Unstoppable: Difference between revisions

Fix typo (acitve -> active)
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After extensive testing Unstoppable does prevent reductions in Spirit Damage by items and abilities, including from general damage reductions such as Inhibitor and Fire Scarabs, but it does not suppress reductions in Weapon Damage.
 
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* Unstoppable is not usable when the player loses control of their character, such as when asleep or stunned. Instead, it should be used in anticipation of these abilities to prevent them from working.
* Unstoppable is not usable when the player loses control of their character, such as when asleep or stunned. Instead, it should be used in anticipation of these abilities to prevent them from working.
* Most non-movement [[Status Effects]], such as resistance reduction or [[Healing Reduction]] are '''not''' suppressed. There are exceptions, e.g. Unstoppable prevents some forms of [[Damage Reduction]] ({{ItemIcon|Inhibitor}}), but not the others ({{AbilityIcon|Fire Scarabs}}). More testing is required.
* Most non-movement [[Status Effects]], such as resistance reduction or [[Healing Reduction]] are '''not''' suppressed. Unstoppable does suppress [[Damage Reduction]] ({{ItemIcon|Inhibitor}}, {{AbilityIcon|Fire Scarabs}}, etc) if the damage dealt is [[Spirit Damage]]. However, it will '''not''' prevent reduction of [[Weapon Damage]], including [[Melee Damage]].
* Channelled abilities such as {{HeroIcon|Dynamo}}'s {{AbilityIcon|Singularity}} will affect the hero if Unstoppable's active ends while the ability is still ongoing.
* Channelled abilities such as {{HeroIcon|Dynamo}}'s {{AbilityIcon|Singularity}} will affect the hero if Unstoppable's active ends while the ability is still ongoing.
* Unstoppable's active prevents players from being stunned after being parried.
* Unstoppable's active prevents players from being stunned after being parried.