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m Reordered counters to go from more buildup-specific (plated armor) to more abstract (damage immunity). |
Add image example for build-up |
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'''Build-up''' is a mechanic that causes bullets to accumulate a status effect over multiple hits. | '''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]] | |||
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. | ||
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%. | ||
==Items== | ==Items== | ||