Attacks and defense/resistance can come in any combination of these damage types, giving the player the ability to customize not only the look of a power, but how that powers works.

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Energy

Any form of positive emission that can be manipulated and /or projected. Energy will do equal damage to defense and resistance.

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NEGA-ENERGY

Dark force or anti-matter, negative-energy will cause significantly less damage to defense and resistance, but can draw health and endurance from the target back to the wielder.

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PSIONIC

The weakest damage of all, but will bypass any other defense or resistance. Psionic force can only be countered by equal or greater psionic defense or resistance.

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Smashing

The tanker is not as agile as the battler, nor is he as effective against an entire area of enemies as the controller, but the tanker is a juggernaut of short-range attack and defense/resistance. The tanker has the unique ability to shift his power from irresistible force to an immovable object. The tanker is used to break blockades or form a last line of defense. The key to being a good tanker is knowing when to switch and by how much.

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Cutting / Piercing

Swift and penetrating, cutting/piercing does more damage to defenses and less to resistance.

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Heat

Like energy, Heat does equal damage to defense and resistance, but to a lesser degree. Unique to Heat is a minor damage-over-time effect simulating “burning”.

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Cold

Similar to Heat, Cold also does less damage than Energy, but adds a “slowing” effect that not only reduces the movement speed of the target, but also their ability to trigger their offensive abilities.

NOT JUST A GAME! THE SIMULATED STRUGGLE OF GOOD VERSES EVIL!