Build-Up: Difference between revisionsGive feedback
Gammaton32 (talk | contribs) →Heroes: formatting |
Gammaton32 (talk | contribs) more counters and details |
||
| Line 12: | Line 12: | ||
! 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 | | {{ItemIcon|Spiritual Overflow}}* || [[Fire Rate]], [[Spirit Power]] and [[Ability Duration]] | ||
|} | |} | ||
| Line 38: | Line 38: | ||
==Counters== | ==Counters== | ||
Several items can mitigate or counter build-up effects: | Several items and abilities can mitigate or counter build-up effects: | ||
* 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|Counterspell}} prevents build-up when activated. | |||
* Items providing debuff resist reduce the lingering duration of build-up as well as making already thiggered effect disappear quicker. | * Items providing debuff resist reduce the lingering duration of build-up as well as making already thiggered effect disappear quicker. | ||
** {{ItemIcon|Debuff Reducer}} and its upgrades {{ItemIcon|Spellbreaker}} and {{ItemIcon|Unstoppable}} | ** {{ItemIcon|Debuff Reducer}} and its upgrades {{ItemIcon|Spellbreaker}} and {{ItemIcon|Unstoppable}} | ||
| Line 45: | Line 48: | ||
** {{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. | * {{ItemIcon|Plated Armor}} provides a chance to block bullet effects from incoming shots entirely, which includes any build-up effects. | ||
* {{ItemIcon|Juggernaut}} | * 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: | |||
* {{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}} | ||
Revision as of 16:08, 28 April 2026
Build-up is a mechanic that causes bullets 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.
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
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.
| 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 Ability Duration |
* 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.
- Infernus' Afterburn: triggers a Burn (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 detonated by Mirage. Builds up with any amount of bullet damage.
- Silver's Slam Fire (Tier 3): deals bonus damage if all 3 shots hit the same target.
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
Several items and abilities can mitigate or counter build-up effects:
- Abilities that makes the player immune to damage, such as Ivy's Stone Form.
- Dispel Magic removes any existing build-up applied to the player.
- Counterspell prevents build-up when activated.
- Items providing debuff resist reduce the lingering duration of build-up as well as making already thiggered effect disappear quicker.
- Debuff Reducer and its upgrades Spellbreaker and Unstoppable
- Blood Tribute
- Weighted Shots
- Plated Armor provides a chance to block bullet effects from incoming shots entirely, which includes any build-up effects.
- Abilities and items that disarm the enemy or reduce their fire rate, such as Mo & Krill's Sand Blast, Disarming Hex and Juggernaut.
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.