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'''Charge-up''' is a mechanic that causes items to build up their effects over time. ==Overview== Whenever you activate an item that has Charge-up, it will activate regardless of whether it finished charging or not. Its effectiveness is based on the percentage it has charged up. For example, if you activate {{ItemIcon|Tankbuster}} when at 50% charge, it will only deal 50% of its damage. Different items require different amount of times to fully charge up. Charge-Up time is '''not''' affected by [[Cooldown Reduction]]. {| class="wikitable sortable" |+ List of items that use Charge-up ! Name !! Charge-Up Time (s) |- | {{ItemIcon|Mystic Burst}} || {{#invoke:ItemData|get_prop|Mystic Burst|AbilityCooldown}} |- | {{ItemIcon|Tankbuster}} || {{#invoke:ItemData|get_prop|Tankbuster|AbilityCooldown}} |- | {{ItemIcon|Quicksilver Reload}} || {{#invoke:ItemData|get_prop|Quicksilver Reload|AbilityChargeUpTime}} |- | {{ItemIcon|Mercurial Magnum}} || {{#invoke:ItemData|get_prop|Mercurial Magnum|AbilityChargeUpTime}} |} ==Notes== * When recasting {{ItemIcon|Quicksilver Reload}} or {{ItemIcon|Mercurial Magnum}}, they will refresh their current fire rate bonus regardless of charge-up time, unless the charge is higher than the previous cast, in which case the fire rate is increased accordingly. * {{ItemIcon|Mercurial Magnum}} will always give the full Spirit damage on bullet hit bonus, regardless of charge-up. * {{ItemIcon|Tankbuster}} triggers on non-player enemies but does not use any of its charge-up. {{Stats}}
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