This glossary will include only GunBoundM-specific terminology and only terms whose meanings are not already explained in another section.
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Backshot: A Backshot is shot designation for any shot that is launched in the direction opposite that of which the mobile is facing. Despite being a shot designation, there is no Special Meter award, or penalty, assessed.
Best Damage Shot: This shot designation is awarded to a shot that deals over 350 damage, and then to any subsequent shots made by any player that deals more damage than the previous 'best damage' shot did. Special Meter is awarded +0.5 bar.
Bungee Shot/ Bunging: The act of causing a mobile to fall off the stage to the bottom of the screen, resulting in an immediate knock out, either by destroying the land underneath them or dragging them off the land.
Bot Chasing: Unofficial term used to describe players who intentionally exit games at the match-up preview screen for the sole purpose of waiting to be matched against AI controlled opponents. AI opponents are used to fill in queues when it is determined that there are no eligible human opponents waiting to be matched at that time. In principal, AI opponents are significantly easier to defeat due to exploitable short-comings in their programming, yet yield the same rewards for being defeated as a human player. It is against GunBoundM terms and conditions to intentionally seek AI opponents. Developer Softnyx tracks player behavior and will take punitive actions against players who frequently drop from matches at the preview screen.
Clan: A Clan is an optional feature of the game where up to 40 players may join together to accumulate 'Clan Points', or 'CP', in order to increase the level of their Clan. The higher a Clan's level is, the more benefits they receive. Clan benefits include: increased health or attack power during training battles, increased accuracy rating during any mode of play, increased GP earned for victories in PvP modes, or increased Mobile experience points earned. A Clan can be anywhere between level 1 and 10. Clans are also useful for finding other reliable players to partner with for 2v2 Score. A player may only be in one Clan at a time, and must wait for 24 hours after leaving a Clan before they can join a new one. Players may create their own Clan for a cost of 50,000 gold.
Clan Points: Clan Points, or CP, are the points awarded to Clans by their members through a variety of means. CP's primary function to build and increase a Clan's level so that they may access more bonuses. If a member of a Clan leaves before they have been in the Clan for one month, any CP they have contributed to the Clan will be revoked. CP can be gained in the following ways: A.) By 'donating' gems in the Clan menu. B.) By completing any one of several daily challenges that offer CP as a reward. C.) By Clan-member participation in any World Boss event, of which there are several each day. The higher the Clan collectively performs against the World Boss relative to other Clans for each event, the higher the CP reward is.
Clan Punishment: It is against GunBoundM terms and conditions for players to continuously delete and recreate accounts in order to accumulate easy gems to contribute towards a clan's CP. Softnyx monitors this behavior and will remove a significant amount of CP from a clan that has been found to be participating in this activity.
Dig Shot: This shot designation is given to a shot that lowers the opponent's elevation by approximately one body-length or greater. +0.5 bar is added to Special Meter.
Double Hit: This designates a shot that has, by any means, dealt any amount of damage to more than one opponent on the same turn. This designation will award the player +0.5 bar of Special Meter.
Dumb Shot: This designates a shot where the only damage dealt to any mobiles were against the shooter's self and/or allies. There is no minimum damage requirement. Breaking an opponent's shield or hitting totems will not negate a Dumb Shot designation. If any damage whatsoever is dealt to any opponent, there will be no Dumb Shot designation. A Dumb Shot will cause a -0.5 special meter penalty as well as a 30 gold 'fine' from the player.
Dungeon: A single player PvC mode which features an explorable branch of unique events and rewards. For more information see: Brigoth's Dungeon Guide.
Event: A special, time-limited, and periodic event that may offer special rewards under certain circumstances. Often this is bonus GP earned during PvP matches.
Extraction: Exchanging a mobile, mobile card, or avatar card for gears.
Forfeit: A player may forfeit a match at any time by selecting the option from the menu found in the lower left corner of the screen during play. A forfeit results in the immediate and automatic loss for the forfeiting player. In 2v2, if one player on a team forfeits, they will be replaced by AI controls. If both players forfeit at any point in the match, the match immediately ends and the opposing team is automatically granted the victory.
Glass Cannon: A mobile with very low HP, but high offensive capacity.
GP: GP are points acquired by winning PvP matches. GP is accumulated as a total for your account and determines your Rank. Simultaneously, GP accumulated within a month is counted toward your League progress, which resets back by two leagues at the beginning of each season (month) causing you to lose the corresponding GP counted towards it. In most PvP modes, a small amount of GP is subtracted for each loss. GP earnings amounts can be increased by certain Jewels or Clan benefits.
Ice Thor: see entry in New Player Guide.
Knock-down Game: Refers to a result in either 2v2 Score or Pro Battle where the winning player or team did not suffer a single knocked-out mobile.
