Toxic Bullets
Appearance
| Toxic Bullets | |||||||
|---|---|---|---|---|---|---|---|
| Cost | |||||||
| Tier | 3 | ||||||
| Passive | |||||||
Your bullets build up a Bleed on enemies, causing them to lose a percentage of their Max Health over time. Also applies Healing Reduction on the bleeding target.
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| Codename: upgrade_toxic_bullets | |||||||
| Sounds | |||||||
Toxic Bullets is a Tier 3 Weapon Item that causes bullets fired to build up a Bleed on enemies, and applies healing reduction to the target.
It can be purchased from the Shop for
3,200.
Notes[edit | edit source]
- Bleed damage can kill.
- Bleed damage applies or "ticks" every half-second, dealing slightly over 1.2% max health spirit damage per tick. This means that, by default, bleed applies damage six times every time it is successfully built up for 7.5% max health spirit damage.
- The duration of the bleed is affected by the Ability Duration stat, such as from Superior Duration. The extra damage is applied proportionally. For instance, since Superior Duration adds .84 seconds to the bleed effect, the bleed will deal 2.1% extra spirit damage for a total of 9.6% max health spirit damage.
- Headshots do not affect the buildup per shot.
- Light and Heavy Melee attacks count as one full shot each.
- Bleed does not build on any structures, such as Guardians and Walkers. Mid-boss is also immune to bleed.
- Bleed does build on Troopers and Denizens, but its damage is heavily reduced (50% effective).
- The healing reduction only applies while the target is bleeding.
- The healing reduction stacks with other sources of healing reduction. For instance, Healbane and Toxic Bullets will apply a healing reduction effect of 55%.
- The buildup per shot is also affected by weapon falloff, requiring more shots for the bleed to occur at further distances. Once applied, the bleed damage itself is unaffected by distance.
- For characters with shotgun-style weapons that shoot pellets (Abrams, Calico, Yamato, etc.), the listed bleed buildup applies on a shot where every pellet hits its target. The buildup is divided evenly between each pellet and missing one pellet will proportionally decrease buildup.
- For characters with burst-fire weapons (Lash, Seven, etc.), the listed bleed buildup applies for each bullet rather than each burst. Landing a full burst as Lash, for instance, will build 45.9% of bleed on a target.
- For characters with splash damage on their weapons (currently only Viscous and Yamato's alt-fires), the listed bleed buildup applies in full regardless of whether a target was hit directly or indirectly with a shot.
- Shiv's alt-fire builds bleed identically to his primary fire.
Buildup Per Shot[edit | edit source]
The item has a different buildup per shot depending on which hero purchased the item. The bleed only triggers on an enemy once the buildup reaches 100%, and the buildup decays back to 0 over time if the enemy has not been shot recently. Subsequent shots on a bleeding enemy (bullets or melee) refreshes the duration of the bleed.
| Hero | % per shot |
|---|---|
| 37 | |
| 7.3 | |
| 7.4 | |
| 16.4 | |
| 37 | |
| 29 | |
| 19.7 | |
| 35 | |
| 9 | |
| 30 | |
| 9 | |
| 6.5 | |
| 19.7 | |
| 30 | |
| 13.8 | |
| 7.3 | |
| 19 | |
| 25 | |
| 15 | |
| 32 | |
| 11 | |
| 33 | |
| 13.8 | |
| 34 | |
| 25 | |
| 13.8 | |
| 17.7 | |
| 16.4 | |
| 6.2 | |
| 19.7 | |
| 8.2 | |
| 28 |
Update history[edit | edit source]
- Main article: Update history
| Update | Changes |
|---|---|
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