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A '''Stack''' is a scaling effect or buff that can be increased through specific means or actions. Stacks are most often applied through dealing damage, where one instance applies one stack. Most stacking effects are built up quickly and are only temporary, disappearing all at once after their duration runs out. Additionally, there are stacking bonuses that apply directly to heroes, making them stronger, with a few of these bonuses sometimes being permanent. Only a handful of heroes can infinitely stack, allowing them to constantly scale as a game goes on. | A '''Stack''' is a scaling effect or buff that can be increased through specific means or actions. Stacks are most often applied through dealing damage, where one instance applies one stack. Most stacking effects are built up quickly and are only temporary, disappearing all at once after their duration runs out. Additionally, there are stacking bonuses that apply directly to heroes, making them stronger, with a few of these bonuses sometimes being permanent. Only a handful of heroes can infinitely stack, allowing them to constantly scale as a game goes on. | ||
While most stacking items effects are temporary, {{ItemIcon|Glass Cannon}} and {{ItemIcon|Restorative Locket}} are the only items to semi-permanently keep their stacks, and require certain conditions to lose them | While most stacking items effects are temporary, {{ItemIcon|Glass Cannon}}, {{ItemIcon|Siphon Bullets}} and {{ItemIcon|Restorative Locket}} are the only items to semi-permanently keep their stacks, and require certain conditions to lose them. | ||
== Items with Stacking Effects == | == Items with Stacking Effects == | ||
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| {{ItemIcon|Berserker}} || {{#invoke:ItemData|get_cost|Berserker}} || {{#invoke:ItemData|get_type|Berserker}} || +{{#invoke:ItemData|get_prop|Berserker|WeaponPowerPerStack}} Weapon Damage per stack || {{#invoke:ItemData|get_prop|Berserker|MaxStacks}} || +70% Weapon Damage at max stacks | | {{ItemIcon|Berserker}} || {{#invoke:ItemData|get_cost|Berserker}} || {{#invoke:ItemData|get_type|Berserker}} || +{{#invoke:ItemData|get_prop|Berserker|WeaponPowerPerStack}} Weapon Damage per stack || {{#invoke:ItemData|get_prop|Berserker|MaxStacks}} || +70% Weapon Damage at max stacks | ||
|- | |- | ||
| {{ItemIcon|Escalating Resilience}} || {{#invoke:ItemData|get_cost|Escalating Resilience}} || {{#invoke:ItemData|get_type|Escalating Resilience}} || +{{#invoke:ItemData|get_prop|Escalating Resilience|BulletResistPerStack}} Bullet Resist per stack || 15 || +30% Bullet Resist at max stacks | | {{ItemIcon|Escalating Resilience}} || {{#invoke:ItemData|get_cost|Escalating Resilience}} || {{#invoke:ItemData|get_type|Escalating Resilience}} || +{{#invoke:ItemData|get_prop|Escalating Resilience|BulletResistPerStack}} Bullet Resist per stack || 15 || +30% Bullet Resist at max stacks | ||
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| {{ItemIcon|Crushing Fists}} || {{#invoke:ItemData|get_cost|Crushing Fists}} || {{#invoke:ItemData|get_type|Crushing Fists}} || {{#invoke:ItemData|get_prop|Crushing Fists|BulletResistReduction}} Bullet Resist per stack on target || {{#invoke:ItemData|get_prop|Crushing Fists|MaxStacks}} || -24% Bullet Resist at max stacks on target | | {{ItemIcon|Crushing Fists}} || {{#invoke:ItemData|get_cost|Crushing Fists}} || {{#invoke:ItemData|get_type|Crushing Fists}} || {{#invoke:ItemData|get_prop|Crushing Fists|BulletResistReduction}} Bullet Resist per stack on target || {{#invoke:ItemData|get_prop|Crushing Fists|MaxStacks}} || -24% Bullet Resist at max stacks on target | ||
|- | |- | ||
| {{ItemIcon|Glass Cannon}} || {{#invoke:ItemData|get_cost|Glass Cannon}} || {{#invoke:ItemData|get_type|Glass Cannon}} || +{{#invoke:ItemData|get_prop|Glass Cannon|FireRatePerKill}} Weapon Fire Rate per stack || {{#invoke:ItemData|get_prop|Glass Cannon|MaxStacks}} || +64% Fire Rate at max stacks | | {{ItemIcon|Glass Cannon}} || {{#invoke:ItemData|get_cost|Glass Cannon}} || {{#invoke:ItemData|get_type|Glass Cannon}} || +{{#invoke:ItemData|get_prop|Glass Cannon|FireRatePerKill}}% Weapon Fire Rate per stack || {{#invoke:ItemData|get_prop|Glass Cannon|MaxStacks}} || +64% Fire Rate at max stacks | ||
