Core Systems
Combat Terminology Guide
In Genesis War, you’ll encounter a variety of combat terms and system mechanics during battle.
This guide summarizes the key terms frequently used throughout combat to help Guardians better understand the battle system and apply it in gameplay.
Please refer to the Battle Terminology Guide below to follow the flow of combat accurately and enjoy a more strategic battle experience.

Battle Terminology Guide
📖 Terms Related to Battle Flow Term Description Includes Game Start
-
-
Start of (Allies / Overall) Turn In PvE, this refers to the start of the Allies Phase.
In PvP, this refers to the start of the Overall Phase.
-
End of (Character) Action When a character consumes an action during their turn.
Offensive Attack / Combat Attack / Basic Attack End of (Character) Turn When a character has consumed all actions and becomes inactive.
End of (Character) Action Before XX (e.g., Before Battle)
A state before a specifie action or effect occurs.
At XX (e.g., At Battle Start)
Immediately before the specified action or effect occurs.
After XX (e.g., After Battle)
A state after the specified action or effect has been completed/resolved.
📖 Terms Related to Target Alignment Term Description Self The character who uses the skill or effect.
Other Allies Allied characters excluding the character who uses the skill or effect.
All Allies All allied characters on the same side, including the character who uses the skill or effect.
Enemies Characters hostile to the skill/effect user (Neutral objects excluded).
Player A playable character type-units listed in the Character Management screen.
📖 Terms Related to Actions Term Description Includes Offensive Attack An action where a character spends an Action on their turn to deal damage to an enemy.
Combat Attack Attacked by Enemy When an enemy character spends an Action on their turn to attack you.
Hit by Enemy Combat Attack Combat (Sequence)
A single attack sequence that triggers a combat animation.
Combat Attack / Hit by Enemy Combat Attack / Basic Attack Combat Attack A single attack that spends an Action on the attacker’s turn and plays a combat animation.
Basic Attack Hit by Enemy Combat Attack Getting hit by a single enemy attack that spends an Action and plays a combat animation.
-
Skill Use Using a skill (excluding Basic Attack) by spending an Action on the character’s turn.
-
Basic Attack A Combat Attack that does not consume TP when you tap an enemy within range.
-
Melee Attack Attacks with the Melee tag.
-
Ranged Attack Attacks with the Ranged tag.
-
Directional Attacks that can be blocked by Cover.
-
📖 Terms Related to Conditional Trigger Effects Term Description includes counterattacked Triggers a counterattack when you are hit by an enemy Combat Attack within your attack range.
-
fatal DMG (Except Raid Bosses) Occurs when a character takes damage greater than their remaining HP + Shield, resulting in death, or when their HP is reduced to 1 and they revive.
-
Defeat the enemy An enemy that has taken fatal DMG dies without reviving.
-
link ATK (Melee characters only) Triggers after combat when an ally performs a Combat Attack on an adjacent enemy from the opposite side, dealing additional damage.
-
extra action(s)
Grants extra movement + an extra attack or Skill Use.
-
extra hit or skill use Grants an extra hit or Skill Use, but movement is not allowed after acting.
-
extra move Grants extra movement only. After acting, you can move only.
-
Extra Hit / perform an extra hit Triggers after an Offensive Attack to deal additional damage.
Buff Expiration A buff is removed because its duration ends.
-
Buff Removal Any case where a buff is removed.
Buff Expiration knocked back Pushes the target back by 1 tile.
Shocked Stiff Pushes the target back by 2 or more tiles, and may apply additional effects (e.g., Stun) under certain conditions.
📖 Terms Related to Damage Types Term Description DMG equal to {0}% of ATK Damage based on the Physical ATK stat.
DMG equal to {0}% of M-ATK Damage based on the Magic ATK (M-ATK) stat.
(Physical Penetration) Ignore DEF When calculating damage, ignores the target’s DEF by the stated percentage/amount.
(Magic Penetration) Ignore RES When calculating damage, ignores the target’s RES by the stated percentage/amount.
fixed DMG Damage that ignores DEF, most damage reduction effects, and affinities—except effects related to Glancing.
absolute DMG Damage that ignores DEF, damage immunity, Glancing, damage reduction effects, and affinities. It cannot be reduced or deflected.
📖 Terms Related to Area of Effect (AoE)

