Stack: Difference between revisions

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Glass Cannon typo (extra %)
removed siphon bullets and added graves and link to build up page
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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}}, {{ItemIcon|Siphon Bullets}} 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}} and {{ItemIcon|Restorative Locket}} are the only items to semi-permanently keep their stacks, and require certain conditions to lose them.
 
See [[Build-Up]] for abilities and items that trigger an effect after reaching 100% of a damage metric.


== Items with Stacking Effects ==
== Items with Stacking Effects ==
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| {{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|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 ==
{| class="wikitable sortable"
{| class="wikitable sortable"
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| {{HeroIcon|Celeste|size=30px}} || {{AbilityIcon|Radiant Daggers}} || Celeste gains increased spirit damage when the beam hits an enemy hero
| {{HeroIcon|Celeste|size=30px}} || {{AbilityIcon|Radiant Daggers}} || Celeste gains increased spirit damage when the beam hits an enemy hero
|-
|{{HeroIcon|Graves|size=30px}}
|{{AbilityIcon|Essence Theft}}
|Graves gradually steals Weapon Damage and Spirit Resist from shooting a target
|-
|-
| {{HeroIcon|Haze|size=30px}} || {{AbilityIcon|Fixation}} || Haze gains increased bullet damage to targets the more stacks they have
| {{HeroIcon|Haze|size=30px}} || {{AbilityIcon|Fixation}} || Haze gains increased bullet damage to targets the more stacks they have

Revision as of 15:24, 28 April 2026

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, Glass Cannon and Restorative Locket are the only items to semi-permanently keep their stacks, and require certain conditions to lose them.

See Build-Up for abilities and items that trigger an effect after reaching 100% of a damage metric.

Items with Stacking Effects

Name Souls Cost Category Stat change per stack Max stacks Max stat change
Split Shot 1,600 Weapon +8% Weapon Damage per stack 5 +60% Weapon Damage at max stacks
Berserker 3,200 Weapon +7% Weapon Damage per stack 10 +70% Weapon Damage at max stacks
Ballistic Enchantment 3,200 Weapon +20% Weapon Damage per stack
+5% Weapon Damage per stack from non-Hero sources
8 (Stacks only capped vs non-Hero sources) +140% Weapon Damage (Theoretical limit if damaging all 6 enemy heroes and 8 non-Hero enemies)
Escalating Resilience 3,200 Weapon +2% Bullet Resist per stack 15 +30% Bullet Resist at max stacks
Spirit Rend 3,200 Weapon -7% Spirit Resist on Headshot per stack on target 4 -28% Spirit Resist at max stacks on target
Crushing Fists 6,400 Weapon -5% Bullet Resist per stack on target 6 -24% Bullet Resist at max stacks on target
Glass Cannon 6,400 Weapon +7% Weapon Fire Rate per stack 8 +64% Fire Rate at max stacks
Spellslinger 6,400 Weapon +11% Weapon Fire Rate and -10% Reload Time per stack 6 +60% Fire Rate and -60% Reload Time at max stacks
Restorative Locket 1,600 Vitality +16 Boonx0.5 Heal per stack 25 +400 Heal at max stacks (before Boon Scaling)
Trophy Collector 1,600 Vitality + Bonus Health
+0.15m/s Sprint Speed
+0.75% Ability Range
+18 Souls per minute
16 +400 Bonus Health +3.2m/s Sprint Speed +16% Ability Range +400 Souls per minute at max stacks
Mystic Regeneration 800 Spirit 4HP/s Health Regeneration per stack 6 24HP/s Health Regeneration at max stacks
Radiant Regeneration 3,200 Spirit 4 x0.04HP/s Health Regeneration per stack 6 24HP/s Health Regeneration at max stacks (before Spirit Scaling)
Escalating Exposure 6,400 Spirit +4.5% Spirit Amp per stack 12 +54% Spirit Amp at max stacks

Heroes with Stacking Effects

Hero Ability Effect
Celeste Radiant Daggers Celeste gains increased spirit damage when the beam hits an enemy hero
Graves Essence Theft Graves gradually steals Weapon Damage and Spirit Resist from shooting a target
Haze Fixation Haze gains increased bullet damage to targets the more stacks they have
Kelvin Arctic Beam Gradually applies increasing Movement and Fire Rate Slow on enemies
Lady Geist Malice Causes targets to take increased damage from Lady Geist
Paradox Pulse Grenade Applies stacking damage amp to targets, granting increased damage against them
Pocket Barrage Gradually increases Pocket's overall damage as it hits targets
Shiv Serrated Knives Increases the bleed's damage over time and refreshes its duration
Mirage Djinn's Mark Allows Mirage to detonate stacks remotely, damaging all enemies marked based on their stacks
Mo & Krill Scorn (T3) Applies stacking damage amp to targets, granting increased damage against them

Heroes with Permanent Stack Bonuses

Hero Ability Bonus per Stack Max Stacks
Bebop Sticky Bomb +2.5% bonus damage per enemy killed, +1% per enemy hurt Infinite
Drifter Bloodscent +3% Weapon Damage per isolation kill, +3% per assist Infinite
Grey Talon Guided Owl +8 Permanent Spirit Power per enemy killed Infinite
Mina Nox Nostra +1 bat released during Nox Nostra per Love Bites trigger against heroes Infinite
Mo & Krill Combo +40 Bonus Max Health per enemy killed during or within 3s of Combo ending Infinite
Vindicta Assassinate +6% weapon damage per enemy killed with or within 4s of being hit with Assassinate, increased to +10% with T3 upgrade Infinite