|- | |- | ||
| {{ItemIcon|Spellslinger}} || {{#invoke:ItemData|get_cost|Spellslinger}} || {{#invoke:ItemData|get_type|Spellslinger}} || +{{#invoke:ItemData|get_prop|Spellslinger|BonusFireRate}} Weapon Fire Rate and {{#invoke:ItemData|get_prop|Spellslinger|ReloadSpeedMultipler}} Reload Time per stack || {{#invoke:ItemData|get_prop|Spellslinger|MaxStacks}} || +60% Fire Rate and -60% Reload Time at max stacks | | {{ItemIcon|Spellslinger}} || {{#invoke:ItemData|get_cost|Spellslinger}} || {{#invoke:ItemData|get_type|Spellslinger}} || +{{#invoke:ItemData|get_prop|Spellslinger|BonusFireRate}} Weapon Fire Rate and {{#invoke:ItemData|get_prop|Spellslinger|ReloadSpeedMultipler}} Reload Time per stack || {{#invoke:ItemData|get_prop|Spellslinger|MaxStacks}} || +60% Fire Rate and -60% Reload Time at max stacks | ||
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| {{ItemIcon|Restorative Locket}} || {{#invoke:ItemData|get_cost|Restorative Locket}} || {{#invoke:ItemData|get_type|Restorative Locket}} || +{{#invoke:ItemData|get_prop|Restorative Locket|HealPerStack}} Heal per stack || {{#invoke:ItemData|get_prop|Restorative Locket|MaxStacks}} || +400 Heal at max stacks (before [[Boon]] Scaling) | | {{ItemIcon|Restorative Locket}} || {{#invoke:ItemData|get_cost|Restorative Locket}} || {{#invoke:ItemData|get_type|Restorative Locket}} || +{{#invoke:ItemData|get_prop|Restorative Locket|HealPerStack}} Heal per stack || {{#invoke:ItemData|get_prop|Restorative Locket|MaxStacks}} || +400 Heal at max stacks (before [[Boon]] Scaling) | ||
|- | |- | ||
| {{ItemIcon|Trophy Collector}} || {{#invoke:ItemData|get_cost|Trophy Collector}} || {{#invoke:ItemData|get_type|Trophy Collector}} || +{{#invoke:ItemData|get_prop|Trophy Collector|StackingBonusSprintSpeed}}/s Sprint Speed<br />+{{#invoke:ItemData|get_prop|Trophy Collector|StackingTechRangeMultiplier}} Ability Range<br />+{{#invoke:ItemData|get_prop|Trophy Collector|StackingGoldPerMinute}} Souls per minute || {{#invoke:ItemData|get_prop|Trophy Collector|MaxStacks}} || + | | {{ItemIcon|Trophy Collector}} || {{#invoke:ItemData|get_cost|Trophy Collector}} || {{#invoke:ItemData|get_type|Trophy Collector}} || +{{#invoke:ItemData|get_prop|Trophy Collector|StackingBonusHealth}} Bonus Health<br />+{{#invoke:ItemData|get_prop|Trophy Collector|StackingBonusSprintSpeed}}/s Sprint Speed<br />+{{#invoke:ItemData|get_prop|Trophy Collector|StackingTechRangeMultiplier}} Ability Range<br />+{{#invoke:ItemData|get_prop|Trophy Collector|StackingGoldPerMinute}} Souls per minute || {{#invoke:ItemData|get_prop|Trophy Collector|MaxStacks}} || +400 Bonus Health +3.2m/s Sprint Speed +16% Ability Range +400 Souls per minute at max stacks | ||
|- | |||
| {{ItemIcon|Siphon Bullets}} || {{#invoke:ItemData|get_cost|Siphon Bullets}} || {{#invoke:ItemData|get_type|Siphon Bullets}} || {{#invoke:ItemData|get_prop|Siphon Bullets|HealthSteal}} Max HP steal per bullet || - || - | |||
|- | |- | ||
| {{ItemIcon|Mystic Regeneration}} || {{#invoke:ItemData|get_cost|Mystic Regeneration}} || {{#invoke:ItemData|get_type|Mystic Regeneration}} || {{#invoke:ItemData|get_prop|Mystic Regeneration|Regeneration}}HP/s Health Regeneration per stack || 6 || 24HP/s Health Regeneration at max stacks | | {{ItemIcon|Mystic Regeneration}} || {{#invoke:ItemData|get_cost|Mystic Regeneration}} || {{#invoke:ItemData|get_type|Mystic Regeneration}} || {{#invoke:ItemData|get_prop|Mystic Regeneration|Regeneration}}HP/s Health Regeneration per stack || 6 || 24HP/s Health Regeneration at max stacks | ||
