Build-up is a mechanic that causes bullets or melee attacks to accumulate a status effect over multiple hits.
Whenever a hero fires at an enemy, items and
abilities with
Build-up add a percentage to a meter on that target. Once the meter reaches 100%, the associated status effect is triggered. The progress of a
build-up is shown as round icons above the target.
Build-up per shot is reduced by
damage falloff, dropping to as low as 10% of its base value at maximum range. For most effects,
melee damage also applies
build-up.
Build-up is a related but distinct mechanic from
Stacks. Unlike stacks, which are discrete increments that scale an ongoing effect,
build-up functions as a percentage meter that triggers a single status effect upon reaching 100%.
Items
Items with
Build-up apply their percentage to the target through bullet hits. The
build-up meter decays if the enemy does not receive any new stacks for 2 seconds, at a rate of 20% per second. Melee attacks count as 1 shot for
build-up purposes. Each item’s
build-up per shot varies by hero, as it is affected by the hero’s weapon
fire rate and clip size; the exact percentages can be found on each item’s page.
List of items that use
Build-up
| Name | Effect on Trigger |
|---|---|
Slowing Bullets |
|
Weighted Shots |
|
Silencer |
Silence |
Inhibitor |
Damage Reduction and |
Toxic Bullets* |
Bleed ( |
Spiritual Overflow** |
* Doesn’t
build-up with melee.
**
Spiritual Overflow is a special case: its
build-up affects the shooter rather than the target. However, the
build-up meter still accumulates on the target being shot, meaning it is impossible to accelerate the process by shooting multiple different targets at once. It is also the only
build-up source where the progress is not shown above the target.
Heroes
Some heroes have
abilities that use the
Build-up mechanic, accumulating a percentage on the target until the associated effect triggers.
Infernus‘
Afterburn: triggers a Burn (
Spirit damage over time) effect. Light Melee attacks count as 1
stack; Heavy Melee attacks count as 2 stacks.
Mina‘s
Love Bites: triggers a
Spirit damage proc. Melee attacks do not contribute to
build-up.
Mirage‘s
Djinn’s Mark: builds up stacks by shooting the target at certain intervals, triggering a
Spirit damage proc either when the timer runs out, when max stacks are reached, or when activated by
Mirage. Builds up with a single bullet per
stack.
Silver‘s
Slam Fire (Tier 3): deals bonus
Weapon damage if all 3 shots hit the same target.
Vyper‘s
Lethal Venom (Tier 3): triggers a
Spirit damage proc. Can build up with melee and isn’t blocked by
Petrifying Bola.
Note:
Graves‘
Essence Theft appears visually as a
Build-Up, but it’s actually a stacking effect, as the effect is applied over time.
Counters
Several items and
abilities can mitigate or counter
build-up effects:
Plated Armor provides a chance to block bullet effects from incoming shots entirely, which includes any
build-up effects.
Abilities and items that disarm the enemy or reduce their fire rate, such as
Mo & Krill‘s
Sand Blast,
Disarming Hex and
Juggernaut.
Dispel Magic removes any existing
build-up applied to the player.- Items providing
Debuff Resist reduce the lingering duration of
build-up as well as the duration of already triggered effects.
Debuff Reducer and its upgrades
Spellbreaker and
Unstoppable
Blood Tribute
Weighted Shots
- if the player has no
build-up,
Counterspell prevents the first shot of
build-up. If the player already has a
build-up counter, it prevents from triggering when the
build-up crosses 100% threshold, but does not prevent the
build-up itself.
Abilities and items that makes the player immune to damage, such as
Ivy‘s
Stone Form or
Ethereal Shift, will also prevent any
build-up on the player.
Notes:
Metal Skin, despite providing immunity to
bullet damage, does not protect against
build-up in any way; shots negated by
Metal Skin still contribute their full
build-up percentage.
Return Fire does not build up effects against the attacker.