Omega Strikers Playbook

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The Omega Strikers Playbook can be accessed by clicking the book icon on the top-left corner of the lobby. The playbook contains sections as shown below.

It is recommended for new players to read through the playbook (or this page, for the unofficially-added glossary), to get an understanding of the game.

The Basics

  • Score goals to win! Each game mode has additional rules.
  • Strike the Core in any direction, even if it's behind you.
  • Most abilities work on both enemy players and the Core.
  • K.O. enemies by knocking them out of the Arena.
  • Staggered enemies are much easier to knock back.
  • Earn XP during a match to level up and grow stronger.

Ranked Tiers

There are 9 Ranked Tiers, each with 3 sub-tiers (normal, Mid, High). When playing 3v3 Ranked, winning a game results in gaining LP, and losing a game results in losing LP. Gaining enough LP will promote you to the next sub-tier, or tier, in the rank. (i.e. Rookie → Mid Rookie → High Rookie → Bronze → Mid Bronze → High Bronze ...) Each sub-tier requires the player to collect 100 LP before moving to the next one, which makes each tier take 300 LP to reach the next one.

Upon getting to a new tier or sub-tier, an additional 10 LP is added on to what was gained to reach 100/100 for the previous tier. When losing a game that would normally reduce your LP below 0/100 it will instead leave you at 0/100 while still maintaining your current rank; if you lose again while at 0/100 you will demote to the previous rank. The LP loss upon demoting varies from roughly 15-45 with higher loses for higher ranks. Up until roughly Platinum there is a system in place where players lose less than they gain, making it easier to climb early on.

Only the top players in each region can qualify to be within the Pro League tier. A player needs at least 100 points in the Omega Tier to be promoted into the Pro League Tier. There is a hard limit to the amount of players that can be in the Pro League.

Rank Placements.png
Rank Rookie Low.png Rank Rookie Mid.png Rank Rookie High.png Rank Bronze Low.png Rank Bronze Mid.png Rank Bronze High.png Rank Silver Low.png Rank Silver Mid.png Rank Silver High.png Rank Gold Low.png Rank Gold Mid.png Rank Gold High.png
Placements Rookie Bronze Silver Gold
Rank Platinum Low.png Rank Platinum Mid.png Rank Platinum High.png Rank Diamond Low.png Rank Diamond Mid.png Rank Diamond High.png Rank Master Low.png Rank Master Mid.png Rank Master High.png Rank Omega.png
Platinum Diamond Challenger Omega
ProLeagueEmblem.png
Pro League

Glossary of terms

Keywords

  • HIT: Any ability or effect that damages and knocks back enemies. Abilities that work on allies also count as a hit
  • LIGHT HIT: A type of hit that damages and briefly slows enemies, but deals no knockback to players unless they're Staggered. Generally deals low damage
  • MELEE HIT: A type of hit that scales with the striker's size. Strikes, dashes and most short-ranged abilities are considered MELEE hits
  • MOVEMENT ABILITY: A subset of abilities that involve some sort of Striker movement- namely a DASH, JUMP, BLINK or HASTE
  • DASH: A type of MOVEMENT ABILITY that causes the Striker to dash in a fixed direction and speed
  • JUMP: A type of MOVEMENT ABILITY that causes the Striker to jump vertically and land at a predetermined location
  • BLINK: A type of MOVEMENT ABILITY that causes the player to teleport to a predetermined location. BLINKS can have a cast time, but the Striker does not physically travel to their destination
  • HASTE: A type of MOVEMENT ABILITY that increases a Striker's Speed stat. Hastes usually have a duration
  • PROJECTILE: A type of Striker ability that launches a ranged object into the game world
  • CREATION: A player-generated object that persists in the game world for a limited time
  • BUFF: A positive effect a Striker can grant themselves or an ally. Buffs usually have a duration
  • DEBUFF: A negative effect a Striker can apply to enemy players or the Core. Debuffs usually have a duration
  • IMPACT: A type of hit that is capable of affecting 2 or more targets simultaneously. Commonly referred to as "area of effect" or AOE
  • PRIMARY ABILITY: An ability slot reserved for a Striker's main tool for interacting with the Core and other players
  • SECONDARY ABILITY: An ability slot reserved for supplementary ability that supports a Striker's overall play style. Usually (but not always) a mobility tool
  • SPECIAL ABILITY: An ability slot reserved for higher cooldown, higher impact abilities. In most game modes, this is unlocked at Level 2
  • ENERGY: A resource gained upon hitting targets or collecting orbs, used to EVADE or utilize ENERGY BURST.

Stats

  • Power icon.png Power determines how much damage and knockback are applied to enemies by abilities. Every ability uses a multiplier to determine what percentage of a Striker's Power will contribute to its damage and knockback.
  • Speed icon.png Speed determines a Striker's movement speed. After 750 Speed, abilities with the Haste tag only give 50% of their Speed value. After 900 Speed, they only give 25%.
  • Stagger icon.png Stagger determines how much damage a Striker can take before becoming Staggered.
  • Cooldown Reduction icon.png Cooldown Rate determines a Striker's ability cooldowns. The cooldown rate value scales nonlinearly and is used to determine what percentage each ability's base cooldown should be reduced by.
  • Size determines a Striker's physical size and thus area where they can be struck by Striker abilities and map hazards, indicated by the ring around them on the ground. The size of abilities with the Melee tag scale with Striker size, and Striker base size determines their base Strike range.

