“ | EQUIP a gas emitter launcher that penetrates terrain. FIRE to deploy a long line of gas emitters. RE-USE the ability to create a tall wall of toxic gas at the cost of fuel. This ability can be RE-USED more than once.
— In-game description
|
Toxic Screen is a signature ability for Viper.
Description[]
Toxic Screen is a Vision Blocker ability that Viper must equip before casting. Upon casting she will fire a projectile that will travel forward, piercing through terrain. For every few meters that the projectile travels horizontally, it will drop a gas emitter that falls vertically from the projectile's location until it hits horizontal terrain. All together, this will create a long line of emitters that remain indefinitely.
Viper can activate the ability to cause the emitters to create a wall that rapidly rises from the line's location. This will activate sequentially for each emitter, starting with the one that was first placed upon deployment. Enemy agents who come into contact with the wall will be affected by Toxin. Whilst active, the wall consumes Fuel. If Viper runs out of fuel, or upon reactivation, the wall will expire, rapidly falling. Unlike the wall's activation, deactivation happens simultaneously for all emitters. Viper can then reactivate to reform the wall once more as long as she has replenished enough fuel to spend. There are short cooldowns between uses whenever Viper turns the wall on or off.
Fuel[]
- Main article: Passive Effects → Fuel
Viper has a Resource Bar of Fuel. Activating Toxic Screen requires Viper to consume Fuel. However, if Viper also has Poison Cloud activated, the combined use will consume Fuel at a faster rate. If her fuel levels run out, Toxic Screen automatically deactivates and Viper must wait for her fuel levels to replenish. Viper must have a minimum number of Fuel to activate Toxic Screen.
Toxin[]
- Main article: Passive Effects → Toxin
If an enemy agent comes into contact with Toxic Screen, 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 whilst they were decayed into account.
Stats[]
See above for Fuel and Toxin stats that are relevant to this ability.
Stat | Value | Confirmed value? |
---|---|---|
Equip time | 0.8 seconds | Game files |
Unequip time | 0.7 seconds | Game files |
Total Emitters at max range | 30 | In-game |
Wall Dimensions | 2 meters between emitters 60 meters at max length 4-meter height |
* |
Windup times | 0.5-second windup (fuel consumed after this point) | Game files |
1.55 seconds for wall to fully form at max length | * | |
Deactivation time | 0.8 seconds | v4.04 |
Activation cooldowns | 2 seconds (Deactivation) | Game files |
5 seconds (Activation) | v8.08 |
* Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate.
Update History[]
Note: Updates to Fuel and Toxin may be relevant to this ability.
- Cooldown on re-activating smokes after putting them down reduced 5.5 >>> 5s
- 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 Toxic Screen could have small gaps around ground level in specific map locations
- Fixed a bug where Toxic Screen would sometimes disappear from the minimap
- Removed delay on Toxic Screen disabling when Viper is suppressed
- Added a unique VO line that plays when Toxic Screen is disabled by suppress
- Toxic Screen emitters now have yellow lights 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
- Fixed a bug where audio could play in the next round if the screen is activated right on round end
- Passing through the highest portion now correctly applies instant decay to high-flying Agents
- Fixed Toxic Screen going longer than intended when it passed through the teleporter on Bind
- If active when Viper dies, Toxic Screen now remains up for an additional 2 seconds before deactivating
- Full blind distance from the wall increased to better match the blind distance from the edge of smokes
- Fixed unintentional delay when deactivating Toxic Screen
- Toxic Screen can now be placed during the buy phase of rounds, through spawn barriers
- Toxic Screen now goes up faster along its full length, once it starts to form
- Fixed nearsight not applying properly when going through Toxic Screen
- Now burns through walls, placing emitters at all valid locations (e.g., the ground) over its length
- Closed exploit where Nvidia Inspector could be used to see through Toxic Screen
- Fixed a bug that let players use Toxic Screen's emitter deployment as a projectile boost
- Updated the appearance of Toxic Screen on the minimap to show gaps in the wall
- Fixed an issue where AimAssist was incorrectly being applied when it was equipped.