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Learn about the various in-game term and effects to become a better player in MultiVersus. Continue reading learn about the definition and use of each term that appears in MultiVersus.
List of Contents
There are a wide variety of unique terms that appear in Multi Versus. They are split into three categories: Modifiers, Gameplay, and Economy and any information relevant to each term can be accessed from the Glossary Menu on the main screen.
Glossary Terms |
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Modifier Terms refer to things that related to effects or actions performed during combat. Understanding the meaning of these terms will you better understand both the moves of your fighter, as well as your opponents'.
Name | Effect |
---|---|
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 | Becomes 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 full Stacks of Weakness 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. Effects can be Stacked. |
Ice | Attacks and movement are slowed. Effect can be Stacked and becomes Frozen at max Stack. |
Ice Gaunlets | 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 | Become briefly disabled. |
Targeted | Projectiles seek out the owner's location. |
Tasty | Once applied, additional Stacks accrue when owner 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. |
Gameplay Terms refer to things related to the combat mechanics of MultiVersus itself. Your understanding of how fighters interact with each other as well as their environment will improve greatly by remembering these terms.
Name | Effect |
---|---|
Ammo | The remaining number of times an ability can be used. It rebuilds after a brief Cooldown, up to a max capacity. |
Armor Break | Attack which ignores 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 succesion. |
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 succesion. |
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 again to regain Dodge Meter. When a fighter runs out of meter they become Fatigued. |
Fast Fall | Input down to accelerate to maximum fall speed in the air. |
Glide | Hold the jump input on certain fighters to decrease air fall speed. |
Grab | Act of holding a target in place before launching them, Breaks Armor. |
Gray Health | Temporary health buffer that absorbs Damage and cannot be Healed. |
Heal | Act of reducing accrued Damage. |
Heavy Projectile | Special type of Projectile that breaks other Projectiles and cannot be reflected. |
Hitpause | Brief delay incurred 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 projectile. |
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 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 continously for too long. Your Dodge Meter depletes and you fall more quickly. |
Wall Slide | Act of slowly descending along a wall when pressed into them, |
While these terms are not directly related to in-game combat per se, anyone who plans to interact with other players online, as well as take the the time to strengthen and customize their favorite fighters would be wise to remember these Economy Terms.
Name | Effect |
---|---|
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 that go towards your Battlepass progress. |
Emote | Animation or sticker that plays during gameplay. |
Event XP | Earn XP by completing tasks or missions from the associated event. |
Events | Do various tasks over a limited amount of time to earn Rewards. |
Experience Points (XP) | Experience gained by playing which goes towards your Player Level and your character's Mastery Level |
Fighter Currency | Currency that can be earned through Battlepass, Mastery Tracks, Rift Mode, and Events to unlock fighters. |
Fighter Mastery Track | Earn XP by completing matches and gain special rewards including Gleamium, Fighter Currency, Perk Currency, and a unique Icon. |
Gems | Can be equipped to a Variant to make that Variant more powerful in Rift Mode. |
Gleanium | Premium currency that can be bought or earned 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. |
Profile Icon | Image that identifies your player profiles. |
Rift Nodes | Individual matches within Rift Mode. May have Mutators. |
Rifts | Play unique matches against bots, earn rewards, and unlock unique items through Rift Supplies. |
Ringout Effect | Animation that appears when a target is Rungout. |
Signature Perk | A special Perk that is specific to each character that impacts their gameplay. |
MultiVersus News and Game Info
MultiVersus Patch Notes | ||
---|---|---|
All Updates and Patch Notes | - | |
MultiVersus Game Related Articles | ||
Available Platforms | Is Crossplay Available? | |
List of Game Modes | Does MultiVersus Have Rollback Netcode? | |
Microtransactions and Currency Explained | List of Controls and How to Change Controls | |
Best Settings Guide | List of In-Game Terms/Effects | |
Multiversus News Articles | ||
Launch Party Time and How to Watch | Twitch Drops Rewards and How to Claim |
List of In-Game Terms and Effects
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