Tactical Q/LB/L1/LB
Nox Gas Trap
Description Place up to 6 canisters that release deadly Nox gas when shot or triggered by enemies.
Cooldown 20 seconds

  • You can hold up to three charges of this ability, and gain one charge every 20 seconds. Up to six traps can be active on the map at once, and you're able to pick up unactivated traps to regain a charge.
    • If Extra Traps perk is selected, Caustic will hold up to 4 charges of his canisters, with a total of 8 traps being allowed to exist at any given time.
  • When an enemy gets close to a trap, it releases a cloud of gas that deals damage per second to enemies caught within, ignoring shields.
    • A triggered trap lasts 22 seconds. After the barrel expires, the gas lingers for 2 additional seconds, this linger no longer deals damage, only highlights enemies with threat sight.
    • Each damage tick deals 10 damage to start, then ramps up by 1 every tick. (e.g. 10, 11, 12, etc.)
      • Each additional source of gas damage will not increase the amount of tick damage.
      • On downed enemies, this damage rate stays at a flat 4/sec.
    • Bullets striking the top of a trap will also cause it to go off. However, shooting the base will destroy it without releasing gas.
    • Enemies will be slowed inside the gas after the first damage and are unable to sprint, their movement cooldowns will also be drained, and they will not be able to use movement abilities. Squadmates aren't affected by this.
  • After being activated, the barrels have 225 HP, and the gas will linger for 2 seconds after the barrel is destroyed.
  • Traps can now be damaged while inflating.
    • 1.4x damage to Trap if shot at base.
  • If a player is standing on top of an uninflated trap, it will not inflate until the player moves off of it.
  • Traps can now activate mid inflation.
  • Traps take ring damage.

  • Gas traps are susceptible to friendly damage from both Caustic and his allies.
  • Wattson's Interception Pylons can shoot down traps in mid-air if they would have landed inside the range of the pylon, but not traps that are already fully inflated on the ground.
  • The gas can damage both Wattson's Pylons and Perimeter Security nodes.
  • Mirage's decoys can trigger the traps but wont reveal Caustic's location to his squad anymore instead they are destroyed and dissapear, this is because of a recent nerf to mirage's decoys.
  • Lifeline's D.O.C. Heal Drone will malfunction while inside of the gas and will not be able to heal anyone.
  • Crypto's Surveillance Drone can be damaged by the gas.
  • Rampart's Amped barriers can be damaged by the gas.
  • Gas is now reactive to ordnance and abilities and can disable it for 5 seconds when used inside / nearby.

  • Think of the traps as a short range throwable, and throw it like a short range grenade when needed. In heat of battle, an extra distraction for the enemy can be an extra help for you; they have to either shoot you or the gas trap.
    • This is especially helpful when an enemy squad is inside a building. They can be thrown inside through doorways and be very deadly if they are in a small space.
  • When outnumbered or in a sticky situation, throw multiple traps around you. The enemy's bullets will hit your traps, setting them off, and allowing you to escape or heal to stay in the fight.
  • You can use your traps as smoke bombs, to throw some cover for sniper fire or general confusion.
  • A squad that manages to get their Caustic to end game (such as Round 6 as it is almost done shrinking) will have the advantage over other squads that don't have a Caustic. Caustic's abilities increase in utility as the play area shrinks. Furthermore, Caustic can prevent scenarios of Heal Off Victories from happening as it's harder to heal in the gas and ring damage.
  • It's good to throw a trap in a smokescreen generated by a Bangalore's Smoke Launcher, especially if enemies are hiding in it. This will also highlight enemies in green due to Nox Vision, and allow you an unfettered view of the enemies.
  • When going through Wraith's Dimensional Rift portals, throw a trap at the end to catch enemies off guard trying to get your squad from behind and reveal their position due to your passive.
  • Throwing a trap in front of a door prevents it from opening to that side. You can use this to block doors and protect yourself, or to trap enemies inside an enclosed room. If they break down the door, the trap will activate and you’ll be informed of their location.
  • COUNTER:
    • When Caustic is throwing a trap, shooting the trap before it activates completely will destroy it.
    • If it's deployed, remember to shoot the base of the trap before it activates will destroy it without releasing the gas.
    • If it's activated, destroying the trap will cause the gas to dissipate within 2 seconds.

