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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

TermDescriptionIncludes
Game Start--
Start of (Allies / Overall) TurnIn PvE, this refers to the start of the Allies Phase. In PvP, this refers to the start of the Overall Phase.-
End of (Character) ActionWhen a character consumes an action during their turn.Offensive Attack / Combat Attack / Basic Attack
End of (Character) TurnWhen 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

TermDescription
SelfThe character who uses the skill or effect.
Other AlliesAllied characters excluding the character who uses the skill or effect.
All AlliesAll allied characters on the same side, including the character who uses the skill or effect.
EnemiesCharacters hostile to the skill/effect user (Neutral objects excluded).
PlayerA playable character type-units listed in the Character Management screen.

📖 Terms Related to Actions

TermDescriptionIncludes
Offensive AttackAn action where a character spends an Action on their turn to deal damage to an enemy.Combat Attack
Attacked by EnemyWhen 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 AttackA single attack that spends an Action on the attacker’s turn and plays a combat animation.Basic Attack
Hit by Enemy Combat AttackGetting hit by a single enemy attack that spends an Action and plays a combat animation.-
Skill UseUsing a skill (excluding Basic Attack) by spending an Action on the character’s turn.-
Basic AttackA Combat Attack that does not consume TP when you tap an enemy within range.-
Melee AttackAttacks with the Melee tag.-
Ranged AttackAttacks with the Ranged tag.-
DirectionalAttacks that can be blocked by Cover.-

📖 Terms Related to Conditional Trigger Effects

TermDescriptionincludes
counterattackedTriggers 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 enemyAn 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 useGrants an extra hit or Skill Use, but movement is not allowed after acting.-
extra moveGrants extra movement only. After acting, you can move only.-
Extra Hit / perform an extra hitTriggers after an Offensive Attack to deal additional damage.
Buff ExpirationA buff is removed because its duration ends.-
Buff RemovalAny case where a buff is removed.Buff Expiration
knocked backPushes the target back by 1 tile.
Shocked StiffPushes the target back by 2 or more tiles, and may apply additional effects (e.g., Stun) under certain conditions.

📖 Terms Related to Damage Types

TermDescription
DMG equal to {0}% of ATKDamage based on the Physical ATK stat.
DMG equal to {0}% of M-ATKDamage based on the Magic ATK (M-ATK) stat.
(Physical Penetration) Ignore DEFWhen calculating damage, ignores the target’s DEF by the stated percentage/amount.
(Magic Penetration) Ignore RESWhen calculating damage, ignores the target’s RES by the stated percentage/amount.
fixed DMGDamage that ignores DEF, most damage reduction effects, and affinities—except effects related to Glancing.
absolute DMGDamage that ignores DEF, damage immunity, Glancing, damage reduction effects, and affinities. It cannot be reduced or deflected.

📖 Terms Related to Area of Effect (AoE)

Combat Terminology Guide screenshot