Status Effects

  • STUNNED: prevents players from acting. Halts the movement of the Core and prevents it from moving again until the stun ends
  • BANISHED: prevents players from using abilities. Makes affected Strikers and the Core untargetable and immune to other effects
  • KNOCKED: pushes an enemy Striker in a direction and stuns them for the duration. Redirects the Core in a direction but does not stun it. Does not inherently cause DAMAGE
  • KNOCKED OUT: when a Striker is pushed off of the Arena, causing them to be removed from play and unable to act until they respawn
  • STAGGERED: occurs once a Striker's Stagger Bar empties completely, causing them to temporarily take massively increased knockback. The Stagger Bar rapidly regenerates after becoming Staggered, but taking subsequent damage delays this effect
  • DAMAGE: reduces the target's Stagger Bar by some amount, but does not knock them back unless described as a HIT or KNOCKBACK
  • HIT: a catch-all term that describes anything that causes an effect to occur on a target (DAMAGE, KNOCKBACK, BUFF, or DEBUFF)
  • ELUSIVE: makes the Striker untargetable and immune to effects and abilities other than BUFFS. However, any existing DEBUFF will persist while elusive
  • IMMUNE: makes the Striker untargetable and immune to effects and abilities other than BUFFS. This effect occurs briefly after a Striker respawns from a Knockout

Mechanics and Terms

  • GOAL ARC: the colored areas on either side of the Arenas. Players standing within their team's Goal Arc receive a passive BUFF that grants increased resistance to knockbacks and impairing effects.
  • GOAL BARRIERS: Physical objects that protect each team's net from being scored on. Each map has a different configuration and number of barriers. After the Core hits one, it will disappear for the remainder of the Round. Shortly after a team's last barrier falls, their Goal Gates will open, granting the enmey team the ability to score.
  • GOAL GATES: movable walls that partially block the goal lines of the Arena. After all Goal Barriers have been removed from one side of the field, that side's Goal Gates will open after a brief delay.
  • EXPERIENCE: points a Striker earns during a match, eventually causing them to Level Up. Experience accrues passively, but can also be earned for striking the core, making saves, collecting Power Orbs, earning Takedowns, scoring, or assisting a goal
  • LEVEL UP: occurs when a player earns enough EXPERIENCE. Leveling Up increases a Striker's max Stagger. The max level a Striker can reach is 10. In Competitive and Normal modes, Experience is used to determine the pick order of the Awakenings Draft.
  • TAKEDOWN: the act of earning a Knockout or assisting in the Knockout of an enemy player
  • ASSIST: occurs when a Striker makes contact with the Core within three seconds of an ally scoring a goal
  • GEAR: physical equipment that Strikers take with them into each match. During Striker Select, each player selects a piece of Gear to equip based on their Role. Gear typically helps define a player's preferred playstyle or strategy.
  • AWAKENING: a powerful effect that augments your Striker's stats or abilities during a match. Awakenings are selected in different ways based on the Game Mode. In Competitive and Normal, players choose between 2 Awakenings during Striker Select, and have the chance to equip more over the course of the match based on their performance.
  • POWER ORBS: powerful neutral objectives that spawn around the Arena at predetermined intervals. Each Striker touching an Orb restores a percentage of their Stagger Bar, earns a lump sum of Experience, and fills a portion of their Energy Meter
  • ENERGY METER: A resource that appears below each Striker's Stagger Bar in-game and is used to cast one of two additional abilities, use a portion of Energy to cast EVADE, briefly becoming immune to damage and knockbacks. If cast at 100% Energy, this ability becomes ENERGY BURST. This causes you to Evade, knock back nearby enemies and gain total control of the Core for a short time. Your next hit during this time sends the Core flying!


Unofficial glossary of terms

As the original Omega Strikers Playbook is non-comprehensive, below are the additional terms that are essential/useful for players to be aware of.

  • PING-PONG: When two opposing players are standing extremely close together and hitting the Core directly into one another, resulting in it turning into a back-and-forth match of who has the better response time, lower skill cooldown, or lower ping. In most cases, this occurs directly in front of a goal. This is NOT recommended and is relatively disadvantageous to the goalie. Instead, it may be a better idea for the goalie to kick the Core at an angle (or even 90° up or down) to get the Core away from the goal.
  • CORE FLIP: Another term used for Energy Burst. The term was first coined in this blog post detailing upcoming changes for the launch of Omega Strikers.
  • OKI: Term named after the player OKI, to OKI means to sit on an enemy player (usually the goalie), and attempt to KO or deal chip damage to them. Not to be confused with the fighting game term Oki, short for Okizeme.
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