  • If you throw the trap underneath you, there will still be a hitbox for the trap even though they do not inflate. This may be because traps used to be able to inflate on players, allowing them to sit inside it.
  • Throwing the trap under Lifeline's Care Package before it lands will cause the trap to slowly fly away.
  • Occasionally if you or a teammate touch a recently placed trap, It will begin to slide away.
  • Placing a gas trap right next to a closed-door when the player is right next to the door or when a trap is deploying next to a closed-door that is propped open causes the player located where the trap was deployed to be crushed.
  • Gas traps which are deployed on top of Gilbratar's Dome of Protection will stay "floating" at their positions after the shield is gone.
  • Throwing a trap on the ground from a high height before the player hits the ground and landing on the trap can remove/reduce the fall stun, similar to Horizon's Spacewalk ability.
  • Traps no longer deal damage to deplorables, such as Interception Pylon and Perimeter Security.

  • You can hold up to three charges of this ability, and gain one charge every 20 seconds. Up to six traps can be active on the map at once, and you're able to pick up unactivated traps to regain a charge.
    • If Extra Traps perk is selected, Caustic will hold up to 4 charges of his canisters, with a total of 8 traps being allowed to exist at any given time.
  • When an enemy gets close to a trap, it releases a cloud of gas that deals damage per second to enemies caught within, ignoring shields.
    • A triggered trap lasts 22 seconds. After the barrel expires, the gas lingers for 2 additional seconds, this linger no longer deals damage, only highlights enemies with threat sight.
    • Each damage tick deals 10 damage to start, then ramps up by 1 every tick. (e.g. 10, 11, 12, etc.)
      • Each additional source of gas damage will not increase the amount of tick damage.
      • On downed enemies, this damage rate stays at a flat 4/sec.
    • Bullets striking the top of a trap will also cause it to go off. However, shooting the base will destroy it without releasing gas.
    • Enemies will be slowed inside the gas after the first damage and are unable to sprint, their movement cooldowns will also be drained, and they will not be able to use movement abilities. Squadmates aren't affected by this.
  • After being activated, the barrels have 225 HP, and the gas will linger for 2 seconds after the barrel is destroyed.
  • Traps can now be damaged while inflating.
    • 1.4x damage to Trap if shot at base.
  • If a player is standing on top of an uninflated trap, it will not inflate until the player moves off of it.
  • Traps can now activate mid inflation.
  • Traps take ring damage.

  • Gas traps are susceptible to friendly damage from both Caustic and his allies.
  • Wattson's Interception Pylons can shoot down traps in mid-air if they would have landed inside the range of the pylon, but not traps that are already fully inflated on the ground.
  • The gas can damage both Wattson's Pylons and Perimeter Security nodes.
  • Mirage's decoys can trigger the traps but wont reveal Caustic's location to his squad anymore instead they are destroyed and dissapear, this is because of a recent nerf to mirage's decoys.
  • Lifeline's D.O.C. Heal Drone will malfunction while inside of the gas and will not be able to heal anyone.
  • Crypto's Surveillance Drone can be damaged by the gas.
  • Rampart's Amped barriers can be damaged by the gas.
  • Gas is now reactive to ordnance and abilities and can disable it for 5 seconds when used inside / nearby.

  • Think of the traps as a short range throwable, and throw it like a short range grenade when needed. In heat of battle, an extra distraction for the enemy can be an extra help for you; they have to either shoot you or the gas trap.
    • This is especially helpful when an enemy squad is inside a building. They can be thrown inside through doorways and be very deadly if they are in a small space.
  • When outnumbered or in a sticky situation, throw multiple traps around you. The enemy's bullets will hit your traps, setting them off, and allowing you to escape or heal to stay in the fight.
  • You can use your traps as smoke bombs, to throw some cover for sniper fire or general confusion.
  • A squad that manages to get their Caustic to end game (such as Round 6 as it is almost done shrinking) will have the advantage over other squads that don't have a Caustic. Caustic's abilities increase in utility as the play area shrinks. Furthermore, Caustic can prevent scenarios of Heal Off Victories from happening as it's harder to heal in the gas and ring damage.
  • It's good to throw a trap in a smokescreen generated by a Bangalore's Smoke Launcher, especially if enemies are hiding in it. This will also highlight enemies in green due to Nox Vision, and allow you an unfettered view of the enemies.
  • When going through Wraith's Dimensional Rift portals, throw a trap at the end to catch enemies off guard trying to get your squad from behind and reveal their position due to your passive.
  • Throwing a trap in front of a door prevents it from opening to that side. You can use this to block doors and protect yourself, or to trap enemies inside an enclosed room. If they break down the door, the trap will activate and you’ll be informed of their location.
  • COUNTER:
    • When Caustic is throwing a trap, shooting the trap before it activates completely will destroy it.
    • If it's deployed, remember to shoot the base of the trap before it activates will destroy it without releasing the gas.
    • If it's activated, destroying the trap will cause the gas to dissipate within 2 seconds.

