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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?
CustomReload Equip time 0.8 seconds Check MarkGame files
CustomReload Unequip time 0.7 seconds Check MarkGame files
Tracerrounds Total Emitters at max range 30 Check MarkIn-game
Tailwind Wall Dimensions 2 meters between emitters
60 meters at max length
4-meter height
Cross*
Windup Windup times 0.5-second windup (fuel consumed after this point) Check MarkGame files
1.55 seconds for wall to fully form at max length Cross*
Windup Deactivation time 0.8 seconds Check Markv4.04
Cooldown Activation cooldowns 2 seconds (Deactivation) Check MarkGame files
5 seconds (Activation) Check Markv8.08

* 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.

v8.08
  • Buff Cooldown on re-activating smokes after putting them down reduced 5.5 >>> 5s

v7.09

v5.08

  • Bugfix Nerf Fixed a bug where Toxic Screen could have small gaps around ground level in specific map locations

v4.11

  • Bugfix Fixed a bug where Toxic Screen would sometimes disappear from the minimap

v4.04

  • Nerf Removed delay on Toxic Screen disabling when Viper is suppressed
  • Added Added a unique VO line that plays when Toxic Screen is disabled by suppress
  • Adjustment Toxic Screen emitters now have yellow lights to indicate when the ability is on cooldown
  • Nerf Cooldown after deactivating increased 6 >>> 8
  • Nerf 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
  • Buff Deactivation delay decreased 1 >>> .8
  • Bugfix Fixed a bug where audio could play in the next round if the screen is activated right on round end

v3.07

  • Bugfix Nerf Passing through the highest portion now correctly applies instant decay to high-flying Agents

v2.08

  • Bugfix Nerf Fixed Toxic Screen going longer than intended when it passed through the teleporter on Bind

v2.06

  • Buff If active when Viper dies, Toxic Screen now remains up for an additional 2 seconds before deactivating
  • Buff Full blind distance from the wall increased to better match the blind distance from the edge of smokes
  • Bugfix Buff Fixed unintentional delay when deactivating Toxic Screen

v1.07

  • Buff Toxic Screen can now be placed during the buy phase of rounds, through spawn barriers
  • Buff Toxic Screen now goes up faster along its full length, once it starts to form

v1.05

  • Bugfix Buff Fixed nearsight not applying properly when going through Toxic Screen

v1.02

  • Buff Now burns through walls, placing emitters at all valid locations (e.g., the ground) over its length

v1.0

  • Bugfix Closed exploit where Nvidia Inspector could be used to see through Toxic Screen
  • Bugfix Nerf Fixed a bug that let players use Toxic Screen's emitter deployment as a projectile boost

v0.49

  • Bugfix Buff Updated the appearance of Toxic Screen on the minimap to show gaps in the wall

v9.01
  • Bugfix Buff Fixed an issue where AimAssist was incorrectly being applied when it was equipped.

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