Glossary
Published 22 September 2026. Last reviewed 22 September 2026. Responsible editor: Richard Wright.
Guides to games of this kind are written in a dialect. These are the terms you need in order to read any of them — including ours. Definitions are given in plain English, alphabetically.
Affinity
One of four alignments — Magic, Force, Spirit or Void — carried by every champion and enemy. Magic beats Spirit, Spirit beats Force, Force beats Magic; Void is neutral in both directions.
Artefact
A piece of equipment occupying one of the six main gear slots: weapon, helmet, shield, gauntlets, chestplate or boots.
Ascension
Raising a champion using consumable potions farmed from dedicated stages, which unlocks further stat growth. Distinct from rank.
Champion
A playable character. You collect them; you do not create them.
Clan
A player group. Membership unlocks co-operative content and a continuous stream of shared rewards, and costs nothing.
Clan Boss
Co-operative content in which every member of a clan attacks the same boss and rewards scale with the clan's collective damage.
Debuff
A negative effect applied to a target, such as reduced defence or a block on healing. Landing debuffs reliably is much of what higher-level team building is about.
Doom Tower
A rotating multi-floor solo challenge with its own bosses and rewards.
Energy
The consumable resource spent to start most battles. It refills over real time, its cap rises with account level, and it can also be refilled with premium currency.
Faction
A grouping of champions by origin. Some content requires a team drawn from a single faction, which makes a broad roster more valuable than it first appears.
Faction Wars
Solo content requiring single-faction teams; the usual source of accessories.
Food
Informal term for champions sacrificed to raise another champion's rank. Most of what you summon becomes food.
Gacha
The genre term for a game whose characters or items are obtained from randomised draws bought or earned in-game. Named after Japanese capsule-toy machines.
Mastery
A separate progression tree — broadly offensive, defensive and supportive — unlocked with scrolls earned through play. A real power increase that costs no money.
Rank
A champion's star count, from one to six, raised after summoning by sacrificing other champions. Raises the maximum level the champion can reach. Not the same as rarity.
Rarity
The tier fixed at the moment a champion is summoned: Common, Uncommon, Rare, Epic, Legendary, with Mythical added later. Sets the ceiling, not the result.
Set bonus
An extra effect granted for wearing several artefacts of the same set, such as increased speed, lifesteal or critical rate.
Shard
The item consumed to perform a summon. Different shard types draw from different pools with different published odds.
Speed (SPD)
The statistic governing how fast a champion's turn meter fills, and therefore how often it acts. The stat experienced players tune most carefully.
Substat
A secondary statistic rolled randomly onto a piece of gear, and improved randomly when the piece is upgraded. The main reason gear, not champions, is the long-run bottleneck.
Summon
The act of spending a shard to receive a randomly determined champion.
Turn meter
The hidden bar that fills for every combatant during a fight. When it fills, that combatant acts. Many skills exist purely to fill your own or drain an enemy's.
Terminology follows the game's own wording where the game has a word for something. Where a term is community shorthand rather than official, the definition says so. If the game changes a name, the publisher's wording prevails over ours.
Compiled by Richard Wright. Last reviewed 22 September 2026.