Knock-Out: A Knock-Out is what occurs when a tank is defeated in combat either by having all of its HP depleted (referred to in-game as a "Tank Destruction", or by being knocked-off the map by any means, known as a 'bungee'. A knocked-out Mobile costs its team one score. In 2v2 Score and Pro Battle modes, each player will have thee mobiles on their team, and will be able to spawn the next mobile in their lineup at the beginning of their next turn if their Mobile is knocked out.
League: League is a type of ranking that is used to determine matching and to determine end-of-season rewards. The Leagues progress linearly as a player accumulates GP by winning PvP matches. The Leagues, in ascending, order are: Wood, Silver, Gold, Platinum, Hero, and Legend, all of which are themselves separated into three subdivisions with the exception of Legend, which only has two. At the beginning of each Season, each player's League standing is reduced by two subdivisions, except for players in Legend 1 or 2, who will be demoted to Hero 3. Leagues require exponentially more GP to reach at they ascend. Once in the Hero league or higher, only the top 40% of qualified players will be allowed to progress. For a list of the Leagues, their requirements, and rewards, click here.
Mobile: The playable, projectile-launching creatures controlled by the players. These are variously referred to as 'tanks' (frequently within the game itself), 'mobs', or 'bots' (a term also commonly used to refer to AI controlled opponents).
Mount: Refers to how well a mobile can climb up inclines. Mobiles with higher mount can climb steeper inclines than those with lower mounts.
Movement: Refers to how much distance a mobile can travel per turn. This is indicated by a bar near the mobile's HUD during that players turn.
Perfect Game: In either the 2v2 Score mode of play or Pro Battle, a Perfect Game occurs when a player knocks out two opponent mobiles in the same turn. A Perfect Game automatically ends the game with the player who achieved the Perfect Game being awarded victory. A Perfect Game will occur as long as two opponent players are knocked out on the same turn, no matter the means by which this occurs.
Pet: Creatures who can be obtained and equipped to a mobile for a small, additional effect once the Special Meter is filled.
PvC: Abbreviation of 'Player versus Computer'. This refers to the modes of play where the player combats computer controlled opponents in various formats. These modes are primarily found within the "Training Battle" menu. In these modes, each attempt, except for 'easy training' and 'try this tank!', will cost the player a small amount of training tickets. Players get various rewards for completing challenges is this mode, but will not receive GP in these modes.
PvP: Abbreviation of 'Player versus Player'. These are the primary modes of play in GunBoundM where players compete against each other in a variety of modes for "GP", which are points that increase a player's League and Rank. Except for '1v1 Duel' and 'Play with Friends', each of these modes requires a small gold fee (which can be earned back with profit with a victory).
Quick Shot: Whenever a player fires their shot within the first 10 seconds of their turn. The bonus for a Quick Shot is an additional 3% damage increase for that turn.
Rank: A player's Rank is a reflection of their total accumulated GP. GP, and therefore Rank, can increase and decrease with wins or loses in the PvP modes of play. When a player reaches a new rank for the first time, they receive a small reward of Gems, Gold, and Training Tickets. Ranks range from chick to Supernova 3, and are indicated by the icon near a player's profile image. To see the full list of Ranks and their requirements, click here.
Risky Shot: This shot designation is judged when a sky-shot or super-sky-shot deals a certain minimum damage to an opponent while the player or one of his or her allies is very near the target opponent. The player or ally cannot receive any damage whatsoever or the designation will not be awarded. The player or ally must be within approximately a body-length of the target opponent. This designation will award the player +0.5 bar of Special Meter.
Season: One calendar month from the 1st of the month to the last day of the month. At the end of each season, players receive a reward based on their League standing at the end of the final day of the Season. The higher the League a player reaches, the greater the rewards in Gems, Gear, and Gold will be.
Shield Break: A shot designation awarded to a player whose shot deals at least one direct blow of damage to an opponent who had a shield when the turn began, only counting the tank's direct attacks (as opposed to items or cloud-spawned sources of damage). +0.5 bar is added to Special Meter.
Skip Turn: A player may immediately end their turn without attempting a shot by clicking the 'x' icon next to their player HUD at the top of the screen while it is their turn. Because firing a shot, no matter where it lands, gives the player a Special Meter bonus, skipping one's turn is only very circumstantially preferable. When a player is trapped and cannot fire a shot whatsoever without damaging themselves, it may be preferable to skip the turn. Allowing the Turn Timer to expire is functionally equivalent to skipping a turn, but a considerate player would rather not purposefully waste everyone's time once they have determined they will not take a shot.
Sky-Shot/ Super-Sky-Shot: Any shot that is fired upward and reaches a certain height above the shooting mobile's position and lands, with a certain minimum damage (i.e. glancing blows will not count) will be indicated as a Sky-Shot, or for even higher shots, a Super-Sky-Shot. The Sky-Shot is awarded +0.5 bars toward the Special Meter, and a Super-Sky-Shot is awarded +1.0 bars.
