Glossary

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The glossary is a central location to view the language used in Omega Strikers.

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
    • Impact: A type of hit that is capable of affecting 2 or more targets simultaneously. Commonly referred to as "area of effect" or "AOE"
  • 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
  • Secondary Ability: an ability slot reserved for supplementary ability that supports a Striker's overall play style. Usually (but not always) a mobility tool
  • Primary Ability: an ability slot reserved for a Striker's main tool for interacting with the Core and other players
  • Special Ability: an ability slot reserved for higher cooldown, higher impact abilities. In most game modes, this is unlocked at Level 2

Base Stats

  • Power icon.png Power: determines how much damage and knockback are applied to enemies. 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. Utilizes diminishing returns, which reduce the effectiveness of HASTE effects once a certain Speed is reached
  • 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
  • Knockback Resistance: determines a Striker's ability to ignore a percentage of the knockback they receive. This is one of the benefits gained from Goal Arc BUFF
  • Size: determines a Striker's Strike ability radius, as well as their physical size. The size of some melee abilities scale with Striker size

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. May also be referred to as "killed" or "downed," or as a "takedown"
  • Staggered: occurs once a Striker's Stagger Bar fills completely, causing them to temporarily take massive increased knockback. The Stagger Bar rapidly regenerates after becoming Staggered, but taking subsequent damage delays this effect
  • Damage: raises 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. However, any existing buff or 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 Arena. Players standing within their team's Goal Arc receive a passive BUFF that grants a series of powerful effects. These include increased damage and knockback to nearby enemies, increased resistance to impairing effects, increased knockback resistance, and a reduced Strike cooldown
  • 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 enemy team the ability to score.
  • Goal Gates: movable walls that 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, allowing goals to be scored.
  • 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 Power, Health, Speed, and Cooldown Rate. The max level a Striker can reach is 10
  • 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 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 case 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!