
Viscous ärgert seine Gegner durch geschicktes Ausweichen und den strategischen Einsatz von Heilung, sodass er auch den brutalsten Angriffen seiner Gegner standhalten kann.
Viscous ärgert seine Gegner durch geschicktes Ausweichen und den strategischen Einsatz von Heilung, sodass er auch den brutalsten Angriffen seiner Gegner standhalten kann.
"Expelling goo!"
The 5th build in the "Concerns of The Deep" series, made for beginners and for fun. They are not aimed to be the most meta builds.
This one is oriented around Splatter (1). You'll be goopin' all over them and dealing huge damage! Extra Credit goes to VeMi!
Feel free to join the Viscous Discord: https://discord.gg/jD3Cauw6n5
Buy left to right. During laning phase, you want to use Splatter (1) whenever it's off-cooldown and constantly poke your enemies. If you're struggling, buy a Lane Extra, then sell it later.


I
Mystische Explosion
An increase of damage for Splatter (1). |Upgrade into: Tankbuster|


I
Rasante Kugeln
Makes it easier to hit your target and secure/steal souls. |Upgrade into: Opening Rounds|


II
Durchdringende Kugeln
More damage with your gun during laning phase! Also a bit of spirit on top too! |Can be sold for a slot|


I
Zusätzliche Ausdauer
One more stamina to move around! |Upgrade into: Arcane Surge|


II
Arkane Verstärkung
Always try to dash-jump before using Splatter (1) or Goo Ball (4). |Can be sold for a slot|


II
Imbue [E]
Abklingzeitraffer
Reduces the cooldown of Splatter (1), for more poke! |Upgrade into: Superior Cooldown|
Buy ONE if struggling to remain in lane, to not miss out on souls! Buy Healing Rite if you plan to get Rescue Beam!


I
Monster-Kugeln
More damage against Troopers and Neutrals. |Can be sold for a slot|


I
Zusätzliche Regeneration
Sustain in lane! |Can be sold for a slot|


I
Aktiv
Heilungsritus
A decent amount of healing, useful when facing burst damage. Just make sure to hide when using this. |Upgrade into: Rescue Beam| |Can be sold for a slot|


I
Widerstand
Only get if you're facing a melee-heavy lane. |Can be sold for a slot|


II
Aktiv
Schützende Barriere
This will help you and your ally survive more! It also provides you with some more range. |Upgrade into: Divine Barrier|
Buy left to right. After Tankbuster, pick a Mobility Option! Enchanter's Emblem can be replaced by another T2 Vitality. If you are having difficulties staying in fights, pick a Survival item!


I
Imbue [E]
Mystische Erweiterung
Makes it easier to hit enemies with Splatter (1)! Also makes you reach your 4.8k Spirit Spike. |Upgrade into: Greater Expansion|


II
Wappen des Zauberers
Sustain, survival, cooldown reduction & damage! Can be replaced by a different Tier 2 Vitality item such as Healbane. |Can be sold for a slot|


I
Zusätzliche Magiekraft
Some spirit for more damage. |Upgrade into: Improved Spirit|


II
Verbesserte Magiekraft
More spirit means more damage! |Upgrade into: Boundless Spirit|


III
Größere Erweiterung
Bigger Splatter (1) results in more hits with bounces! Also makes the rest of your kit easier to hit with.


III
Panzerschreck
Has to charge up, so after using Echo Shard, it will not trigger instantly on your 2nd Splatter (1).
If you find yourself having issues with certain enemies, pick ONE to deal with them!


II
Heilungsfluch
An easy to trigger anti-heal. Gives you a nice heal when you kill someone, as long as they had the effect on them. This can be used against Victor.


II
Reaktive Barriere
Useful against Mirage's Tornado, Bebop's Hook, Abrams' Charge, Haze's Sleep, Paige's immobilize, any stuns (Including getting parried!) and more!


III
Aktiv
Metallhaut
Become immune to bullets! But mind the on-hit effects like Tesla Bullets or Mercurial Magnum! Useful against: Drifter, Haze, Silver, Venator, Vyper, Wraith and more.


III
Verstärkte Magierüstung
Very useful if the enemy team is mostly Spirit oriented. (Check the colored bars when holding TAB!)


III
Gegenzauber
Parry ANYTHING. This means almost any abilities such as Geist's Ultimate, Shiv's Ultimate, Lash's Ultimate, etc...
Pick ONE to help you move around. Read annotations to help you pick! Recommendation: Stamina Mastery


III
Meisterhafte Ausdauer
Allows you to move around with ease, double air-dash and be more mobile in general!


III
Aktiv
Teleport-Stein
Allows you to escape with ease especially if used vertically! Very good against a gun-heavy team. A must-have if you use Goo Ball (4) a lot.


III
Mystischer Schleier
A bit of spirit power, and some nice mobility to roam around. Make sure to go through Cosmic Veils (The foggy walls) to trigger the active effect!