Spawn: In 2v2 Score and Pro Battle, a player is able to spawn the next Mobile in their lineup onto the stage at the beginning of their turn if their active Mobile is knocked-out. The player will be given a 30 second timer, which is independent from their Turn Timer, when spawning a Mobile onto this stage. During this time, they will select a location on the stage of their choosing for their Mobile to drop down onto. In Royal Survival, each player will select just one Mobile on their team at the beginning of the match, and then each player will select a spawning point for their Mobile. In 2v2 Score and Pro Battle, a Mobile that is spawned onto the stage will begin with two bars of their Special Meter already filled.
Special Meter: The Special Meter is the gauge that indicates when a player will be able to use their Special Shot. It is the meter next to the player's HUD display at the top of the screen and appears as a group of six bars. The Special Meter is filled by the following: A.) A shot that receives a bonus judgement (e.g. 'Sky Shot', 'Double Hit', etc.). B.) A triggered Avatar Ability. C.) Clicking the 'fire' button on one's turn, which will automatically grant +1.0 bars of Special Meter. It should be noted that in regards to bonus shot judgments, a shot can meet any number of criteria for multiple designations on the same turn and receive Special Meter awards for each one. The only way a Special Meter may decrease is through a Dumb Shot judgment, or from being struck by an SS-removing item. When a mobile begins in play at the beginning of a match, its Special Meter will be empty. When a mobile enters the match by being spawned in after another mobile is knocked out, it will begin with two bars filled.
Special Shot: The Special Shot, abbreviated 'SS' (not to be confused with 'Sky Shot', which will not be referred to as 'SS' anywhere in this guide), is the third shot option that all mobiles have. These are significantly more powerful versions of Standard Shots, typically dealing more damage, destroying more land, being able to easily strike multiple targets, or some combination thereof. Special Shots will be locked from use until a player has completely filled their Special Meter. Once a player has filled their Special Meter, they may begin freely selecting the Special Shot on their subsequent turns. The only way a player can lose access to their Special Shot once achieved is by the penalty imposed by a Dumb Shot or being struck by an SS-removing item.
Standard Shot: Referring to a Mobile's Shot 1 and Shot 2, which are always available to be selected under all circumstances. Contrasting with the third option, the Special Shot, Standard Shots are generally much weaker in power and effect.
Super Mobile: Referring to the special class of powerful mobiles to which Knight and Dragon belong. They are only available to be used in the Royal Survival mode and only by random chance (Roughly 1-in-40 for any player per match).
Thor: See entry in New Player Guide.
Tornado Shot: A designation given to a shot that hits an opponent after traveling through a tornado. +0.5 bar is added to Special Meter.
Turn Timer: This timer indicates how long a player has to attempt a shot. It is indicated by the meter wrapping around the player's profile image during their turn. A player's turn ends immediately if the Turn Timer expires before they have clicked on the 'fire' button. Should a turn expire before a player fires their shot, any items that have been selected, except for the shield or first-aid kit, will be consumed without being used and not refunded to the player. The Turn Timer is 30 seconds per turn by default for all players, however, there are Jewels and Mobile bonuses that can slightly extend this timer.
Type: Each Mobile is of one of four Types: Machine, Animal, Shield, or None. Forming a weakness chain, Machine Mobiles do slightly more damage against Animal Mobiles, who themselves do slightly more damage against Shield Mobiles, who in turn do slightly more damage against Machine Mobiles. None type Mobiles do not generally receive any such bonus or penalty against any other Mobile. There are currently 12 Machine, 12 Animal, 12 Shield, and 2 None type Mobiles. The damage boost from type advantage is estimated to be approximately 5%. except for shield types, who resist machine types at a slightly higher rate and take extra damage from animal types at a slightly lower rate. Additionally, there is one tank of each type besides the None type that are "plus" versions of that type. They deal slightly extra damage to other tanks of their own type, and take slightly more damage from None type tanks.
Utility: An unofficial term used in this guide to refer to the general capabilities of a Mobile to destroy land, achieve bungee knock-outs, coordinate offensive items with their shots and to what extent, create multi-hits through clouds, or ability to use unique properties to secure superior positioning. The better a Mobile is at any combination of these things, the higher its Utility rating is, and vice versa.
Wind Master: This shot designation is awarded when a Sky-Shot or Super-Sky-Shot is landed onto an opponent, with a certain minimum damage requirement, while the wind speed is at 10 or higher. This designation will award the player +0.5 bar of Special Meter.
VIP: This is a temporary status given to players who have made a cash purchase. The VIP length is added when making multiple purchases within the same VIP time-frame. With VIP status, PvC modes cost half of the amount of tickets, and an extra daily free item is offered.
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Additional Credits:
indyrace85
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