Poison Cloud is a basic ability for Viper.
Description[]
“ | EQUIP a gas emitter. FIRE to throw the emitter that perpetually remains throughout the round. ALT FIRE to lob. RE-USE the ability to create a toxic gas cloud at the cost of fuel. This ability can be picked up to be REDEPLOYED before the round starts and can be RE-USED more than once throughout the round.
— In-game description
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Poison Cloud is a Vision Blocker ability that Viper must equip before casting. On cast she throws an emitter as a projectile that sticks as soon as it comes into contact with horizontal terrain. Viper can use Alt Fire to throw the grenade underhand, giving it a short range trajectory instead. During the buy phase the emitter can be picked up to regain the charge, but once the round has started it cannot be recalled.
While deployed, Viper can activate the ability to cause the emitter to create a smoke that rapidly expands from the emitter's location. Vision within the smoke is obscured. While active, the smoke consumes Fuel. If Viper runs out of fuel, or upon reactivation, the smoke will expire, rapidly shrinking. Viper can then reactivate to reform the smoke once more as long as she has replenished enough fuel to spend. There are short cooldowns between uses whenever Viper turns the smoke on or off.
Enemy agents who come into contact with the smoke are affected by Toxin.
Fuel[]
- Main article: Passive Effects → Fuel
Viper has a Resource Bar of Fuel. Activating Poison Cloud requires Viper to consume Fuel. However, if Viper also has Toxic Screen activated, the combined use will consume Fuel at a faster rate. If her fuel levels run out, Poison Cloud automatically deactivates and Viper must wait for her fuel levels to replenish. Viper must have a minimum number of Fuel to activate Poison Cloud.
Toxin[]
- Main article: Passive Effects → Toxin
If an enemy agent comes into contact with Poison Cloud, their health will decay. They will instantly decay upon contact, then continue to decay afterwards. If no longer in contact, the debuff will remain for a few seconds before their health begins to climb back up to a maximum of how much HP they would have if they had not been affected, taking any damage and healing taken while they were decayed into account.
Stats[]
See above for Fuel and Toxin stats that are relevant to this ability.
Stat | Value | Confirmed value? |
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0.8 seconds | ![]() |
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0.7 seconds | ![]() |
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4 meters | ![]() |
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Total 1.75 seconds 0.75-second windup (fuel consumed after this point) 1 second for smoke to fully form |
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4.5 meters | ![]() |
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0.8 seconds | ![]() |
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2 seconds (Deactivation) | ![]() |
5 seconds (Activation) | ![]() |
- ↑ Same size as Snake Bite
- 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[]
Activate[]
Deactivate[]
Previews[]
In Game[]
In Cinematics[]
Update History[]
Note: Updates to Fuel and Toxin may be relevant to this ability.
All Platforms[]
Fixed an issue where shooting through Poison Cloud could cheat wall penetration if they were placed too close to level geometry
Cooldown on re-activating smokes after putting them down reduced 5.5 >>> 5s
Can now only be picked up during the Buy Phase
Art update for grenade
Cooldown on re-activating smokes after putting them down reduced 8 >>> 5.5s
- This was an undocumented change. Clarified in an X (formerly Twitter) post.
Fixed a bug where Poison Cloud would sometimes disappear from the minimap
Removed delay on Poison Cloud disabling when Viper is suppressed
Added a unique VO line that plays when Poison Cloud is disabled by suppress
Poison Cloud emitter now has a yellow light to indicate when the ability is on cooldown
Cooldown after deactivating increased 6 >>> 8
Cooldown timer now starts when her smoke starts dissipating instead of when the deactivation telegraph plays
- Cooldown displayed on HUD actually starts on deactivation telegraph but combines both the deactivation and cooldown durations
Deactivation delay decreased 1 >>> .8
Updated the visuals for the dissolving effect seen within the smoke to better match the visuals seen from the outside, in an attempt to remove any type of peeker’s advantage when playing from within the smoke
Fixed a bug where concurrent, overlapping ally and enemy Poison Clouds could cause the nearsight and decay to never remove
Fixed Poison Cloud pickup distance being 200 instead of the intended 400
Held charge is now temporary if gained from picking up a placed emitter and will not carry over to the next round
Can now immediately be redeployed when picked up
Pickup distance increased 200 >>> 400
If active when Viper dies, Poison Cloud now remains up for an additional 2 seconds, or until Viper runs out of fuel
Fixed unintentional delay when deactivating Poison Cloud
Activation cooldown increased .5s >>> 6s
Fixed the ability to activate Poison Cloud mid air if it has been picked up
No longer enters cooldown when picked up during the buy phase
Console-only[]
Fixed an issue where AimAssist was incorrectly being applied when it was equipped.
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 |