  • If you throw the trap underneath you, there will still be a hitbox for the trap even though they do not inflate. This may be because traps used to be able to inflate on players, allowing them to sit inside it.
  • Throwing the trap under Lifeline's Care Package before it lands will cause the trap to slowly fly away.
  • Occasionally if you or a teammate touch a recently placed trap, It will begin to slide away.
  • Placing a gas trap right next to a closed-door when the player is right next to the door or when a trap is deploying next to a closed-door that is propped open causes the player located where the trap was deployed to be crushed.
  • Gas traps which are deployed on top of Gilbratar's Dome of Protection will stay "floating" at their positions after the shield is gone.
  • Throwing a trap on the ground from a high height before the player hits the ground and landing on the trap can remove/reduce the fall stun, similar to Horizon's Spacewalk ability.
  • Traps no longer deal damage to deplorables, such as Interception Pylon and Perimeter Security.

  • You can hold up to three charges of this ability, and gain one charge every 20 seconds. Up to six traps can be active on the map at once, and you're able to pick up unactivated traps to regain a charge.
    • If Extra Traps perk is selected, Caustic will hold up to 4 charges of his canisters, with a total of 8 traps being allowed to exist at any given time.
  • When an enemy gets close to a trap, it releases a cloud of gas that deals damage per second to enemies caught within, ignoring shields.
    • A triggered trap lasts 22 seconds. After the barrel expires, the gas lingers for 2 additional seconds, this linger no longer deals damage, only highlights enemies with threat sight.
    • Each damage tick deals 10 damage to start, then ramps up by 1 every tick. (e.g. 10, 11, 12, etc.)
      • Each additional source of gas damage will not increase the amount of tick damage.
      • On downed enemies, this damage rate stays at a flat 4/sec.
    • Bullets striking the top of a trap will also cause it to go off. However, shooting the base will destroy it without releasing gas.
    • Enemies will be slowed inside the gas after the first damage and are unable to sprint, their movement cooldowns will also be drained, and they will not be able to use movement abilities. Squadmates aren't affected by this.
  • After being activated, the barrels have 225 HP, and the gas will linger for 2 seconds after the barrel is destroyed.
  • Traps can now be damaged while inflating.
    • 1.4x damage to Trap if shot at base.
  • If a player is standing on top of an uninflated trap, it will not inflate until the player moves off of it.
  • Traps can now activate mid inflation.
  • Traps take ring damage.

  • Gas traps are susceptible to friendly damage from both Caustic and his allies.
  • Wattson's Interception Pylons can shoot down traps in mid-air if they would have landed inside the range of the pylon, but not traps that are already fully inflated on the ground.
  • The gas can damage both Wattson's Pylons and Perimeter Security nodes.
  • Mirage's decoys can trigger the traps but wont reveal Caustic's location to his squad anymore instead they are destroyed and dissapear, this is because of a recent nerf to mirage's decoys.
  • Lifeline's D.O.C. Heal Drone will malfunction while inside of the gas and will not be able to heal anyone.
  • Crypto's Surveillance Drone can be damaged by the gas.
  • Rampart's Amped barriers can be damaged by the gas.
  • Gas is now reactive to ordnance and abilities and can disable it for 5 seconds when used inside / nearby.

