What's On This Page?
This is a definition of terms used on the files for Bioni-Spirits on the Bioni-Spirit Index.
Terms
--Defense: When a technique says “defense”, it means that the user will be protected from attacks next turn. The two major categories are dodge and block, but there are also other types such as intangible and invincible; these categories really only matter when dealing with attacks that ignore specific types of defense. HOWEVER, if a technique mentions altering a Spirit’s defense, it is referring to how much damage a Spirit takes—boosting defense causes a Spirit to take less damage, and lowering defense causes the Spirit to take more damage.
--Calix: If a technique is referred to as Calix-level, it means that it is a dodge technique that can dodge any and all attacks.
--Cushion Jelly: If a technique is referred to as Cushion Jelly-level, it means that it is a block technique that can block any and all attacks.
--Reflect: If a defensive technique reflects, then not only does the user not take damage, but the attacker takes the same amount of damage they would have caused (unless only a percentage of the damage is reflected).
--Perfect accuracy/cannot miss: An attack like this will always hit unless the opponent uses a dodge technique.
--Sanok: A technique referred to as Sanok level will hit a foe even if they are using a dodge technique, unless it is a Calix dodge.
--Piercing: A piercing technique will negate a block technique, unless it is a Cushion Jelly block.
--Cannot be defended against: A very rare modifier, because it’s overpowered. A technique like this negates any and all defensive techniques, regardless of category.
--Power up: If a technique simply says that it “powers up”the Spirit, then it adds 10 points to the damage values of all of the Spirit’s attacks. HOWEVER, if a technique refers to “any/all power ups,” it is talking about any positive modification to a Spirit’s base stats—attack power, defensive power, speed, etc.
--Abbreviations: Some techniques abbreviate terms. Abbreviations include atk (attack power), def (defensive power), eva (evasion), acc (accuracy), spd (speed, which involves both evasion and accuracy), and dmg (damage).
--Backlash: Backlash is simply the amount of damage the user of an attack takes when their attack lands. It’s usually a specific amount of damage or a percentage of the damage inflicted.
--Cooldown: Some very powerful attacks have a cooldown, meaning that the user is paralyzed for a specific number of turns after the attack is used.
--Recharge: Similar to cooldown, but the user is not paralyzed—they merely are unable to use that specific technique for the specified number of turns. They can still move and use any other attack.
--Charge: Some attacks need to be charged before they can be used. The user is effectively paralyzed for the number of turns stated, and then they use the attack.
--Absorb: When an attack absorbs, it heals the user when their attack lands. Usually either a specific value or a percentage of the damage done; if not specific, then it heals the user by the total amount of damage done.
--Degenerative damage: Degenerative damage is damage that occurs at the beginning of every turn, usually due to an ailment like poison or burn, or a technique of a similar nature. This is usually written as “20/turn” or something similar, meaning that the target takes 20 damage at the beginning of every turn.
--Add.damage: Usually written as “20 add. damage next turn,”meaning that, on top of the damage the attack does this turn, the target takes another 20 damage next turn.
--No weakness: This means that the Elemental weaknesses a Spirit would have are negated.
--Elemental Cycles: Some attacks refer to “Elemental Cycles”or “Elemental Rings.” The Basic Elemental Cycle is Fire, Stone, Earth, Ice, Air, Water, and Jungle. The Advanced Elemental Cycle is Light, Shadow, Rahaga, Steel, Thunder, Dragon, and Psionics.
--Disrupt: This term has more or less been phased out, but it is used in some of the older files. If a technique disrupts an attack, it is permanently removed from the attacker’s arsenal.
--Calix: If a technique is referred to as Calix-level, it means that it is a dodge technique that can dodge any and all attacks.
--Cushion Jelly: If a technique is referred to as Cushion Jelly-level, it means that it is a block technique that can block any and all attacks.
--Reflect: If a defensive technique reflects, then not only does the user not take damage, but the attacker takes the same amount of damage they would have caused (unless only a percentage of the damage is reflected).
--Perfect accuracy/cannot miss: An attack like this will always hit unless the opponent uses a dodge technique.
--Sanok: A technique referred to as Sanok level will hit a foe even if they are using a dodge technique, unless it is a Calix dodge.
--Piercing: A piercing technique will negate a block technique, unless it is a Cushion Jelly block.
--Cannot be defended against: A very rare modifier, because it’s overpowered. A technique like this negates any and all defensive techniques, regardless of category.
--Power up: If a technique simply says that it “powers up”the Spirit, then it adds 10 points to the damage values of all of the Spirit’s attacks. HOWEVER, if a technique refers to “any/all power ups,” it is talking about any positive modification to a Spirit’s base stats—attack power, defensive power, speed, etc.
--Abbreviations: Some techniques abbreviate terms. Abbreviations include atk (attack power), def (defensive power), eva (evasion), acc (accuracy), spd (speed, which involves both evasion and accuracy), and dmg (damage).
--Backlash: Backlash is simply the amount of damage the user of an attack takes when their attack lands. It’s usually a specific amount of damage or a percentage of the damage inflicted.
--Cooldown: Some very powerful attacks have a cooldown, meaning that the user is paralyzed for a specific number of turns after the attack is used.
--Recharge: Similar to cooldown, but the user is not paralyzed—they merely are unable to use that specific technique for the specified number of turns. They can still move and use any other attack.
--Charge: Some attacks need to be charged before they can be used. The user is effectively paralyzed for the number of turns stated, and then they use the attack.
--Absorb: When an attack absorbs, it heals the user when their attack lands. Usually either a specific value or a percentage of the damage done; if not specific, then it heals the user by the total amount of damage done.
--Degenerative damage: Degenerative damage is damage that occurs at the beginning of every turn, usually due to an ailment like poison or burn, or a technique of a similar nature. This is usually written as “20/turn” or something similar, meaning that the target takes 20 damage at the beginning of every turn.
--Add.damage: Usually written as “20 add. damage next turn,”meaning that, on top of the damage the attack does this turn, the target takes another 20 damage next turn.
--No weakness: This means that the Elemental weaknesses a Spirit would have are negated.
--Elemental Cycles: Some attacks refer to “Elemental Cycles”or “Elemental Rings.” The Basic Elemental Cycle is Fire, Stone, Earth, Ice, Air, Water, and Jungle. The Advanced Elemental Cycle is Light, Shadow, Rahaga, Steel, Thunder, Dragon, and Psionics.
--Disrupt: This term has more or less been phased out, but it is used in some of the older files. If a technique disrupts an attack, it is permanently removed from the attacker’s arsenal.