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* Also gains stacks for enemy heroes that die while a bomb is attached to them. | * Also gains stacks for enemy heroes that die while a bomb is attached to them. | ||
* To get an "On Hero Kill" [[stack]], the enemy has to die within 12s of the bomb exploding. | * To get an "On Hero Kill" [[stack]], the enemy has to die within 12s of the bomb exploding. | ||
If the target enemy uses a [[Status_Effects#Purge|purge effect]] (e.g. {{ItemIcon|Dispel Magic}}), the bomb is dropped on the ground but still detonates. | *If the target enemy uses a [[Status_Effects#Purge|purge effect]] (e.g. {{ItemIcon|Dispel Magic}}), the bomb is dropped on the ground but still detonates. | ||
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* Hyper Beam deals damage in an area 5m radius centered around the beam arm, and 4m radius centered around the end of the beam, indicated by purple circles. | * Hyper Beam deals damage in an area 5m radius centered around the beam arm, and 4m radius centered around the end of the beam, indicated by purple circles. | ||
* Any Hyper Beam damage that occurs within about ~9m radius of the beam arm is reduced by 25%, even main beam and end-of-beam damage. | * Any Hyper Beam damage that occurs within about ~9m radius of the beam arm is reduced by 25%, even main beam and end-of-beam damage. | ||
* This reduced damage penalty area scales with cast range bonuses; for example, +35% cast range will increase the penalty area from ~9m to ~12m. | ** This reduced damage penalty area scales with cast range bonuses; for example, +35% cast range will increase the penalty area from ~9m to ~12m. | ||
* Hyper Beam has a short "cast time" before the laser is fully deployed and active. | * Hyper Beam has a short "cast time" before the laser is fully deployed and active. | ||
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