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| {{ItemIcon|Escalating Exposure}} || {{#invoke:ItemData|get_cost|Escalating Exposure}} || {{#invoke:ItemData|get_type|Escalating Exposure}} || +{{#invoke:ItemData|get_prop|Escalating Exposure|MagicIncreasePerStack}} Spirit Amp per stack || {{#invoke:ItemData|get_prop|Escalating Exposure|MaxStacks}} || +54% Spirit Amp at max stacks | | {{ItemIcon|Escalating Exposure}} || {{#invoke:ItemData|get_cost|Escalating Exposure}} || {{#invoke:ItemData|get_type|Escalating Exposure}} || +{{#invoke:ItemData|get_prop|Escalating Exposure|MagicIncreasePerStack}} Spirit Amp per stack || {{#invoke:ItemData|get_prop|Escalating Exposure|MaxStacks}} || +54% Spirit Amp at max stacks | ||
|} | |} | ||
While not stacking in a definition sense, {{ItemIcon|Toxic Bullets}} and {{ItemIcon|Spiritual Overflow}} have build up effects that stack over time by shooting enemy players. | |||
== Heroes with Stacking Effects == | == Heroes with Stacking Effects == | ||
* {{HeroIcon|Haze|size=30px}}'s {{AbilityIcon|Fixation}} | |||
** Haze gains increased damage to targets the more stacks of Fixation they have. | |||
* {{HeroIcon|Kelvin|size=30px}}'s {{AbilityIcon|Arctic Beam}} | |||
** Arctic Beam gradually applies an increasing Movement and Fire Rate Slow on enemies. | |||
* {{HeroIcon|Lady Geist|size=30px}}'s {{AbilityIcon|Malice}} | |||
** Malice applies a bleed that causes targets to take increased damage from her, which can be stacked up to 5 times. | |||
* {{HeroIcon|Paradox|size=30px}}'s {{AbilityIcon|Pulse Grenade}} | |||
** Pulse Grenade's pulses each apply a stacking damage amp to targets, granting her increased damage against them. | |||
* {{HeroIcon|Pocket|size=30px}}'s {{AbilityIcon|Barrage}} | |||
** Barrage gradually increases Pocket's overall damage as it hits targets, up to 4 times per cast. | |||
* {{HeroIcon|Shiv|size=30px}}'s {{AbilityIcon|Serrated Knives}} | |||
** Each cast applies a stack of bleed, which increases the debuff's damage over time and refreshes its duration. | |||
* {{HeroIcon|Mirage}}'s {{AbilityIcon|Djinn's Mark}} | |||
** Mirage's bullets apply a mark, stacking upon subsequent shots and allowing Mirage to detonate the stacks remotely, damaging all enemies marked based on their stacks. | |||
* {{HeroIcon|Mo & Krill}}'s {{AbilityIcon|Scorn}} | |||
** T3 Combo applies a stacking damage amp to targets, granting Mo & Krill increased damage against them. | |||
== Heroes with Permanent Stack Bonuses == | == Heroes with Permanent Stack Bonuses == | ||
There are currently 5 Heroes capable of infinitely stacking during a round. In theory, they can continue to scale endlessly with no diminishing returns. | |||
* {{HeroIcon|Bebop|size=30px}}'s{{AbilityIcon|Sticky Bomb}} | |||
** Sticky Bomb gains {{#invoke:Abilities|get_ability_prop|Sticky Bomb|BonusDamagePctPerPlayerKilled}}% bonus damage for every enemy killed by Sticky Bomb and {{#invoke:Abilities|get_ability_prop|Sticky Bomb|BonusDamagePctPerPlayerHit}}% for every enemy that was hurt by Sticky Bomb. | |||
* {{HeroIcon|Drifter|size=30px}}'s {{AbilityIcon|Bloodscent}} | |||
**Drifter gains permanent weapon damage for every isolated enemy he kills or assists in killing. He receives +{{#invoke:Abilities|get_ability_prop|Bloodscent|WeaponDmgPerIsolationKill}}% for a kill and +{{#expr: {{#invoke:Abilities|get_ability_prop|Bloodscent|WeaponDmgPerIsolationKill}}*({{#invoke:Abilities|get_ability_prop|Bloodscent|IsolationAssistPercentValue}} / 100)}}% an assist. | |||
* {{HeroIcon|Grey Talon|size=30px}}'s {{AbilityIcon|Guided Owl}} | |||
** Grey Talon gains {{#invoke:Abilities|get_ability_prop|Guided Owl|BonusTechPowerPerKill}} Permanent Spirit Power for every enemy killed by Guided Owl. | |||
*{{HeroIcon|Mina}}'s {{AbilityIcon|Nox Nostra}} | |||
**Triggering {{AbilityIcon|love bites}} against heroes permanently increases the number of bats released during Nox Nostra. | |||
* {{HeroIcon|Mo & Krill|size=30px}}'s {{AbilityIcon|Combo}} | |||
** Mo & Krill gains {{#invoke:Abilities|get_ability_prop|Combo|BonusHealthOnKill}} Bonus Max Health for every enemy killed during or within 3 seconds of Combo ending. | |||
{{Navbox gameplay}} | {{Navbox gameplay}} | ||