Snake Bite is a basic ability for Viper.
Description[]
“ | EQUIP a chemical launcher. FIRE to launch a canister that shatters upon hitting the floor, creating a lingering chemical zone that damages and applies Vulnerable.
— In-game description
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Snake Bite is primarily a Deterrent ability that Viper must equip before casting. On cast she will throw a canister as a projectile that detonates on contact with horizontal terrain. Upon detonation, the canister will create a damaging zone that quickly spreads out from the point of detonation in a circular area of effect. Agents who come into contact with the zone will become Vulnerable and begin to take damage as soon as the zone spreads to an area they are standing on. The zone will always deal damage to agents at the same rate, but agents will take more total damage over the ability's full duration if they were at the center of the zone on detonation compared to a player who was closer to the edge of the zone on detonation. Once the zone reaches its maximum radius, it will continue applying Vulnerable and damaging any player it touches until it expires, at which point the whole zone will instantly dissipate.
Vulnerable doubles any incoming damage agents takes and this includes the damage taken from Snake Bite. The debuff will continue to remain on an agent for a short duration after they exit the area of effect or after it dissipates.
Stats[]
Stat | Value | Confirmed value? |
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0.8 seconds | ![]() |
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0.7 seconds | ![]() |
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4.5 meters | ![]() |
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1 per tick | ![]() |
Total 76-79 (152-158 with Vulnerable) |
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x0.5 multiplier to objects | ![]() | |
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12.5 per second 1 every 0.08 seconds |
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Total 76-79 ticks | ![]() | |
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6.5 seconds | ![]() |
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2 seconds | ![]() |
- ↑ 1.0 1.1 Values were tested using the Range's training bot, though it is inconsistent with confirmed values for tick rate and duration. It can be resolved assuming that the full zone duration includes a ~0.25-second period immediately upon detonation during which no damage is taken before the zone begins to spread.
- 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[]
Previews[]
In Game[]
In Cinematics[]
Update History[]
Improvement to spread more consistently and only apply damage in places that are consistent with the visuals
Now damages map objects
Charges reduced 2 >>> 1
Price increased 200 >>> 300
Duration increased 5.5 >>> 6.5s
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)
Duration decreased 6.5 >>> 5.5
Duration reduced 8 >>> 6.5
Cost increased 100 >>> 200
Outer edges form faster to ensure it is lethal if an enemy sits in the entire duration
Equip time decreased 1.1 >>> .8
Vulnerable debuff now lingers for 2 seconds after leaving Snake Bite
Applies Vulnerable to enemies for a short time
- Total damage taken from Snake Bite is unchanged
Radius increased 350 >>> 450
Height required to jump out of Snake Bite increased 80 >> 120
Damage tick speed increased (total damage per second unchanged)
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 |