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.