The Trapper can infest the battlefield with their haunted spiders, leaving latent curses in key areas. If you let the Trapper have their way, you won't be able to navigate the map without springing some sort of trap.
The Trapper can infest the battlefield with their haunted spiders, leaving latent curses in key areas. If you let the Trapper have their way, you won't be able to navigate the map without springing some sort of trap.
"Expelling goo!"
The 5th build in the "Concerns of The Deep" series.
This one is oriented around Splatter (1). You'll be goopin' all over them and dealing huge damage! Try to shoot your target BEFORE using Splatter (1).
Items have little notes under them. Special thanks to Skinner for helping me making this build.
Feel free to give me some feedback on the Viscous Discord: https://discord.gg/jD3Cauw6n5
Buy left to right. Remember to shoot first before using Quicksilver Reload! Move your mouse over the items for details! (Total of 5250 Souls)
This works with your Puddle Punch (3) and will heal you on hit. Heals more if you hit heroes! | Can be sold for a slot |
Grants you more health regen for better sustain during laning phase. | Can be sold for a slot or upgraded into Return Fire |
As you secure souls, you'll stack Spirit power, resulting in more damage with Splatter (1). Stacks on Neutrals too and even works when securing souls with Melee! | Sell for Improved Spirit |
Allows you to track your target with more ease, and help secure/deny souls during laning. | Sell for Soul-Shredder Bullets |
Adds Spirit Damage to your Puddle Punch (3), also lowers the enemy's spirit resistance on hit. Try to proc this first before using Splatter (1)! | Upgrades into Spirit Snatch |
An increase of damage for your Splatter (1). This, combined with Ammo Scavenger, results in a LOT of damage during Laning Phase. | Sell for Echo Shard |
Deal more damage to Minions, Neutrals and Objectives (Like Guardians, Walkers, etc...). | Can be sold for a slot |
| Imbue Splatter (1) | 65 more damage for Splatter (1). REMEMBER: You need to NOT have full ammo for it to work! So make sure to shoot one bullet before using it. Has a cooldown of 12s. | Sell for Surge of Power |
Provides you with 1 extra stamina. Can be bought much sooner if facing Warden. | Can be sold for a slot or upgraded into Superior Stamina |
Buy left to right. If no flex slots, skip Impr Cooldown and buy it later. Try to shoot your target first to apply debuffs before using Splatter (1)! (Total of 25 000 Souls)
A burst of Spirit damage on your next bullet. Has a cooldown. Will go on cooldown even if you miss. It works with your Alt Fire! If you hit multiple targets, it'll only proc on the closest target.
As long as you have Spirit Shield, you'll have more spirit, resulting in more damage for Splatter (1), and some cooldown reduction. Sell during late game and replace with Armor, as Barriers do not scale with resistances.
Grants you a free dash-jump and extra fire rate after a dash-jump. This is mostly for the extra mobility.
| Replace High-Velocity Mag | Applies a spirit damage amplification and spirit lifesteal against the enemy hit. Can be triggered by Puddle Punch (3). Try to proc this first before using Splatter (1)! | Upgrades into Spellslinger Headshots |
| Replace Ammo Scavenger | A lot more spirit which results in a lot more damage for Splatter (1). | Upgrades into Boundless Spirit |
| Replace Mystic Burst | Use this after using Splatter (1) to use it again! Double Splattering!
| Can replace Melee Lifesteal, Extra Stamina or Extra Regen | Upon dealing spirit damage to an enemy, you reduce their healing, and you'll also heal if they die under this effect.
| Skip if no Flex Slot and buy it later | Allows you to use Splatter (1) more often. Also reduces the cooldown of actives and item effects like Mystic Shot.
| Replace Quicksilver Reload | | Imbue Splatter (1) | Gain a large amount of spirit for Splatter (1), resulting in more damage.
Hitting an enemy with melee will steal their Spirit power & resistance! Resulting in you getting stronger and them getting weaker. Works with Puddle Punch (3).
Armors scale better late game. Don't hesitate to buy defensive items if you're struggling.
A good pick if the enemy is mostly dealing Bullet Damage. |Upgrades into Improved Bullet Armor|
A good pick if the enemy is mostly dealing Spirit Damage. |Upgrades into Improved Spirit Armor|
|Upgrade of Bullet Armor| A good pick if the enemy is mostly dealing Bullet Damage.
|Upgrade of Spirit Armor| A good pick if the enemy is mostly dealing Spirit Damage.
Grants you shields when you get CC'd. Useful against Mirage's tornado, Bebop's hook, Lash's dive, and more!
Grants yourself (Or an ally!) a decent amount of Spirit and Bullet shield for a short duration, along with some movement speed.
Reduces the duration of any CC, along with Infernus' burn, Pocket's poison, Mirage's Scarab/Siphon Bullet, and more!
Removes Bebop's bomb, Pocket's poison, Infernus' burn, Vindicta's Tether, Mirage's tornado, Siphon Bullet/Mirage's Scarab & mark, and more!
