no action can be performed.
 * Dodge: Evasive maneuver which grants brief invulnerability.
 * Dodge Attack: Attack performed immediately after dodging which gains brief invulnerability.
 * Dodge Meter: Measurement of the invulnerability window while dodging. Depleted with each dodge.
 * Fast Fall: Ability to increase midair fall speed at will.
 * Glide: Ability to decrease midair fall speed at will.
 * Grab: Act of holding a target in place before launching them.
 * Gray Health: Temporary health buffer that absorbs damage and cannot be healed.
 * Heal: Act of reducing accrued damage.
 * 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.
 * Knockback Influence (KBI): Ability to rotate launch angle when hit with 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.
 * Reflect: Ability to deflect a projectiles and become its owner.
 * Ring Out: Act of knocking a target into the blast zone.
 * Spike: Attack that launches your target downward.
 * Stack: Ability to layer effects of a modifier multiple times.
 * Struggle: Act of mashing a specific button to break out of a disabled state faster.
 * Sweetspot: An area or period of an attack with greater knockback and damage.
 * Vacuum: Multi-hit attack which pulls its target towards a specific destination.
 * Wall: Vertical map element which a fighter can slide down.
 * Wall Cling: Act of holding onto walls when pressed into them.
 * Wall Slide: Act of slowly descending along walls when pressed into them.

Economy

 * Announcer: Character whose voice announces all game events.
 * Badge: Button on your profile which highlights the stats of certain achievements.
 * Banner: Artwork that is displayed behind a fighter during matchmaking.
 * Battle Pass Points: Points gained by playing and completing missions that go towards your Battle Pass progress.
 * Emote: Animation that plays during a taunt.
 * Experience Points (XP): Experience gained by playing which goes towards your player level and your character's mastery level.
 * Gleamium: Premium currency that can be bought to unlock special rewards.
 * Gold: Currency that can be earned in-game to unlock rewards.
 * Mastery Level: Level specific to each character which can be used to unlock perks.
 * Mission: Challenges that award Gold when completed.
 * Perk: Modifiers that can be applied to any character before each match.
 * Player Level: General level that reflects your experience playing overall.
 * Profile Icon: Graphic that identifies your player profile.
 * Rested: Modifier that doubles Battle Pass progress when playing after taking a break.
 * Ringout: Animated graphic that appears when a target is Rung Out.
 * Signature Perk: A special perk that is specific to each character.
 * Sticker: Animated graphic that appears during a taunt.
 * Toast: Tip you can award other players, granting them Gold.
 * Variant: Unique appearance for each character.