Paint Shells is a signature ability for Raze.
Description[]
| “ | EQUIP a cluster grenade. FIRE to throw the grenade, which does damage and creates sub-munitions, each doing damage to anyone in their range. ALT FIRE to lob. Paint Shells charge resets every two kills.
— In-game description
|
Paint Shells is a Deterrent ability that Raze must equip before casting. On cast she will throw a cluster grenade as a projectile that explodes after a set amount of time. Raze can use Alt Fire to throw the grenade underhand, giving it a short range trajectory instead.
Upon detonation, the grenade will deal damage that falls off from the center towards the edge to anything in range. It will then release 4 more grenades that will detonate once they have fallen to ground after a brief delay, each dealing the same damage as the original grenade. Each explosion has an outer radius and an inner radius, with the sub-munitions having slightly lower explosion radii than the initial grenade. Anything within the inner radius of a grenade will take full damage. Once in the outer radius, the amount of damage begins to fall off to a minimum at the very edge.
Stats[]
| Stat | Value | Confirmed value? |
|---|---|---|
| 0.8 seconds | ||
| 0.7 seconds | ||
| 2.25 seconds (Initial grenade) 0.667 seconds (Sub-munitions) |
||
| 2.5 meters (Inner) | ||
| 5.5 meters (Outer; Initial grenade) 5.25 meters (Outer; Sub-munitions) |
||
| 1-55 (Minimum Outer radius damage to Inner radius damage) |
- 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[]
Kill[]
Multikill[]
Previews[]
In Game[]
In Cinematics[]
Update History[]
Fixed an issue where the VFX would persist across rounds
Explosion VFX has been updated to more accurately indicate hitboxes
Visual effects will exist in world for a shorter period of time for more gameplay clarity
Primary grenade explosion radius 6m >>> 5.5m.
Secondary grenades explosion radius 6m >>> 5.25m.
Primary grenade explosion minimum damage 15 >>> 1.
Secondary grenades explosion minimum damage 15 >>> 1.
Damage multiplier to enemy utility 250% >>> 100%.
Tuned and adjusted audio so that Paint Shells will be easier to hear in hectic scenarios
Reduced number of charges 2 >>> 1
Now has a kill reset, requiring players to get 2 kills to refresh charge
Fixed an edge case where the secondary cluster would explode quicker than intended. They now have a minimum duration before exploding
| Types | Passive (list) • Basic • Signature • Ultimate | |||
|---|---|---|---|---|
| Functions | Barrier • Blind (Flash • Nearsight) • Cripple • Crowd Control (Banish • Concuss • Detain • Displacement • Hinder • 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 | |||





