
Viscous vexes his opponents through clever evasion and strategic uses of healing, enabling him to withstand the most brutal of enemy attacks.
Viscous vexes his opponents through clever evasion and strategic uses of healing, enabling him to withstand the most brutal of enemy attacks.
"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
Mystic Burst
An increase of damage for Splatter (1). |Upgrade into: Tankbuster|


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


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


I
Extra Stamina
One more stamina to move around! |Upgrade into: Arcane Surge|


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


II
Imbue [E]
Compress Cooldown
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 Rounds
More damage against Troopers and Neutrals. |Can be sold for a slot|


I
Extra Regen
Sustain in lane! |Can be sold for a slot|


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


II
Active
Spirit Sap
Use it before Splatter (1) for more damage! |Upgrade into: Focus Lens|
Buy left to right. After Greater Expansion, 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]
Mystic Expansion
Makes it easier to hit enemies with Splatter (1)! Also makes you reach your 4.8k Spirit Spike. |Upgrade into: Greater Expansion|


II
Enchanter's Emblem
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
Extra Spirit
Some spirit for more damage. |Upgrade into: Improved Spirit|


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


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


III
Greater Expansion
Bigger Splatter (1) results in more hits with bounces! Also makes the rest of your kit easier to hit with.
If you find yourself having issues with certain enemies, pick ONE to deal with them.


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


III
Active
Metal Skin
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
Spirit Resilience
Very useful if the enemy team is mostly Spirit oriented. (Check the colored bars when holding TAB!)


III
Counterspell
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 the map. Some of these can help you escape, engage, or even heal.


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


III
Active
Warp Stone
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
Veil Walker
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
Fortitude
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
Active
Majestic Leap
A great tool to rotate around the map and dive right into the fight.


II
Enduring Speed
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
Indomitable
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
Spellbreaker
Allows you to survive with burst spirit damage. Very useful against Apollo, Bebop, Grey Talon, Lash, Mirage, and more.


IV
Active
Divine Barrier
Dispel Magic but stronger, and for an ally too! Works on Ultimate-type debuffs (Drifter, Pocket...)


IV
Active
Unstoppable
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
Witchmail
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, or an active.


III
Tankbuster
Has to charge up, so after using Echo Shard, it will not trigger instantly on your 2nd Splatter (1).


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


IV
Imbue [E]
Mystic Reverb
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
Imbue [E]
Active
Echo Shard
Huge powerspike. You basically double your burst damage!


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


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


IV
Escalating Exposure
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
Transcendent Cooldown
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
Active
Shadow Weave
To embush people, but also rotate around the map with ease.


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


II
Active
Restorative Locket
Health but also Stamina upon use. Only take if you tend to frontline a lot and facing ability-spamming enemies.


III
Active
Rescue Beam
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
Active
Infuser
For damage & survivability. If you have Boundless Spirit, the Spirit gained is increased! Use it before using Splatter (1)!


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


III
Active
Silence Wave
This item can counter Indomitable. Useful against anyone who relies on their abilities, such as Apollo, Calico, Pocket, Lady Geist, Victor and more.


IV
Active
Vortex Web
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
Active
Arctic Blast
Same as Cold Front, but with more damage and CC potential!


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


II
Mystic Shot
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
Express Shot
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
Active
Slowing Hex
Useful against: Apollo, Calico, Celeste, Mina, Pocket, Rem and more.


III
Active
Decay
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
Active
Disarming Hex
More useful than Metal Skin when gun-focused characters have on-hit effects. Useful against: Celeste, Drifter, Graves, Haze, Infernus, Mina and more.


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


IV
Active
Cursed Relic
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 are all useful in their own ways, 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
Recharging Rush
Will grant you a charge of Puddle Punch (3) by dealing gun damage, but also melee damage, which includes Puddle Punch (3) itself!


II
Spirit Shredder Bullets
Shoot first before using Splatter (1) !


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


III
Active
Cultist Sacrifice
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
Spirit Rend
Same as Spirit Shredder Bullets, but with further shredding!


IV
Crippling Headshot
Land a headshot before using Splatter (1)!


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


I
Melee Lifesteal
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
Spirit Lifesteal
Some decent healing with your double Splatter (1)! |Upgrade into: Infuser|


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


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


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


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


II
Active
Guardian Ward
This will help you and your ally survive more! It also provides you with some more range. |Upgrade into: Divine Barrier|


III
Active
Dispel Magic
Removes Bebop's Bomb, Infernus' Burn, and more! Does NOT remove Pocket's Affliction.


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


III
Active
Healing Nova
Useful if you tend to teamfight a lot, heals a considerable amount in mid-game.


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


IV
Diviner's Kevlar
If you tend to use Goo Ball (4) a lot and want more survivability.


IV
Active
Phantom Strike
Your most powerful tool to use Goo Ball (4) with. Use it to bring down flyers or close the gap!


I
Active
Golden Goose Egg
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
Active
Rusted Barrel
Useful against: Haze, Wraith, Drifter, Infernus, Mina, Mirage, McGinnis, Seven, Vindicta, Vyper, and Warden.


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


I
Spirit Strike
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
Suppressor
Useful against: Haze, Wraith, Drifter, Infernus, Mina, Mirage, McGinnis, Seven, Vindicta, Vyper, and Warden.


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


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


IV
Active
Ethereal Shift
Useful against: Anyone but especially Lash & Bebop.


IV
Active
Scourge
If you tend to go in with Goo Ball (4), and want more damage while doing so.
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