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[[File:Buildup example 2.jpg|thumb|300px|Infernus stacking build-up from {{AbilityIcon|Afterburn}} and {{ItemIcon|Toxic Bullets}} on Bebop]] '''Build-up''' is a mechanic that causes bullets or [[Melee Attack|melee attacks]] to accumulate a status effect over multiple hits. Whenever a hero fires at an enemy, items and abilities with Build-up add a percentage to a meter on that target. Once the meter reaches 100%, the associated status effect is triggered. The progress of a build-up is shown as round icons above the target. Build-up per shot is reduced by [[Falloff Range|damage falloff]], dropping to as low as 10% of its base value at maximum range. For most effects, melee damage also applies build-up. Build-up is a related but distinct mechanic from [[Stack|Stacks]]. Unlike stacks, which are discrete increments that scale an ongoing effect, build-up functions as a percentage meter that triggers a single status effect upon reaching 100%. ==Items== Items with Build-up apply their percentage to the target through bullet hits. The build-up meter decays if the enemy does not receive any new stacks for '''2 seconds''', at a rate of '''20% per second'''. Melee attacks count as 1 shot for build-up purposes. Each item's build-up per shot varies by hero, as it is affected by the hero's weapon fire rate and clip size; the exact percentages can be found on each item's page. {| class="wikitable sortable" |+ List of items that use Build-up ! Name !! Effect on Trigger |- | {{ItemIcon|Slowing Bullets}} || [[Movement Slow]] |- | {{ItemIcon|Weighted Shots}} || [[Movement Slow]] |- | {{ItemIcon|Silencer}} || [[Silence]] |- | {{ItemIcon|Inhibitor}} || Damage Reduction and [[Healing]] Reduction |- | {{ItemIcon|Toxic Bullets}}* || Bleed ([[Spirit Damage]] over time) |- | {{ItemIcon|Spiritual Overflow}}** || [[Fire Rate]], [[Spirit Power]] and [[Lifesteal|Spirit Lifesteal]] |} <nowiki>*</nowiki> Doesn't build-up with melee. <nowiki>**</nowiki> {{ItemIcon|Spiritual Overflow}} is a special case: its build-up affects the shooter rather than the target. However, the build-up meter still accumulates on the target being shot, meaning it is impossible to accelerate the process by shooting multiple different targets at once. It is also the only build-up source where the progress is not shown above the target. ==Heroes== Some heroes have abilities that use the Build-up mechanic, accumulating a percentage on the target until the associated effect triggers. * {{HeroIcon|Infernus}}' {{AbilityIcon|Afterburn}}: triggers a Burn (Spirit damage over time) effect. Light Melee attacks count as 1 stack; Heavy Melee attacks count as 2 stacks. * {{HeroIcon|Mina}}'s {{AbilityIcon|Love Bites}}: triggers a Spirit damage proc. Melee attacks do not contribute to build-up. * {{HeroIcon|Mirage}}'s {{AbilityIcon|Djinn's Mark}}: builds up stacks by shooting the target at certain intervals, triggering a Spirit damage proc either when the timer runs out, when max stacks are reached, or when activated by Mirage. Builds up with a single bullet per stack. * {{HeroIcon|Silver}}'s {{AbilityIcon|Slam Fire}} (Tier 3): deals bonus Weapon damage if all 3 shots hit the same target. * {{HeroIcon|Vyper}}'s {{AbilityIcon|Lethal Venom}} (Tier 3): triggers a Spirit damage proc. Can build up with melee and isn't blocked by {{AbilityIcon|Petrifying Bola}}. Note: {{HeroIcon|Graves}}' {{AbilityIcon|Essence Theft}} appears visually as a Build-Up, but it's actually a stacking effect, as the effect is applied over time. ==Counters== Several items and abilities can mitigate or counter build-up effects: * {{ItemIcon|Plated Armor}} provides a chance to block bullet effects from incoming shots entirely, which includes any build-up effects. * Abilities and items that [[Status Effect#Disarm|disarm]] the enemy or reduce their [[fire rate]], such as {{HeroIcon|Mo & Krill}}'s {{AbilityIcon|Sand Blast}}, {{ItemIcon|Disarming Hex}} and {{ItemIcon|Juggernaut}}. * {{ItemIcon|Dispel Magic}} removes any existing build-up applied to the player. * Items providing [[Debuff Resist]] reduce the lingering duration of build-up as well as the duration of already triggered effects. ** {{ItemIcon|Debuff Reducer}} and its upgrades {{ItemIcon|Spellbreaker}} and {{ItemIcon|Unstoppable}} ** {{ItemIcon|Blood Tribute}} ** {{ItemIcon|Weighted Shots}} * if the player has no build-up, {{ItemIcon|Counterspell}} prevents the first shot of build-up. If the player already has a build-up counter, it prevents from triggering when the build-up crosses 100% threshold, but does not prevent the build-up itself. * Abilities and items that makes the player [[Status Effect#Invincibility|immune to damage]], such as {{HeroIcon|Ivy}}'s {{AbilityIcon|Stone Form}} or {{ItemIcon|Ethereal Shift}}, will also prevent any build-up on the player. Notes: * {{ItemIcon|Metal Skin}}, despite providing immunity to bullet damage, does not protect against build-up in any way; shots negated by Metal Skin still contribute their full build-up percentage. * {{ItemIcon|Return Fire}} does not build up effects against the attacker. {{Stats}}
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