Glossary

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

List of Terms
Modifiers=

Modifiers
Gameplay=
 * Armor: Prevents when hit. Depletes  when applied to self.
 * Bubbled: Become briefly in a bubble, but . Can be broken out by an ally.
 * Charmed: Become briefly in love.
 * Cleansed: Removes all debuffs.
 * Confetti: Once applied, additional accrue when owner receives . Applies  at max.
 * Cooked: Transform into a cooked chicken who can run away, but can no longer attack.
 * Educated: Decreases the duration of.
 * Electrified: Next attack applies  to its target.
 * Enraged: Next attack will apply full of  to its target.
 * Frozen: Become briefly in a block of ice, must  to escape or be broken out by an ally.
 * Hastened: Increases movement speed. Effect can be.
 * Ice: Attacks and movement are slowed. Effect can be and becomes  at max.
 * Ice Gauntlets: Next attack applies.
 * Ignited: Accrue which decays over time. Effect can be  to extend duration.
 * Invisible: Become hidden to the enemy team.
 * Projectile Sidestep: 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.
 * Rhythm: Applies a speed boost on its first and  to  attacks on its second.
 * Rose's Gaze: Once applied, additional accrue when owner receives . Applies  at max.
 * Shield: Prevents both and  when hit.
 * Shocked: Accrue over time and  allies that come into contact.
 * Slowed: Attacks and movement are slowed. Effect can be.
 * Stopped: Halt a movement in midair.
 * Strengthen: Increases dealt.
 * Stunned: Become briefly.
 * Targeted: seek out the owner's location.
 * Tasty: Once applied, additional accrue when owner receives . Applies  at max.
 * Thorns: When the owner receives, the attacker receives some in return.
 * Turn Attack: Next attack can  and will flip the target to face the opposite direction.
 * Weakened: Incur greater and  when hit. Effect can be.

Gameplay
Economy=
 * Ammo: Remaining number of times an ability can be used. Increments after a brief, up to a max capacity.
 * Armor Break: Attack which ignores and, destroying them. These attacks are highlighted by a purple glimmer.
 * Attack Decay: Reduced and  when an attack is used too often in succession.
 * Blast Zone: Bounds of the, outside of which a fighter will be.
 * Block: Act of destroying any incoming.
 * Buff Decay: Reduced modifier effectiveness when applied too often in succession.
 * Charge: Ability to power up an attack to increase its and.
 * 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 . The higher the number, the more received when hit.
 * Disabled: State in which no action can be performed.
 * Dodge: Evasive maneuver which grants brief.
 * Dodge Attack: Attack performed immediately after which gains brief.
 * Dodge Meter: Measurement of the window while . Depleted with each.
 * 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 and cannot be.
 * Hazard: An area on the which modifies gameplay.
 * Heal: Act of reducing accrued.
 * Hitstun: Brief period in which a target cannot move after being hit.
 * Invulnerability: State in which no or  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.
 * Map: Environment where each fight takes place.
 * Melee: Attack that strikes a target directly in close combat.
 * Platform: Horizontal element which can be stood upon and dropped through.
 * Projectile: Attack or object that operates independently of its owner.
 * Reflect: Ability to deflect a and become its owner.
 * Ring Out: Act of knocking a target into the.
 * 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 state faster.
 * Sweetspot: An area or period of an attack with greater and.
 * Vacuum: Multi-hit attack which pulls its target towards a specific destination.
 * Wall: Vertical element which a fighter can  down.
 * Wall Cling: Act of holding onto when pressed into them.
 * Wall Fatigue: Penalty for or  jumping continuously for too long.  jumps no longer  and  depletes.
 * Wall Slide: Act of slowly descending along when pressed into them.
 * Wipe: Act of removing fighter-placed.

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 and your character's.
 * 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.
 * Mission: Challenges that award 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.
 * Signature Perk: A special that is specific to each character.
 * Sticker: Animated graphic that appears during a taunt.
 * Toast: Tip you can award other players, granting them.
 * Variant: Unique appearance for each character.

Update History
Glossary