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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 |
---|---|
Weakened | Incur greater Knockback and Damage when hit. Effect can be Stacked. |
Thorns | When the owner receives Damage, the attacker receives some in return. |
Tasty | Once applied, additional Stacks accrue when owner Knockback. Applies Cooked at max Stacks. |
Targeted | Projectiles seek out the owner's location. |
Stunned | Become briefly disabled. |
Stopped Strengthen | Increases Damage dealt. |
Slowed | Halt a Projectile's movement in midair. |
Shocked | Attacks and movement are slowed. Effect can be Stacked. |
Shield | Accrue Damage over time and Damage allies that come into contact. |
Rose's Gaze | Prevents both Knockback and Damage when hit. |
Rhythm | Once applied, additional Stacks accrue when owner receives Knockback. Applies Bubbled at max Stacks. |
Reset | Removes all active Cooldowns. |
Refresh | Resets the number of air dodges, air specials, and jumps that can be performed. |
Projectile Sidestep | Projectiles will pass through the owner instead of hitting them. |
Invisible | Become hidden to the enemy team. |
Ignited | Accrue Damage which decays over time. Effect can be Stacked to extend duration. |
Ice Gaunlets | Next Melee attack applies Ice. |
Ice | Attacks and movement are slowed. Effect can be Stacked and ceomes Frozen at max Stack. |
Hastened | Increases movement speed. Effects can be Stacked. |
Frozen | Become briefly Disabled in a block of ice, must Struggle to escape or be broken out by an ally. |
Enraged | Next attack will apply full Stacks of Weakness to its target. |
Electrified | Next Melee attack applies Shocked to its target. |
Educated | Decreases the duration of Cooldowns. |
Disorient | Next Melee attack can Break Armor and will flip the target to face the opposite direction. |
Cooked | Transform into a cooked chicken who can run away, but no longer attack. |
Confetti | Once applied, additional Stacks accrue when owner receives Knockback. Applies Ignite at max Stacks. |
Cleansed | Removes all debuffs. |
Charmed | Briefly becomes Disabled in love. |
Bubbled | Become briefly Disabled in a bubble, but Invulnerable. Can be broken out by an ally. |
Armor | Prevents Knockback when hit. Depletes Dodge Meter when applied to self. |
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 |
---|---|
Wall Slide | Act of slowly descending along a wall when pressed into them, |
Wall Cling | Act of holding onto Walls when pressed into them. |
Wall | Vertical Map element which a fighter can Slide down. |
Vacuum | Multi-hit attack which pulls its target towards a specific destination. |
Sweetspot | An area or period of an attack with greater Knockback and Damage. |
Struggle | Act of mashing a specific button to break out a Disabled state faster. |
Stack | Ability to layer the effects of a modifier multiple times. |
Spike | Attack that launches your target downward. |
Ring Out | Act of knocking a target into the Blast Zone. |
Reflect | Ability to deflect a Projectile and become its owner. |
Projectile | Attack or object that operates independently of its owner. |
Platform | Horizontal Map element which can be stood upon and dropped through. |
Melee | Attack that strikes a target directly in close combat. |
Map | Environment where each fight takes place. |
Knockback Influence (KBI) | Ability to rotate launch angle when hit with Knockback. |
Knockback | Extent a target is launched when hit. |
Item | Object that can be picked up and thrown. |
Invulnerability | State in which no Damage or Knockback can be received. |
Hitstun | Brief period in which a target cannot move after being hit. |
Heal | Act of reducing accrued Damage. |
Gray Health | Temporary health buffer that absorbs Damage and cannot be Healed. |
Grab | Act of holding a target in place before launching them, |
Glide | Ability to decrease midair speed at will. |
Fast Fall | Ability to increase midair speed at will. |
Dodge Meter | Measurement of the Invulnerability window while Dodging. Depleted with each Dodge. |
Dodge Attack | Attack performed immediately after Dodging which gains brief Invulnerability. |
Dodge | Evasive maneuver which grants brief Invulnerability. |
Disabled | State in which no action can be performed. |
Damage | Measurement of a fighter's base Knockback. The higher the number, the more Knockback received when hit. |
Cooldown | Delay before an ability can be used again. |
Combo | Sequence of attacks which land in quick succesion. |
Charge | Ability to power up an attack to increase in Knockback and Damage. |
Buff Decay | Reduced modifier effectiveness when applied too often in succession. |
Blast Zone | Bounds of the Map, outside of which a fighter will be Rung Out. |
Attack Decay | Reduced Hitstun and Damage when an attack is used too often in succesion. |
Armor Break | Attack which ignores Armor and Shields, destroying them. These attacks are highlighted by a purple glimmer. |
Ammo | Remaining number of times an ability can be used. Increments after a brief Cooldown, up to a max capacity. |
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 |
---|---|
Variant | Unique appearance for each character. |
Toast | Tip you can award other player, granting them Gold. |
Sticker | Animated graphic that appears during a taunt. |
Signature Perk | A special Perk that is specific to each character. |
Ringout | Animated graphic that appears when a target is Rung Out. |
Rested | Modifier that doubles Battle Pass progress when playing after taking a breeak. |
Profile Icon | Graphic that identifies your player profiles. |
Player Level | General level that reflects your experience playing overall. |
Perk | Modifiers that can be applied to any character before each match. |
Misssion | Challenges that award Gold when completed. |
Mastery Level | Level specific to each character which can be used to unlock Perks. |
Gold | Currency that can be earned in-game to unlock rewards. |
Gleanium | Premium currency that can be bought to unlock special rewards. |
Experience Points (XP) | Experience gained by playing which goes towards your Player Level and your character's Mastery Level |
Emote | Animation that plays during a taunt. |
Battle Pass Points | Points gained by playing and completing missions that go towards your Battle Pass progress. |
Banner | Artwork that is displayed behind a fighter during matchmaking. |
Badge | Button on your profile which highlights the stats of certain achievements. |
Announcer | Character whose voice announces all game events. |
MultiVersus News and Game Info
List of In-Game Terms/Effects
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