  • Think of the traps as a short range throwable, and throw it like a short range grenade when needed. In heat of battle, an extra distraction for the enemy can be an extra help for you; they have to either shoot you or the gas trap.
    • This is especially helpful when an enemy squad is inside a building. They can be thrown inside through doorways and be very deadly if they are in a small space.
  • When outnumbered or in a sticky situation, throw multiple traps around you. The enemy's bullets will hit your traps, setting them off, and allowing you to escape or heal to stay in the fight.
  • You can use your traps as smoke bombs, to throw some cover for sniper fire or general confusion.
  • A squad that manages to get their Caustic to end game (such as Round 6 as it is almost done shrinking) will have the advantage over other squads that don't have a Caustic. Caustic's abilities increase in utility as the play area shrinks. Furthermore, Caustic can prevent scenarios of Heal Off Victories from happening as it's harder to heal in the gas and ring damage.
  • It's good to throw a trap in a smokescreen generated by a Bangalore's Smoke Launcher, especially if enemies are hiding in it. This will also highlight enemies in green due to Nox Vision, and allow you an unfettered view of the enemies.
  • When going through Wraith's Dimensional Rift portals, throw a trap at the end to catch enemies off guard trying to get your squad from behind and reveal their position due to your passive.
  • Throwing a trap in front of a door prevents it from opening to that side. You can use this to block doors and protect yourself, or to trap enemies inside an enclosed room. If they break down the door, the trap will activate and you’ll be informed of their location.
  • COUNTER:
    • When Caustic is throwing a trap, shooting the trap before it activates completely will destroy it.
    • If it's deployed, remember to shoot the base of the trap before it activates will destroy it without releasing the gas.
    • If it's activated, destroying the trap will cause the gas to dissipate within 2 seconds.

  • If you throw the trap underneath you, there will still be a hitbox for the trap even though they do not inflate. This may be because traps used to be able to inflate on players, allowing them to sit inside it.
  • Throwing the trap under Lifeline's Care Package before it lands will cause the trap to slowly fly away.
  • Occasionally if you or a teammate touch a recently placed trap, It will begin to slide away.
  • Placing a gas trap right next to a closed-door when the player is right next to the door or when a trap is deploying next to a closed-door that is propped open causes the player located where the trap was deployed to be crushed.
  • Gas traps which are deployed on top of Gilbratar's Dome of Protection will stay "floating" at their positions after the shield is gone.
  • Throwing a trap on the ground from a high height before the player hits the ground and landing on the trap can remove/reduce the fall stun, similar to Horizon's Spacewalk ability.
  • Traps no longer deal damage to deplorables, such as Interception Pylon and Perimeter Security.

Info
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Bugs

File:Field Research.svg Passive
Field Research
Description Gain research points from poisoning enemies, opening unique Death Boxes, and scanning ring consoles. Unlock an upgrade point for every 100 research points (max 2). Can uniquely have all 4 upgrades unlocked at once.
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  • Caustic is immune to the effects of his own Nox Gas (Caustic now takes damage from other Caustic's Nox Gas)
  • Enemies inside the gas created from your Nox Gas Traps and Nox Gas Grenades abilities are highlighted green, similar to Digital Threat Optics. This vision is obstructed by walls or other obstacles.
  • Gain points based on how long an enemy spends time within his Nox Gas (Roughly 5 points per tick, increasing every other tick up to 7, on Nox Gas; Knocking an enemy (through Nox Gas) is worth roughly 50 points)
    • Downed enemies only grant a flat rate of 2 Research points per Nox Gas tick.
  • Scanning a ring console grants 40 points
  • Opening unique Death Boxes (Meaning you must both knock and kill the enemy) grants 30 points
  • Selecting perks is based on Research points accrued; the first 100 grant the ability to select a level 2 perk (either Extra Traps, or Breath it in), the next 100 points grant the ability to select a level 3 perk (either Particle Diffuser, or Gas Fighter)
  • If you have already selected a perk (evo level 2 or 3) before reaching the first, or second levels of Field Research, the perk not chosen for that evo level will be automatically added on. The same will apply if you have already accrued the necessary Research points, but have not reached evo levels 2 or 3.

  • Highlighted enemies can be seen through Bangalore's Smoke Launcher.
  • Prowlers and Carthage Spiders will count towards the progress of Field Research.

  • Your squadmates do not share this vision, so be sure to communicate to them the locations of enemies you can see.
  • Prioritize using your Nox Gas Trap and Nox Gas Grenade to secure as many research points early on.
  • Make sure to have maxxed out both your evo shield level and Field Research passive before the final rings.
  • Scan as many ring consoles as you can, they significantly boost your Field Research points and evo level.

  • Field Research does not work in the Firing Range.

