Here's a detailed breakdown on Gem types and what they do:

  • Botch Gems: You'll mainly find them when facing Defensive Powerhouses, Aggressive Technicians, and sometimes Aggressive Tricksters. Breaking enemy Botch Gems won't deal damage but will move the pin meter and charge moves as normal. Your Botch Gems are meant to deal full damage.
  • Silence Gems: A staple of Focused Technicians, Focused Tricksters, and the odd Defensive Trickster, breaking enemy Silence Gems will deal damage and will move the pin meter but won't charge moves.

  • Reinforced Gems: Reinforced Gems are exclusive to Aggressive and Focused Showboats, function like regular Gems, but require 2 matches to break; removing the Reinforced Gem effect won't move the pin meter but will deal damage and charge moves normally. Interestingly, removing the Reinforce effect from loot Gems won't count towards end-of-match loot; effects apply to you and your opponent.

  • Multiply Gems: You will typically find Multiply Gems when facing Aggressive Strikers or Focused Acrobats, but can also be occasionally found when facing Aggressive Acrobats, they deal damage equal to your Superstar's Gem damage multiplied by the value displayed on the Gem. Usually the value is 2, the most common multiplier you'll come across. In that case, by breaking a 2x multiply Gem, the damage dealt and any matching color moves will charge, and the pin meter will all move as if you broke that Gem twice, even loot Gems. Multiply Gems placed by you will function exactly like a normal Gem to opponents.

  • Color Turn Gems: Mainly used by chaotic Tricksters and Chaotic Acrobats, these Gems function like normal Gems for both you and your opponent but will change color at the start of your turn. Matches made by Color Turn Gems won't end your turn either and are pretty fun to use when the RNG benefits you. Color Turn Gems also change color for every turn you spend being pinned by your opponent, even in danger. Color Turn Gem matches made in danger will also count as Kickout Damage; this is one of 3 ways you can kick out of a pinfall attempt from danger.

  • Blast Gems: A staple of aggressive and focused powerhouses, Blast Gems deal regular damage but will also destroy all adjacent Gems, with each Gem destroyed adding damage, charging moves, and moving the pin meter accordingly. As such, Blast Gems placed on an edge or corner will deal less damage and have no effect when matched by an opponent.

  • Immobile Gems: Chances are, you've seen these Gems when taking on Defensive Strikers or Defensive Technicians; they function like normal Gems but cannot be moved if you haven't placed them.

  • Heal Gems: Heal Gems are a core part of most Defensive Showboats and Defensive Acrobats' playstyles. Heal Gems that you own will heal you when broken by you. They charge moves and move the pin meter normally, but don't do damage when matched. They function like normal Gems when broken, but don't do damage.

  • Row/Column Break Gems: You'll typically see these Gems when fighting Focused Powerhouses and Chaotic Powerhouses. While rare, they are no stronger than Blast Gems; when broken, they will destroy a row/column, dealing damage, moving the pin meter, and charging corresponding moves for each Gem broken. Row break Gems will have the best effect when matched in a vertical line, whereas Column break Gems will have the best effect when matched in a horizontal line.

  • Power Gems: Power Gems are vital to the Focused and Chaotic Strikers that rely on them. They function like normal Gems for enemies, but for those who own them, Power Gems have a value; they will increase any Gem damage (including Gems destroyed by moves) by the total value of all owned Power Gems on the board. As such, more Power Gems on the board will mean more damage per turn. They also apply to kickout attempts, which is cool. If playing against Power Gems, you should try to break them as soon as possible.

  • Protect Gems: Protect Gems are exclusive to Chaotic Showboats and some Defensive Showboats. Serving as the polar opposite to Power Gems, Protect Gems will reduce any incoming Gem damage (including Gems destroyed by moves) by the total value of all owned Protect Gems on the board, down to a minimum of 1. They will also reduce damage dealt in pinfall attempts, making it harder for opponents to kick out. As such, you should always try to break enemy Protect Gems as soon as possible.

  • Countdown Gems: Countdown Gems work like normal Gems but start with a timer of 5, counting down by 1 at the start of the owner's turn until it reaches 0, at which time it will apply an effect that will vary between Superstars depending on the move that generates it, such as destroying a random area of Gems or generating Gems. Countdown timers can be reduced with certain moves and can be destroyed completely, denying the owner its effects. Not unlike Color Turn gems, Countdown Gems will count down for each turn you spend being pinned or being put in a submission attempt. If a Countdown Gem causes a match in danger, that damage will count towards a kickout attempt. If playing against Countdown Gems, always look to destroy them, regardless of their timer.

  • Juggernaut Gems: Juggernaut Gems work like Countdown Gems. The only difference is that this type of Gem is protected upon placing it on the Gem board. You will need to match this Gem twice in order to destroy it.

  • Trap Gems: Trap Gems are the newest and most mysterious of all Gems. The effects of the Gem change depending on whether the owner or the opponent breaks it.

  • Wildcard Gems: They are created when a player or AI makes a 5 or more Gem combo. For both, the Wildcard Gem is placed at the spot where you select the matching Gem to move, not where the matching Gem goes. Wildcard Gems that are formed through cascades or moves will be placed randomly. A wildcard Gem functions the same for both you and your opponent. A wildcard Gem is technically every Gem in the game but functions very differently from other Gems; its damage value is equal to every matching Gem surrounding it, so if you make a match with 2 other green gems and 2 other red gems, then the Wildcard Gem's damage will be the total of your Superstar's red and green Gem damage. A Wildcard will charge moves and count as loot Gems assuming it only makes 1 match but won't count as loot boxes if it makes 2 different matches, though the other Gems will count as normal. Finally, Wildcard Gems can be used in 5 match combos to make another Wildcard, but this consumes the first one.