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== Abilities == {{AbilitySection | hero_name = Billy | ability_num = 1 | notes = * Bashdown has a minimum cast time of {{DataProp|Bashdown|AbilityChannelTime}}s and can be can be held down to delay starting the Slam's descent to a maximum of 1s. Holding the ability key causes Billy to rise further vertically. ** Billy rises 67.5 u above his initial elevation if the ability is immediately released and up to 163.97 u while the ability key is held. * If Billy is [[Immobilize|Immobilized]] while using Bashdown, the ability will continuously attempt to rise, extending its cast time up to the fully held duration. * Billy retains his momentum when using Bashdown and has limited horizontal movement while holding the ability. If Billy reaches the max height of Bashdown, all horizontal movement becomes sharply reduced. ** The max height movement lock is ignored if Billy has reduced [[Gravity Scale|Gravity]] (e.g. with {{ItemIcon|Magic Carpet}}). It is unknown if this is intentional. * T3 upgrade results in ~29% damage increase for the ability, as Billy's Heavy Melee is roughly equivalent to 2.32x of his Light Melee. ** Also enables item interactions that are specific to Heavy Melee, i.e. {{ItemIcon|Melee Charge}} or {{ItemIcon|Spirit Snatch}}. ** Also allows Bashdown to break {{HeroIcon|Graves}}' {{AbilityIcon|Borrowed Decree}}. }} {{AbilitySection | hero_name = Billy | ability_num = 2 |notes = * Rising Ram has a wind-up period of 0.4 seconds before charging forward. During this time, the trajectory of the charge can be changed via aiming, but adjustments become progressively more difficult as the wind-up is finishing. ** Assuming Billy is in the air, Rising Ram has up to a straight angle that Billy will charge when descending (straight down) until landing; upon arrival, Billy will continue the remainder of the charge laterally, in whichever direction the model is facing. Conversely, Rising Ram only has up to approximately 50 degrees of climb when ascending, even if aiming directly upwards. * The T3 upgrade's {{DataProp|Rising Ram|Upgrades.3.MaxHealthBuffPct}}% Max Health boost works differently from the Max Health granted by {{AbilityIcon|Blasted}} or {{ItemIcon|Siphon Bullets}}. It instead scales his original health value and max health by +10%, effectively keeping him at the same percentage before and after. It is unknown if this is intentional. }} {{AbilitySection | hero_name = Billy | ability_num = 3 | notes = * Hitting a [[Melee Attack|heavy melee]] fully reloads Billy's ammo. Hitting a light melee reloads {{DataProp|Blasted|BulletsReloadedPerLightMeleePct}}% of ammo, or reduces the reload time by {{DataProp|Blasted|BulletsReloadedPerLightMeleePct}}% if depleted. * Bashdown procs the melee effects for Blasted. * In addition to melee attacks against players, melee hits on [[Structures]], [[Denizens]], and player summoned units (e.g. {{HeroIcon|McGinnis}}' {{AbilityIcon|Mini Turret}}) will proc Blasted's effects and extend its duration while active. * If the player reaches a certain threshold of Blasted stacks by landing multiple melee hits in a short time (10-15s), the Blasted duration will start going down even if the player keeps landing melee hits. However, Blasted can be sustained indefinitely by spacing out melee hits before hitting the max stacks threshold. |tips=* Due to the fact that Blasted will work on [[Denizens]], it is a good idea to farm them with Blasted active to be able to heal and also increase your soul count.}} {{AbilitySection | hero_name = Billy | ability_num = 4 | notes = * Casting Chain Gang will start a 2.8 second long period during which Billy sends out tethers within 12 meters. After that period concludes, all enemies with tethers remaining will be pulled within 4 meters of Billy. ** The duration of this cast is unaffected by [[Ability Duration]] modifiers, such as {{ItemIcon|Duration Extender}}, and is un-[[Crowd Control#Interrupt|Interruptable]]. ** As Chain Gang is not considered a channel, Billy retains full usage of his weapon, movement, and abilities during this time. * Chain Gang's tether will shatter after breaking line of sight with a hard wall or via a [[Cosmic Veil]] for at least 1 second. ** However, if that enemy hero re-establishes line of sight 饾槩饾槸饾槬 is within the area of effect while Chain Gang's cast period is still active, they will become re-tethered, and will still be pulled towards Billy after the cast has concluded. * While Billy cannot innately cancel Chain Gang, entering certain inactionable states, such as using {{ItemIcon|Ethereal Shift}} or grabbing a [[Zipline]], will cause the ability to be canceled. |interactions={{AbilityInteraction | interaction = Indomitable | state = partial | text = A target with indomitable will still be tethered, but indomitable will prevent the target from being pulled in at the end of the chain duration }}}}
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