III
Seelenkraft
Lots of bonus health. The passive health regen will allow you to never have to go back to Base to heal! The movement speed bonus will help you move around too.


III
Aktiv
Raketenstiefel
A great tool to rotate around the map and dive right into the fight.


II
Stiefel des Dauerläufers
The weakest option but also the simplest. It just makes you move around faster. You will NOT reach the 4.8k Vitality spike by buying this one. So buy another T2 Vitality to reach it!
If you find yourself struggling to survive during late game fights, pick ONE!


IV
Unbezwingbar
Basically an Automatic Counterspell against CC. Works against Cursed Relic. If facing many CC, buy Unstoppable. Very useful against Lash's Ult, Vyper's Ult, Bebop's Hook, Doorman's Ult and much more!


IV
Zauberbrecher
Allows you to survive with burst spirit damage. Very useful against Apollo, Bebop, Grey Talon, Lash, Mirage, and more.


IV
Aktiv
Göttliche Barriere
Dispel Magic but stronger, and for an ally too! Works on Ultimate-type debuffs (Drifter, Pocket...)


IV
Aktiv
Unaufhaltsam
This is your pick against many CC in the late game. This especially helps if you tend to get jumped, or to get shutdown while using Goo Ball (4).


IV
Hexen-Panzer
You'll take a lot of spirit damage late game, so you'll get a lot of cooldown reduction. Works well with Goo Ball (4).
Buy left to right. Arcane Surge can be sold for a slot. Only get Escalating Exposure AFTER getting Spirit Burn. You can also get a Late Game Survival item at any point to stay alive longer!


III
Überlegene Abklingzeit
Get your abilities back faster, such as the Cube (2) & Goo Ball (4)! |Upgrade into: Transcendent Cooldown|


IV
Imbue [E]
Mystischer Hall
A considerable amount of lifesteal, and lots more damage for Splatter (1). Keep in mind that with Echo Shard, it won't proc for both Splatters in quick succession, since it has a cooldown.


IV
Grenzenlose Magiekraft
A ton more damage for your whole kit, but also more healing with your Cube (2)!


IV
Imbue [E]
Aktiv
Echo-Splitter
Huge powerspike. You basically double your burst damage!


IV
Magiebrand
Anti-Healing & Extra damage. Your double Splatter (1) with Echo Shard can easily activate this!


IV
Eskalierende Bloßstellung
ONLY get this if you bought Spirit Burn OR Alchemical Fire! It stacks easily with it. This will amplify YOUR damage, not your teammates'.


IV
Transzendente Abklingzeit
Lower the cooldown of all your abitilies but also your items, like Echo Shard, Mystic Reverb and more!
Tailor your playstyle to something that suits you more! You can get Rescue Beam instead of a Mobility item!


III
Aktiv
Alchemie-Feuer
This can stack Escalating Exposure easily. It'll also allow your team to take down Mid-Boss or Objectives faster.


II
Aktiv
Heilendes Amulett
Health but also Stamina upon use. Only take if you tend to frontline a lot and facing ability-spamming enemies.


III
Aktiv
Rettungsstrahl
You can pull people that are in your Cube (2), very useful when enemy teams tend to have enemies like Mo&Krill, Bebop, Holliday, etc... who can pull your allies away.


IV
Aktiv
Magische Infusion
For damage & survivability. If you have Boundless Spirit, the Spirit gained is increased! Use it before using Splatter (1)!


II
Aktiv
Magieverlust
Use it before Splatter (1) for more damage! |Upgrade into: Focus Lens|


II
Aktiv
Kältefront
A strong slow and more damage. Consider it if you tend to go in a lot, or use Goo Ball (4) quite often!


III
Aktiv
Welle der Verstummung
This item can counter Indomitable. Useful against anyone who relies on their abilities, such as Apollo, Calico, Pocket, Lady Geist, Victor and more.


IV
Aktiv
Wirbelnetz
Throw a SQUID from the DEEP. Pull them into one point and Splatter them! Useful against: Apollo, Calico, Celeste, Holliday, Infernus and many more.


IV
Aktiv
Arktische Explosion
Same as Cold Front, but with more damage and CC potential!


IV
Aktiv
Fokuslinse
Debuff and more damage. A very powerful item to kill a specific target! Increases your burst damage considerably.


II
Mystische Kugel
Use it with your Alt-Fire (Right Click) to land it easily. Once you have enough Spirit, this can proc Spellbreaker before you use Splatter (1)! |Can be sold for a slot|


III
Schnellschuss
Use it with your Alt-Fire (Right Click) to deal a nice burst of damage! Shares its cooldown with Mystic Shot, meaning you'll always use both at the same time!
Helps you deal with various threats you might encounter! Cursed Relic will shutdown any carry!


