Build-Up: Difference between revisions

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'''Build-up''' is a mechanic that causes bullets to accumulate a status effect over multiple hits.
[[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.
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%.
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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! Name !! Effect on Trigger
! Name !! Effect on Trigger
|-
|-
| {{ItemIcon|Slowing Bullets}} || Movement Slow
| {{ItemIcon|Slowing Bullets}} || [[Movement Slow]]
|-
|-
| {{ItemIcon|Weighted Shots}} || Movement Slow
| {{ItemIcon|Weighted Shots}} || [[Movement Slow]]
|-
|-
| {{ItemIcon|Silencer}} || Silence
| {{ItemIcon|Silencer}} || [[Silence]]
|-
|-
| {{ItemIcon|Inhibitor}} || Damage Reduction and Healing Reduction
| {{ItemIcon|Inhibitor}} || Damage Reduction and [[Healing]] Reduction
|-
|-
| {{ItemIcon|Toxic Bullets}} || Bleed
| {{ItemIcon|Toxic Bullets}}* || Bleed ([[Spirit Damage]] over time)
|-
|-
| {{ItemIcon|Spiritual Overflow}}* || Spirit Overflow
| {{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.
<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 (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 (Spirit damage over time) effect. Light Melee attacks count as 1 stack; Heavy Melee attacks count as 2 stacks.
* {{HeroIcon|Mina}} {{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}} {{AbilityIcon|Djinn's Mark}}: builds up stacks by shooting the target at certain intervals, triggering 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|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}} {{AbilityIcon|Slam Fire}} (Tier 3): deals bonus damage if all 3 shots hit the same target.
* {{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.
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==
==Counters==
Several items 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.
* Items providing debuff resist reduce the lingering duration of build-up as well as making already thiggered effect disappear quicker.
* 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|Debuff Reducer}} and its upgrades {{ItemIcon|Spellbreaker}} and {{ItemIcon|Unstoppable}}
** {{ItemIcon|Blood Tribute}}
** {{ItemIcon|Blood Tribute}}
** {{ItemIcon|Weighted Shots}}
** {{ItemIcon|Weighted Shots}}
* {{ItemIcon|Plated Armor}} provides a chance to block bullet effects from incoming shots entirely, which includes any build-up effects.
* 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|Juggernaut}} slows fire rate of nearby attackers, making it harder for enemies to stack build-up quickly.
* 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.


It is worth noting that {{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.
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}}
{{Stats}}

Latest revision as of 05:06, 27 May 2026

Infernus stacking build-up from Afterburn and Toxic Bullets on Bebop

Build-up is a mechanic that causes bullets or 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 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 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

[edit | edit source]

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.

List of items that use Build-up
Name Effect on Trigger
Slowing Bullets Movement Slow
Weighted Shots Movement Slow
Silencer Silence
Inhibitor Damage Reduction and Healing Reduction
Toxic Bullets* Bleed (Spirit Damage over time)
Spiritual Overflow** Fire Rate, Spirit Power and Spirit Lifesteal

* Doesn't build-up with melee.

** 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

[edit | edit source]

Some heroes have abilities that use the Build-up mechanic, accumulating a percentage on the target until the associated effect triggers.

  • Infernus' Afterburn: triggers a Burn (Spirit damage over time) effect. Light Melee attacks count as 1 stack; Heavy Melee attacks count as 2 stacks.
  • Mina's Love Bites: triggers a Spirit damage proc. Melee attacks do not contribute to build-up.
  • Mirage's 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.
  • Silver's Slam Fire (Tier 3): deals bonus Weapon damage if all 3 shots hit the same target.
  • Vyper's Lethal Venom (Tier 3): triggers a Spirit damage proc. Can build up with melee and isn't blocked by Petrifying Bola.

Note: Graves' Essence Theft appears visually as a Build-Up, but it's actually a stacking effect, as the effect is applied over time.

Counters

[edit | edit source]

Several items and abilities can mitigate or counter build-up effects:

Notes:

  • 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.
  • Return Fire does not build up effects against the attacker.