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m →Notes: Haze Sleep Dagger innately cannot break stealth |
m Some more things with "BehaviorDontBreakInvisibility" in the June 22 abilitydata "BehaviourBits" update |
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| Line 6: | Line 6: | ||
* Veil Walker's detection range has a radius of {{ItemData|Veil Walker|SpottedRadius|raw=}}. | * Veil Walker's detection range has a radius of {{ItemData|Veil Walker|SpottedRadius|raw=}}. | ||
* Attacking, using abilities, and using most items will break Veil Walker's Stealth. | * Attacking, using most abilities, and using most items will break Veil Walker's Stealth. | ||
* Charging up {{HeroIcon|Paradox}}'s {{AbilityIcon|Kinetic Carbine}} | * Charging up {{HeroIcon|Paradox}}'s {{AbilityIcon|Kinetic Carbine}}, throwing {{HeroIcon|Haze}}'s {{AbilityIcon|Sleep Dagger}}, and casting {{HeroIcon|REM}}'s {{AbilityIcon|Tag Along}} do not break Stealth. | ||
* Most abilities that can be re-activated (e.g. redirecting {{HeroIcon|Ivy}}'s {{AbilityIcon|Kudzu Connection}} tether to another ally) break Stealth. | * Most abilities that can be re-activated (e.g. redirecting {{HeroIcon|Ivy}}'s {{AbilityIcon|Kudzu Connection}} tether to another ally) break Stealth. | ||
** | ** {{HeroIcon|Sinclair}}'s ability to redirect a {{AbilityIcon|Vexing Bolt}} and swap places with a {{AbilityIcon|Spectral Assistant}} do not break Stealth. | ||
* The following items do not break Stealth: | * The following items do not break Stealth: | ||
** {{ItemIcon|fleetfoot}} | ** {{ItemIcon|fleetfoot}} | ||