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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 to accumulate a status effect over multiple hits.
'''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.
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.


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%.
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%.
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| {{ItemIcon|Inhibitor}} || Damage Reduction and [[Healing]] Reduction
| {{ItemIcon|Inhibitor}} || Damage Reduction and [[Healing]] Reduction
|-
|-
| {{ItemIcon|Toxic Bullets}}* || Bleed ([[Spirit Damage]] over time)
| {{ItemIcon|Toxic Bullets}} || Bleed ([[Spirit Damage]] over time)
|-
|-
| {{ItemIcon|Spiritual Overflow}}** || [[Fire Rate]], [[Spirit Power]] and [[Lifesteal|Spirit Lifesteal]]
| {{ItemIcon|Spiritual Overflow}}* || [[Fire Rate]], [[Spirit Power]] and [[Ability Duration]]
|}
|}
<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.
<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==
==Heroes==
Some heroes have abilities that use the Build-up mechanic, accumulating a percentage on the target until the associated effect triggers.
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|Infernus}}' {{AbilityIcon|Afterburn}}: triggers a Burn (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|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|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 detonated by Mirage. Builds up with any amount of bullet damage.
* {{HeroIcon|Silver}}'s {{AbilityIcon|Slam Fire}} (Tier 3): deals bonus Weapon damage if all 3 shots hit the same target.
* {{HeroIcon|Silver}}'s {{AbilityIcon|Slam Fire}} (Tier 3): deals bonus 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.
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.
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==Counters==
==Counters==
Several items and abilities can mitigate or counter build-up effects:
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}}.
* Abilities that makes the player [[Status Effect#Invincibility|immune to damage]], such as {{HeroIcon|Ivy}}'s {{AbilityIcon|Stone Form}}.
* {{ItemIcon|Dispel Magic}} removes any existing build-up applied to the player.
* {{ItemIcon|Dispel Magic}} removes any existing build-up applied to the player.
* {{ItemIcon|Counterspell}} prevents build-up when activated.
* Items providing [[Debuff Resist]] reduce the lingering duration of build-up as well as the duration of already triggered effects.
* 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|Debuff Reducer}} and its upgrades {{ItemIcon|Spellbreaker}} and {{ItemIcon|Unstoppable}}
** {{ItemIcon|Blood Tribute}}
** {{ItemIcon|Blood Tribute}}
** {{ItemIcon|Weighted Shots}}
** {{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.
* {{ItemIcon|Plated Armor}} provides a chance to block bullet effects from incoming shots entirely, which includes any build-up effects.
* 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.
* 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}}.


Notes:  
Notes:  
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