Gameplay

In *Rumbleverse*, the player is launched out a cannon from the Battle Barge onto the Grapital City map. There, it's the player's job to brawl and use what they find to help them battle out until only them (or their team) is left standing.

Below, all main gameplay features are detailed. Greater detail can be found on the features' individual pages.

All gameplay rules are based off of Solo mode. See Modes for other rules.

## General

When it's time for **Cannon Launch**, you will be able to aim your cannon before launching to choose where you would like to go. When inside the ring, you can go into Free Fall in your own time to control your landing. Additionally, from this point the ring begins its cycle of progressively shrinking and pausing (with an initial time of 90 seconds before a 30 second shrink period). As the match goes on, the ring will shrink faster and faster.

If your player stays outside of the ring, your "Ring Out Timer" will count down from 10 seconds. If your player is still outside the ring when it reaches 0, you are disqualified (no matter your HP or super meter). This timer slowly regenerates when back inside of the ring.

## Basic Controls/Moves

* Attacks
	+ Strike - Throws 3 quick attacks at your opponent in a row.
	+ Vicious - Grabs your opponent and suplexes them behind your back.
* Jump
	+ Elbow Drop - Strike while in the air to start an Elbow Drop. This move increases in damage the farther it falls. It can also hit prone opponents.
* Block
	+ This helps regenerate stamina faster.
	+ This does not block Vicious attacks.
* Dash
	+ Dropkick - Combining a dash with a strike dropkicks your opponent.
	+ Irish Whip - Combining a dash with vicious grabs and Irish Whips your opponent, tossing them and sending them running uncontrollably in a selected direction.
* Dodge
* Interact/Climb

## Health and Stamina

Each player starts the match with 100 Stamina and 1000 Health points. The player can increase their max stamina and health above these values via their Stat Slots (see below).

**Stamina** is used when you dash, climb, dodge or perform any moves acquired from Magazines. If your stamina reaches 0, you will become **"Winded"** and unable to perform these movements until your stamina regenerates. Stamina naturally regenerates, but this rate can be increased with the Stamina Drink or the Mega Stamina Drink. Shielding also increases your stamina regeneration.

Your **Health** Bar determines how much damage you can receive from opponents. Any damage you receive removes the same number of health points. When your health reaches 0, you have lost and become **"KO'd"**. You can regenerate your health points by consuming Chicken or Big Chicken, or activating Superstar Mode.

## Stats

Main articles: Stats and Stat Pods

Throughout the match, you will likely find many **Stat Pods** - items that increase one of 3 stats. You may only consume 10 of these per match, shown on the bottom right of your screen. These are:

* Core Powder - Increases your attack damage
* Arms Powder - Increases your maximum health
* Legs Powder - Increases your maximum stamina

By default, these will increase their respective stats by 10%. However, upon consuming 5 and 10 of the same powder, that powder will reward the player with +20% and +25% of the stat, respectively. This means, drinking 10 of the same powder (therefore filling all stat slots with the same type) will grant a +125% total increase to the stat.

Although, it is advisable to fill your stat slots with all 3 powders, instead of 1.

## Perks

Main article: Perks

Above the Stat Slots on your screen, a Perk Meter can be found. Any damage you deal to opponents fills this meter. Once this fills, you receive a random **perk** and the meter resets. Each time the meter resets, more damage is required to fill it after. The maximum amount of perks that you can receive in one match is 10.

**Perks** are passive bonus effects that last for the entirety of a match. These could increase the amount of damage a player does in a particular move, or reduce the amount of stamina used for an action. Perks are always positive.

### Status Effects

Main article: Status Effects

Similar to perks, **Status Effects** are temporary bonus effects that can occur while playing through various actions. Unlike perks, they can have negative effects. Additionally, some perks' effects may appear as status effects.

These effects appear below the Health and Stamina bars on a player's screen, and include a timer counting down until the effect disappears.

## Super Mode

Main article: Super Mode

Throughout the game, you will fill your **Super-Meter** by collecting blue stars littered around the map or by dealing damage to opponents. You will also earn stars when attacking or being attacked by opponents (even if the attack is blocked) and clashing with opponents. Once this is full, you will have the ability to activate "Super Mode". While this mode is active, any damage you deal through moves will be increased. Additionally, it grants the ability to perform a **Super Attack** which deals massive amounts of damage to your opponent.

However, if you keep your Super-Meter filled (by not activating Super Mode) and you lose all your health points, the meter will revive you and it will reset.

## Special and Power Moves

Main articles: Special Moves, Magazines, and Power Moves

Each player has 2 slots (to the left and right of the Stamina/Health bars) for "Special Moves". These are exclusive moves obtained from Loot Crates found throughout the map via **magazines**. These magazines contain a random Special Move, with the move's rarity depending on the magazine rarity. Consuming the magazine causes you to learn the move into your chosen slot. If both slots are full, any new moves have to replace an existing one.

**Power Moves** are Special Moves that have a higher priority than the rest (see below).

## Items/Weapons

Main articles: Items and Weapons

Also found in Loot Crates are Items and Weapons. These items may include Trash Cans to Metal Bats, all with increased damage than basic moves.

Items held can be knocked out of players' hands by an opponent's attack, or by the impact of jumping from a building.

## Attack Priority

All attacks, including Super and Basic, have their own priority in *Rumbleverse*. This means that one of the moves performed by 2 opponents at the same time will cancel out the other, or both will clash. For more information, see Attack Priority.