MultiVersus Wiki
Advertisement

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

List of Terms[]

Modifiers[]

  • Armor: Prevents KNOCKBACK when hit. 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 can no longer attack.
  • 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.
  • 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.
  • 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.
  • Turn Attack: Next MELEE attack can BREAK ARMOR and will flip the target to face the opposite direction.
  • Weakened: Incur greater KNOCKBACK and DAMAGE when hit. Effect can be STACKED.

Gameplay[]

  • 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.
  • Assist: Act of hitting an enemy moments before they are RUNG OUT by an ally.
  • 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.
  • Block: Act of destroying any incoming PROJECTILES.
  • 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.
  • 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.
  • 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 PROJECTILE 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 Fatigue: Penalty for WALL SLIDING or WALL jumping continuously for too long. WALL jumps no longer REFRESH and DODGE METER depletes.
  • Wall Slide: Act of slowly descending along WALLS when pressed into them.
  • Wipe: Act of removing fighter-placed HAZARDS.

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.

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.
Advertisement