  • Caustic is immune to the effects of his own Nox Gas (Caustic now takes damage from other Caustic's Nox Gas)
  • Enemies inside the gas created from your Nox Gas Traps and Nox Gas Grenades abilities are highlighted green, similar to Digital Threat Optics. This vision is obstructed by walls or other obstacles.
  • Gain points based on how long an enemy spends time within his Nox Gas (Roughly 5 points per tick, increasing every other tick up to 7, on Nox Gas; Knocking an enemy (through Nox Gas) is worth roughly 50 points)
    • Downed enemies only grant a flat rate of 2 Research points per Nox Gas tick.
  • Scanning a ring console grants 40 points
  • Opening unique Death Boxes (Meaning you must both knock and kill the enemy) grants 30 points
  • Selecting perks is based on Research points accrued; the first 100 grant the ability to select a level 2 perk (either Extra Traps, or Breath it in), the next 100 points grant the ability to select a level 3 perk (either Particle Diffuser, or Gas Fighter)
  • If you have already selected a perk (evo level 2 or 3) before reaching the first, or second levels of Field Research, the perk not chosen for that evo level will be automatically added on. The same will apply if you have already accrued the necessary Research points, but have not reached evo levels 2 or 3.

  • Highlighted enemies can be seen through Bangalore's Smoke Launcher.
  • Prowlers and Carthage Spiders will count towards the progress of Field Research.

  • Your squadmates do not share this vision, so be sure to communicate to them the locations of enemies you can see.
  • Prioritize using your Nox Gas Trap and Nox Gas Grenade to secure as many research points early on.
  • Make sure to have maxxed out both your evo shield level and Field Research passive before the final rings.
  • Scan as many ring consoles as you can, they significantly boost your Field Research points and evo level.

  • Field Research does not work in the Firing Range.

  • Caustic is immune to the effects of his own Nox Gas (Caustic now takes damage from other Caustic's Nox Gas)
  • Enemies inside the gas created from your Nox Gas Traps and Nox Gas Grenades abilities are highlighted green, similar to Digital Threat Optics. This vision is obstructed by walls or other obstacles.
  • Gain points based on how long an enemy spends time within his Nox Gas (Roughly 5 points per tick, increasing every other tick up to 7, on Nox Gas; Knocking an enemy (through Nox Gas) is worth roughly 50 points)
    • Downed enemies only grant a flat rate of 2 Research points per Nox Gas tick.
  • Scanning a ring console grants 40 points
  • Opening unique Death Boxes (Meaning you must both knock and kill the enemy) grants 30 points
  • Selecting perks is based on Research points accrued; the first 100 grant the ability to select a level 2 perk (either Extra Traps, or Breath it in), the next 100 points grant the ability to select a level 3 perk (either Particle Diffuser, or Gas Fighter)
  • If you have already selected a perk (evo level 2 or 3) before reaching the first, or second levels of Field Research, the perk not chosen for that evo level will be automatically added on. The same will apply if you have already accrued the necessary Research points, but have not reached evo levels 2 or 3.

  • Highlighted enemies can be seen through Bangalore's Smoke Launcher.
  • Prowlers and Carthage Spiders will count towards the progress of Field Research.

  • Your squadmates do not share this vision, so be sure to communicate to them the locations of enemies you can see.
  • Prioritize using your Nox Gas Trap and Nox Gas Grenade to secure as many research points early on.
  • Make sure to have maxxed out both your evo shield level and Field Research passive before the final rings.
  • Scan as many ring consoles as you can, they significantly boost your Field Research points and evo level.

  • Field Research does not work in the Firing Range.

Info
Interactions
Tips
Bugs

Ultimate Z/LB+RB/L1+R1/LB+RB
Nox Gas Grenade
Description Blankets a large area in Nox Gas
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  • Cooldown is 2 minutes
  • Duration of Gas in field is 20 seconds

  • Cooldown is 2 minutes
  • Duration of Gas in field is 20 seconds

  • Cooldown is 2 minutes
  • Duration of Gas in field is 20 seconds

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Perk
Fortified
Description Incoming damage reduced by 15%. Not slowed by bullets.
?

  • Take 15% less damage from every attack, except headshots.

  • Don't overestimate this ability, 15% less generally translates to surviving 1 more shot.

  • Take 15% less damage from every attack, except headshots.

  • Don't overestimate this ability, 15% less generally translates to surviving 1 more shot.

  • Take 15% less damage from every attack, except headshots.

  • Don't overestimate this ability, 15% less generally translates to surviving 1 more shot.

Info
Tips

Main article: Legend Upgrades