Build-Up: Difference between revisions

From The Deadlock Wiki
Jump to navigation Jump to search
Heroes: formatting
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 Overflow
| {{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}} slows fire rate of nearby attackers, making it harder for enemies to stack build-up quickly.
* 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}}.


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}}

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.

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 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:

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.