Inhibitor: Difference between revisions

Jump to navigation Jump to search
TheMilkMan (talk | contribs)
Switched to using new template
TheMilkMan (talk | contribs)
No edit summary
Line 7: Line 7:
| passive1_stat2      = {{ItemData|{{#var:item_key_or_en}}|HealAmpReceivePenaltyPercent}} [[Healing#Healing Reduction|Healing Reduction]] (Conditional)
| passive1_stat2      = {{ItemData|{{#var:item_key_or_en}}|HealAmpReceivePenaltyPercent}} [[Healing#Healing Reduction|Healing Reduction]] (Conditional)
| passive1_stat3      = {{ItemData|{{#var:item_key_or_en}}|DebuffDuration}}s [[Debuff]] Duration
| passive1_stat3      = {{ItemData|{{#var:item_key_or_en}}|DebuffDuration}}s [[Debuff]] Duration
| passive1_stat4      = {{ItemData|{{#var:item_key_or_en}}|BuildUpPerShot}} Buildup Per Shot
}}
}}


Line 26: Line 27:
The item has a different buildup per shot depending on which hero purchased the item. The status only triggers once a buildup reaches 100% on an enemy player, and the buildup decays back to 0 if an enemy hasn't been shot for some time. Melee attacks count as 1 shot.
The item has a different buildup per shot depending on which hero purchased the item. The status only triggers once a buildup reaches 100% on an enemy player, and the buildup decays back to 0 if an enemy hasn't been shot for some time. Melee attacks count as 1 shot.


Once Inhibited, subsequent shots refreshes the duration of the effect.  
Once Inhibited, subsequent shots refresh the duration of the effect.  


{{Buildup|Inhibitor}}
{{Buildup|Inhibitor}}