II
Aktiv
Fluch der Langsamkeit
Useful against: Apollo, Calico, Celeste, Mina, Pocket, Rem and more.


III
Aktiv
Verfall
A decent anti-heal that deals damage scaling with Spirit. Useful against: Abrams, Billy, Mo&Krill, Shiv, Silver and more. DO NOT USE AGAINST VICTOR.


III
Aktiv
Fluch der Entwaffnung
More useful than Metal Skin when gun-focused characters have on-hit effects. Useful against: Celeste, Drifter, Graves, Haze, Infernus, Mina and more.


III
Aktiv
Niederschlag
To shutdown ultimates or flying enemies! Useful against: Bebop, Celeste, Grey Talon, Kelvin, Lash, Seven and more.


IV
Aktiv
Verfluchtes Relikt
If an enemy gets out of control, this will help shut them down. Careful of when to use it if they get Unstoppable or Indomitable! Useful against: Anyone.
Items in this category aren't part of the core build, and do not have any form of left to right priority.. They can find their uses, and got annotations for you to understand why to pick them and what they do. You can pick them to experiment and make your very own build!


II
Aufladbare Kugeln
Will grant you a charge of Puddle Punch (3) by dealing gun damage, but also melee damage, which includes Puddle Punch (3) itself!


II
Antimagische Kugeln
Shoot first before using Splatter (1) !


III
Imbue [E]
Ballistische Verzauberung
Increases the size of Splatter (1) for a large amount for easier hits with bounces to hit multiple enemies and empower your gun!


III
Aktiv
Kultopfer
Will help you farm & deal more damage with your gun. Always use on a Tier 3 Neutral enemy (The biggest, one eyed, alien monster in the jungle).


III
Magieriss
Same as Spirit Shredder Bullets, but with further shredding!


III
Aktiv
Schattenwandel
To embush people, but also rotate around the map with ease.


IV
Verkrüppelnder Kopfschuss
Land a headshot before using Splatter (1)!


I
Stiefel des Sprinters Sprint Boots
More Sprint speed and some out of combat health regen. |Upgrade into: Veil Walker|


I
Nahkampflebensraub
This can be triggered by Puddle Punch (3). You can also simply hit troopers for some healing too, but reduced. |Can be sold for a slot|


II
Magielebensraub
Some decent healing with your double Splatter (1)! |Upgrade into: Infuser|


II
Schwächungsreduzierer
Lowers the duration of Infernus' Burn, any form of stuns, silence, immobilize and more. |Upgrade into: Spellbreaker|


II
Magieschild
This item is very useful against constant Spirit Damage.


II
Aktiv
Feuererwiderung
Send back some of the damage you take! Useful against: Haze, Drifter, Wraith, Vyper and more.


II
Waffenschild
If you are taking too much consistant Weapon damage, this will help but isn't as effective as other options.


III
Aktiv
Magie der Entzauberung
Removes Bebop's Bomb, Infernus' Burn, and more! Does NOT remove Pocket's Affliction.


III
Verstärkte Kugelrüstung
Very useful if the enemy team is mostly Bullet oriented. (Check the colored bars when holding TAB!)


III
Aktiv
Heilungswelle
Useful if you tend to teamfight a lot, heals a considerable amount in mid-game.


IV
Moloch
For mobility & survivability. Very useful against characters who rely on their gun to deal damage!


IV
Rüstung des Weissagers
If you tend to use Goo Ball (4) a lot and want more survivability.


I
Aktiv
Goldenes Gänseei
Only buy as 1st item. Keep the egg until your next item is Echo Shard! Then, cash it in to help getting Echo Shard!


I
Aktiv
Rostiger Lauf
Useful against: Haze, Wraith, Drifter, Infernus, Mina, Mirage, McGinnis, Seven, Vindicta, Vyper, and Warden.


I
Zusätzliche Aufladung
One more charge of Puddle Punch (3) for lane harrasment! |Can be sold for a slot|


I
Magieschlag
This can be triggered by Puddle Punch (3). Try to use your it first before Splatter (1) for extra damage! |Upgrade into: Spirit Snatch|


II
Mystische Schwachstelle
Easily triggered by your first Splatter (1) before using Echo Shard. |Upgrade into: Escalating Exposure|


II
Unterdrückung
Useful against: Haze, Wraith, Drifter, Infernus, Mina, Mirage, McGinnis, Seven, Vindicta, Vyper, and Warden.


III
Magische Einverleibung
This can be triggered by Puddle Punch (3). They get weaker, and you get stronger!


III
Imbue [E]
Ansteigende Magiekraft
More damage for Splatter (1), and allows you to use your gun more.


IV
Aktiv
Ätherischer Schleier
Useful against: Anyone but especially Lash & Bebop.


IV
Aktiv
Geißel
If you tend to go in with Goo Ball (4), and want more damage while doing so.
1
2
5
1
1
2
5
1
2
5
2
5