Power Type

**Power types** is the defining term of a character's general strengths and overall fighting style. These abilities are in every character.

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## Balanced Power Types

### **All-Rounder**

These characters don't have a very out-standing strength in their abilities, with abilities making them overall balanced among everything, being good at everything. Usually have both great strength and great defensive capability, as well as reliable mobility, as well not having any major weaknesses. Because of that, they are the “jack of all trades, master of none, but better than a master of one” archetype, in that they don’t really excel in anything, but are prepared for everything. With that in mind, they can do very well in both offensive and defensive play.

### **Mix-Up**

Perform best at close range, with versatile abilities based on tactics and mind games to exploit their opponent’s weaknesses. They sometimes have mid-long range projectiles that allow them to zone well and are generally better balanced than Pressurer characters, however, not to the extent that All-Rounder characters are, since they can’t play defensively, and have much more obvious/exploitable weaknesses.

### **Bait & Punish**

They are usually projectile users who pressure their opponents to manipulate their behavior, while also having the tools for close-range combat in order to take down the opponent (though they do best from afar). They are usually equipped with projectiles/mid-long range killers. However, they normally face their opponent when attacking, unlike Trappers, who are more mind-game-oriented. On the other hand, they can be purely read-based characters that use their superior speed and/or power to create openings and exploit opponents.

Alternatively, they can also be close or mid-range characters that can pick off opponents slowly from a safe distance, exploiting their superior range to wear down (and annoy) their opponents. Mix-Up characters can also fall under here, as they also rely heavily on mind-games, however, they tend to favor an offensive fighting style over a defensive one.

### **Grappler**

Grappling is usually a large part of their game, with many being also Bait & Punish specialists. These characters are usually forced into defensive play because of their slow speed, large size and/or inferior mobility (though not always), but make up for it with very powerful moves. They essentially wait for their opponents to get in close to punish them for it.

Alternatively, Half-Grapplers can also be fast characters that not only have many tactics, but also good variety of moves to mix up their play; they’re actually more offensive than defensive. While being quite agile, they lack the speed to be Rushdown characters, and the long-range to be All-Rounders or Mix-Up.

## Offensive Power Types

Characters with Offensive Power Types excel best in approaching and chasing down opponents. They usually attack relentlessly without giving any breathing room.

### **Rushdown**

Fast characters that specialize in close-range combat and combos/juggling. Purely offensive, commonly with no projectiles. Even if they use some long-range attacks, they’re always on the offense. Many of them are very fast with very strong physical power.

### **Glass Cannon**

These characters are equipped with strong offensive power but weak defensive capabilities. Best performing in one-on-one scenarios. They can dish out damage very fast and often have an above-average range. However, aside from lower defenses, they also have some kind of heavily exploitable weakness, being easily hard-countered by characters that can outperform them.

### **Pressurer**

Characters that focus on close combat, usually exploit openings and weaknesses in their enemies quickly and punish them with high damage combos, leaving no room for reactions.

### **Hit & Run**

These are fast characters who excel at getting in and out of their opponent's range. While they might not have many powerful attacks, with the few they have requiring good precision, they are quick enough to keep their distance and approach as fast as they retreat, punishing the mistake of their opponents.

### **Zone-Breaker**

These characters are formidable combatants as they have a bit of everything offensive, combining Rushdown, Pressurer, Hit & Run, and Mix-Up tactics. They can quickly disrupt opponents with their high speed and combos, completely dominating the battlefield while maintaining a safe approach.

### **Punisher**

These characters are similar to Rushdown and Pressure characters, but with very high power. They have very formidable speed and damage output that rivals even powerhouses. They tend to have very high exploitable weaknesses, though, but are different from Glass Cannons as they do not suffer from low defenses.

## Defensive Power Types

The opposite of Offensive Power Types, Defensive Power Type characters usually avoid their opponents and bait them into setups to exploit their weaknesses (sometimes from a distance) before delivering a punishing blow.

### **Zoner**

They focus on controlling the stage, mostly with tools and projectiles, or attacks that outrange opponents. They sometimes lack speed and power to fight, focusing on wearing down opponents from distance.

### **Tank**

Primarily used for engage/disengage, Tanks act as the frontline for the team, absorbing damage and protecting their teammates.

### **Trapper**

Usually also Zoners with some Counterattacking tactics, those characters are utterly defensive, tending to avoid opponents (though not always) and lure them with traps that put a lot of pressure. They tend to have a lot of indirect options to constantly keep their opponents on their toes. They differ from Zoners in that they can attack while facing away and evading their opponents, and that they excel in multi-tasking, usually with consecutive attacks with their traps and their close-range moves. They put more effort in their attacks than Zoners as they rely heavily on keeping a lot of pressure and mind-games.

### **Keep Away**

These can be considered the Hit & Run of the defensive category, but with some traits from Zoners. They excel in getting in and out of the opponent’s space, not excelling in damage, but being very “annoying” as in keeping opponents at bay without letting them act or react.

### **Turtle**

Most of the time these are also Zoners, being super defensive characters that focus on wearing their opponents down completely by hitting them from afar/with indirect moves. They can also be Hit & Run characters in the fashion that they poke opponents with projectiles and keeping safe distance. Some of these usually don’t perform well at close range, but tend to have fast general attacks.

### **Stage Control**

These can be considered a combination of Turtle, Zoner and Trapper, they excel keeping opponents at bay by having a variety of long range attacks to adapt every single situation and cover all their weak points, slowly building a barrage of projectiles that prevent opponents from approaching.

### **Tag Team**

Also known as Puppeteer, those characters are basically two entities in one form or another. They have less range than most other Zoners, and mastering them is usually a very daunting, yet rewarding task. Generally suffer from low defenses, but not always.

## Supportive Power Types

These are characters that don't have viable abilities, but focus more towards helping their allies. Supportive Power Type characters usually avoid the main battle and instead assist teammates with their attacks, boosting their abilities, or keep them on their toes by healing them. Most being Defensive Power Types.

### Healer

Healers are responsible for keeping allies alive and making sure they can deal damage. Healers can also be tasked with other things like placing traps, and occasional fighting.

### **Enchanter**

Classic support units, Enchanters assist by healing, shielding, and buffing their allies. They are often squishy, and cannot take much punishment before falling.

### Sniper

These characters often excel in assigned roles and before team-fights. Throwing out high damage long-range abilities, they help to whittle down enemies from afar.

### Damage

Characters that risk themselves to greatly assist allies. Damage Supports are characters that choose to assist their allies by doing huge amounts of damage, pummeling enemies before they have a chance to fight back. However, due to the typically low offensive capability Supports have, they can struggle to be fully effective.

### **Utility**

Utility Supports are similar to Healers but are more versatile picks, aiding their teammates via unique tactics such as enabling allies through buffs, disrupting groups of opponents through crowd control, or creating advantages and opportunities for allies.