Nanoswarm is a basic ability for Killjoy.
Description[]
“ | EQUIP a Nanoswarm grenade. FIRE to throw the grenade. Upon landing, the Nanoswarm goes covert. ALT FIRE to lob. ACTIVATE the Nanoswarm to deploy a damaging swarm of nanobots.
— In-game description
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Nanoswarm is a Deterrent ability that Killjoy must equip before casting. On cast, she throws a grenade as a projectile that sticks as soon as it comes into contact with horizontal terrain. Killjoy can use Alt Fire to throw the grenade underhand, giving it a short range trajectory instead.
The grenade has no deploy time and can be activated as soon as it hits terrain; the delay between casting and activating is only affected by the time it takes for the grenade to reach its target location. If not activated immediately, the grenade will turn invisible instead and remain at its landing spot indefinitely. During the buy phase deployed grenades can be picked up to regain the charge, but once the round has started they cannot be recalled. Enemy agents who approach deployed grenades will be able to see them once they get within close enough proximity, also being able to hear it humming. Enemies can deal damage to the grenade and destroy it.
Upon being activated the grenade will windup before deploying a damaging swarm of nanobots in a cylindrical area of effect that pierces through terrain. The cylinder's ends are aligned vertically and the cylinder's center is positioned at the location where the grenade was activated. This means the nanobots deploy both above and below ground. While this effect won't be seen when deployed on completely solid, horizontal ground, this becomes applicable when the grenade is activated near an area where the map's elevation changes and gets lower, be it a gradual slope or a steep vertical drop.
If Killjoy is killed during the round, any placed grenades will deactivate and reveal their positions.
Stats[]
Stat | Value | Confirmed value? |
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0.74 seconds | ![]() |
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0.7 seconds | ![]() |
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4 meters | ![]() |
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5.25 meters | ![]() |
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Total 1 second | ![]() |
0.5-second windup | ![]() | |
0.5-second damage delay | ![]() | |
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4.5 meters | ![]() |
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1 per tick Total 180 x0.5 multiplier to objects |
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45 per second (1 every 0.022 seconds) |
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Total 180 ticks | ![]() | |
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4 seconds | ![]() |
- Values shown are only accurate to PC platform. Other gaming platforms may have different values from the above information presented.
- Values marked with
are estimated values due to them not being provided explicitly in game or from patch notes. While they may not be the true value, they have been manually tested to be very accurate.
Quotes[]
Cast[]
Activate[]
Previews[]
In Game[]
Update History[]
Fixed bug with Killjoy’s utility not fading back into stealth when recovering from a disabled state
Nanoswarm reveal radius increased 350 >> 525
Nanoswarm audio has been updated.
- Audio loop now also turns off when disabled as a result of Killjoy being killed or suppressed.
Improved feedback for the enemy when they destroy Nanoswarm.
Nanoswarm is now revealed when it is disabled.
Will no longer deal more damage to destructible objects than intended.
Fixed Nanoswarm not dealing any damage to enemy utility
- The correct fix is undocumented, with its official documentation in the patch notes instead claiming that this was only an issue when interacting with Chamber's utility
Will no longer take damage from allied
Aftershock,
Showstopper, or
Paint Shells
Health increased 1 HP >>> 20 HP
Now deals damage to all enemy objects
Damage multiplier against specific enemy abilities set to 50%
- The correct functionality is undocumented, instead officially being documented as affecting any non-player object (see Health#Abilities)
Fixed a bug where Nanoswarm would sometimes disappear from the minimap
Improved the system used to place Nanoswarm at targeted ground locations
Fixed a bug where picking up Nanoswarms during the buy phase would prevent you from purchasing a second charge
Killjoy can now pick up deployed Nanoswarm grenades during the buy phase to get the charge back
Range at which Nanoswarm can be detected decreased from 5m >>> 3.5m
Damage increased from 40/s >>> 45/s
Damage now ticks smoother and faster while in Nanoswarm, instead of in chunks of 10 every 1/4 of a second
Added a brief windup before damage begins
DPS reduced from 60 >>> 40
Visual effects have been added to make it easier to spot the grenade on the ground
Stealth audio range has been slightly increased
Types | Passive (list) • Basic • Signature • Ultimate | |||
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Functions | Barrier • Blind (Flash • Nearsight) • Cripple • Crowd Control (Banish • Concuss • Detain • Displacement • Slow • Tether) • Decoy • Deterrent (Molotov) • Empowerment (Weapon Equip) • Intel (Autonomous Deployable • Controlled Deployable) • Limiter • Mobility (Dash • Intangibility • Teleport) • Resource Bar • Setup • Sustain (Heal • Invulnerability • Revive) • Vision Blocker (Smoke • Wall) • Niche | |||
Deployment types | Beam • Emission (Aura) • Grounded: (Grounded AoE • Grounded Object) • Hitscan • Placement • Possession • Projectile (Missile) • Self-targeted • Targeted |