Nanoswarm

## Description

Throw a grenade that goes covert. Activate to deploy a damaging swarm of nanobots.

## General

### Default Key

C

For Ultimate costs or Ability cooldowns in Team Deathmatch, see here.

— In-game description

**Nanoswarm** is a basic ability for Killjoy.

## Description

Nanoswarm is a Deterrent ability that Killjoy must equip before casting. Upon casting, she throws a grenade forward that sticks as soon as it comes into contact with a horizontal surface. Killjoy can use Primary and Alt Fire to control the length of the throw; Primary Fire throws the grenade at long range whilst Alt Fire throws it at short range.

The grenade has no deploy time and can be activated as soon as it hits terrain; the delay between casting and activating is only affected by the time it takes for the grenade to reach its target location. If not activated immediately, the grenade will turn invisible instead and remain at its landing spot indefinitely. During the buy phase deployed grenades can be picked up to regain the charge, but once the round has started they cannot be recalled. Enemy agents who approach deployed grenades will be able to see them once they get within close enough proximity, also being able to hear it humming. Enemies can deal damage to the grenade and destroy it.

Upon being activated the grenade will windup before deploying a damaging swarm of nanobots in a cylindrical area of effect that pierces through terrain. The cylinder's ends are aligned vertically and the cylinder's center is positioned at the location where the grenade was activated. This means the nanobots deploy both above and below ground. Whilst this effect won't be seen when deployed on completely solid, horizontal ground, this becomes applicable when the grenade is activated near an area where the map's elevation changes and gets lower, be it a gradual slope or a steep vertical drop.

If Killjoy is killed during the round, any placed grenades will deactivate and reveal their positions.

Nanoswarm equippedNanoswarm primary fire castNanoswarm alt fire castNanoswarm placementNanoswarm activated
## Stats

\* 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.

a Same distance as max Turret deployment range

b Verified using the Range's training dummy

## Update History

**v6.11**
* Fixed bug with Killjoy’s utility not fading back into stealth when recovering from a disabled state

**v6.08**

* Nanoswarm reveal radius increased 350 >> 525
* Nanoswarm audio has been updated.
	+ Audio loop now also turns off when disabled as a result of Killjoy being killed or suppressed.
* Improved feedback for the enemy when they destroy Nanoswarm.
* Nanoswarm is now revealed when it is disabled.

**v6.01**

* Will no longer deal more damage to destructible objects than intended.

**v6.0**

* Fixed Nanoswarm not dealing any damage to enemy utility
	+ **The correct fix is undocumented, with its official documentation in the patch notes instead claiming that this was only an issue when interacting with Chamber's utility**
* Will no longer take damage from allied  Aftershock,  Showstopper, or  Paint Shells

**v5.12**

* Health increased 1 HP >>> 20 HP
* 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)**

**v4.11**

* Fixed a bug where Nanoswarm would sometimes disappear from the minimap

**v4.04**

* Improved the system used to place Nanoswarm at targeted ground locations

**v3.0**

* Fixed a bug where picking up Nanoswarms during the buy phase would prevent you from purchasing a second charge

**v2.06**

* Killjoy can now pick up deployed Nanoswarm grenades during the buy phase to get the charge back

**v1.11**

* Range at which Nanoswarm can be detected decreased from 5m >>> 3.5m
* Damage increased from 40/s >>> 45/s
* Damage now ticks smoother and faster while in Nanoswarm, instead of in chunks of 10 every 1/4 of a second

**v1.07**

* Added a brief windup before damage begins
* DPS reduced from 60 >>> 40
* Visual effects have been added to make it easier to spot the grenade on the ground
* Stealth audio range has been slightly increased