Toxic Bullets
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.
Passive — works automatically once bought.
Toxic Bullets is a Tier 3 weapon passive that turns your gunfire into a percent-of-Max-Health bleed and slaps Healing Reduction on whatever you're shooting. It's the weapon-side anti-heal: you slot it to melt fat bruisers and to shut off lifesteal and big heals mid-fight, all while your normal damage keeps landing.
When to buy
Buy it when the enemy team leans on sustain — lifesteal-stacking carries, big-heal bruisers like Abrams, McGinnis or Shiv, or anyone whose lead comes from out-healing your damage. Because the bleed chews a slice of Max Health, it also punishes tanky, high-HP targets harder than any flat-damage item, so it pulls double duty as anti-heal and anti-tank. It earns its slot most on heroes who keep a steady stream of bullets on a target; if your gun barely fires, the bleed and the heal-cut never build up.
Tricks & synergies
The bleed builds per bullet and is affected by weapon falloff, so you stack it fastest up close with a high-fire-rate or multi-projectile gun — at long range it takes far more shots to even trigger. Once the target is bleeding the Healing Reduction is live, so the play is simple: tag the priority healer or lifesteal carry early in a fight and keep the gun on them so their sustain is dead when it matters. It's weapon-slotted, so it stacks with the vitality and spirit anti-heals like Healbane and Decay when you really need to bury someone's healing, and since the bleed is Spirit damage it keeps ticking even through bullet armor.
Is Toxic Bullets worth it?
Against a sustain-heavy or tanky enemy team, yes — it's one of the cleanest ways to turn off lifesteal and big heals from your weapon slot, and the Max-HP bleed shreds fat targets on top. Into a squishy, low-heal lineup it's mostly wasted; a pure damage or fire-rate item does more there.
Is Toxic Bullets anti-heal or just damage?
Both, but the heal-cut is the point. The Max-HP bleed is solid chip into tanks, but the reason to buy it over a plain damage item is the Healing Reduction it slaps on the bleeding target — that's what neutralizes lifesteal carries and heal-bots.
Best with Dynamo
~57.2%
- Toxic Bullets duration increased from 3s to 4s
- Added Toxic Bullets proc variations
- Added sound for Toxic Bullets proc
- Fixed shotgun heroes applying buildup effects like toxic bullets instantly on ricocheted enemies
Built-by, win rate, build rate and top hero are sample until the match API is wired in. Effect, cost, value and the build tree are real client data.
Raw dataproperties, shop fields & API
identity
- id
- upgrade_toxic_bullets
- slug
- toxic-bullets
- token
- upgrade_toxic_bullets
- kind
- upgrade
- updatedAt
- 2026-06-06T16:23:38.392Z
shop
- category
- weapon
- tier
- 3
- cost
- 3200
- groupLabel
- Misc
- filters
- EShopFilterMagicDamage, EShopFilterDisruption
- componentIds
- —
- upgradeIds
- —
properties (7)
| label | key | value |
|---|---|---|
| Build Up Duration | BuildUpDuration | 5s |
| Build Up Per Shot | BuildUpPerShot | 1.28 |
| Dot Duration | DotDuration | 4s |
| Dot Health Percent | DotHealthPercent | 1.7% · ↑0.01 |
| Dot Multipler Troopers | DotMultiplerTroopers | 0.5 |
| Healing received penalty | HealAmpReceivePenaltyPercent | -35% |
| Regen penalty | HealAmpRegenPenaltyPercent | -35% |
Upgrades
| lvl | AP | upgrades |
|---|---|---|
| 1 | 1 | Healing received penalty -30, Regen penalty -30, Dot Health Percent +0.7 |