Buy left to right. As you unlock more flex slots, get more spirit items. Otherwise, consider the Gun items and Leech. If the enemy has a lot of armor, consider getting Crippling Headshot sooner, or Mystic Vulnerability/Escalating Exposure.
Increase your spirit power as you land headshots and gives you spirit lifesteal against the targets you hit. So more damage for Splatter (1) and some sustain. Make sure to shoot your target before using Splatter (1).
| Skip if no Flex Slot and buy it later | A large upgrade in term of damage for Splatter (1). The bigger the Max HP of the enemy, the bigger the damage!
| Imbue Splatter (1) | Further cooldown reduction on Splatter (1), actives and item effects such as Echo Shard.
A VERY expensive item, but, a ton more damage for Splatter (1). By the time you get this, even Spirit Snatch and Mystic Shot can proc Improved Burst!
Provides you with some really decent lifesteal, both gun and spirit. Also debuffs the enemy with anti-healing upon dealing Spirit Damage.
| Imbue Splatter (1) | Upon hitting an enemy with Splatter (1), they'll take delayed damage in the form of an AoE. Only works on the FIRST enemy hit by Splatter (1) if you hit multiple of them! Has a cooldown of ~5s.
Useful to get when the enemy has a lot of armor. Lower the enemy's Spirit Resistance upon dealing Spirit Damage to them. Can be triggered by Spirit Strike, Spirit Snatch, Mystic Shot and Alchemical Fire.
As you deal Spirit Damage to an enemy, you'll stack more damage against them! Pairs perfectly with Alchemical Fire.
Build up spirit power by shooting enemies. Also gives you extra cooldown reduction and some lifesteal.
If the enemy has a lot of armor, this is a great purchase to negate some of it, allowing you to dish out some nice damage simply by landing a headshot.
You can pick one (or multiple!) to adjust your gameplay to your liking. You can gain more mobility with Warp Stone & Magic Carpet, burst with Cold Front, or support with Rescue Beam!
Teleport in a desired direction instantly. Also grants some bullet resistance upon use.
Any enemy stepping into the fire will take spirit damage. With how much spirit this build has, this item deals a lot of damage. Useful to proc Healbane or stack Escalating Exposure.
Upon use, turn invisible and once you break invisibility, gain a large amount of spirit. This results in a lot more damage for Splatter (1)
Instantly teleport to a target, disarming them, slowing them and dealing a decent amount of damage to them. This also brings down any flying enemies.
Send back some of the damage you're taking while also granting yourself a decent amount of bullet resistance. Keep in mind: You still take damage during this.
Can be used to heal yourself (And an ally!). You can pull people that are in your Cube (2).
Deal a burst of spirit damage around you. Damage is doubled against NPCs.
Allows you to fly around and gain a large amount of shield. Also grants you a bit of ability range. Useful to rotate around, or safely retreat when split pushing. You can also use it to fly during Goo Ball (4)! Keep in mind: Damaging an enemy or casting an ability will end the Carpet.
These items will help you have a better time against specific enemies or simply allow you to modify your gameplay to something that fits you more. Keep in mind that these items are NOT part of the build. Decay, Silence Glyph, Knockdown and Curse are powerful actives that can be bought to counter specific heroes.
Used for Heavy Melee Cancels. Also grants you a nice speed boost upon activation and passively removes the slow when firing your weapon.
Makes killing Neutrals and Minions a lot more comfortable by reloading your weapon for less downtime. Keep in mind! This will make you unable to use Quicksilver Reload if you have extra ammo.
| Only purchase if the enemy has a lot of healing | Healbane/Leech will get triggered by them, and they stack with Toxic Bullets!
Useful during laning if you're really struggling. Avoid getting shot or hit by a tower when using this! Otherwise it'll turn it off!
Upon use, provides you (or an ally!) with a burst of healing and 1 stamina. Charges up when nearby enemies use abilities.
Allows you to ignore any bullet damage for a few seconds. Useful against Haze and Wraith. Pairs well with Return Fire!
Grants you more mobility, some spirit power, and allow you to TRIPLE jump during Goo Ball (4).
A large upgrade in terms of healing and melee damage. Works with Puddle Punch (3).
Allows you to recharge your shields by walking through a one-sided wall. Useful to get your Enchanter's Barrier working again.
Makes you bigger but also tankier by giving you a lot of resistances upon activation. You also gain a lot of melee damage passively.
Upon dying, you'll respawn where you died after a few seconds, at half health.
Reduces the healing of a target and deals damage based off their current health. Useful against Abrams, Infernus, Mo&Krill and more!
Deal some damage to a target and block their movement abilities for a short duration. Use it BEFORE they use their movement ability.
Silence a target and deal some damage. Useful against Yamato, Geist, Lash, Pocket, and many more.
Applies a delayed stun to a target. Also rapidly brings down any flying hero to the ground. Useful against Seven, Lash, Grey Talon, Vindicta and more.
After a dash-jump, your next ability will be empowered! Always try to dash-jump before using Splatter (1).
Reduces an enemy to the state of an actual potato for a few seconds. Useful against carries!
Splatter
The Cube
Puddle Punch
Goo Ball
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2
1
5
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5
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1
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