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.
Regularly updated. Splatter and Goo Ball will be your
main damage sources. PP and Cube for utility.
I put an early point in PP because I like movement. T5
Splatter after Ball because it helps with damage output.
Cube second is good too, but you'll hit like a wet noodle.
Order is flexible
I
Mystic Burst
Always first unless you NEED a regen item
I
Monster Rounds
You can swap for a vitality item, but the lane pressure here is excellent and it helps you farm
II
Arcane Surge
Cracked on Viscous. Dash jump before Splatter for lane poke, Cube for more regen, PP for a long range disrupt and always for Goo Ball
II
Enchanter's Emblem
Literally the best aspects of the old Spirit Armor and Enchanter's Barrier. Before Stamina is fine too
II
Imbue
Compress Cooldown
Always last in this section. Makes it so Goo Ball is always up for your rotations
I
Extra Health
Viscous does really well with health thanks to resists. This is more of a future setup item
I
Extra Regen
If you're getting lowish a lot, but you're currently at least half
I
Active
Healing Rite
If you're almost dead
III
Torment Pulse
I've been rushing this and it's really nice. Helps you farm faster, and still works before Goo Ball T5
III
Active
Warp Stone
If you don't build any extra T1s, you'll get this about 1600 souls after Goo Ball T5
At least 1, maybe 2
III
Stamina Mastery
Don't sleep on Stamina Mastery. With Surge you have 6 stamina for 3 activations, crazy stamina recovery, good mobility and triple jump in Goo Ball
III
Fortitude
If you're feeling really squishy
III
Active
Debuff Remover
Honestly you could pretty much buy this every game, but it's especially good versus movement lockdown or silences. Seven, Warden, Vindicta come to mind
Usually 1
II
Healbane
Easy to apply with Torment Pulse, and that heal can be relevant. Antiheal still feels mandatory a lot of the time too
II
Spirit Shielding
Barrier scales with Goo Ball resists
II
Active
Return Fire
Return damage calculated before resists, so M1s will take equal damage to you in Goo Ball
No order. Buy as needed, especially the T4s
II
Imbue
Duration Extender
Always buy unless you're slot locked (look for a T4 with duration tacked on)
III
Superior Duration
I get this most games -- 6% extra duration for Goo Ball, also nice for Cube. But make sure you buy this if you get Scourge
III
Tankbuster
Basically mandatory to do damage on Viscous late game
IV
Active
Scourge
So. Much. Damage. Also strong against Spirit comps. Harder if they have flyers though
IV
Active
Phantom Strike
Always get if they have more than 1 of: Seven, Bebop, Lash, Vindicta, Gray Talon. Disarm is also very good against Haze, Infernus, Wraith
T3s are expensive
III
Bullet Resilience
Reductive scaling means it's only 72%/84% in Goo Ball so only look for this if they are HEAVILY Bullet
III
Spirit Resilience
Reductive scaling means it's only 72%/84% in Goo Ball so only look for this if they are HEAVILY Spirit
III
Active
Decay
The damage is really good, but Healbane is much easier to apply AOE. I get this if they only have 1-2 problematic healers
III
Active
Knockdown
The only situation I would buy this over Phantom Strike is if you NEED it early and saving 6400 is not an option. Could be a second flyer hate item too
IV
Diviner's Kevlar
If you're TIGHT on slots you probably want this over Duration Extender because you're probably also getting shredded
IV
Witchmail
Love this item. Great versus Spirit heavy comps (but Scourge first usually)
IV
Plated Armor
The classic anti M1 item
IV
Spirit Burn
So good. It does SO MUCH damage and 70% antiheal is insane. If you're ahead and want to snowball you could buy this as your first T4
IV
Boundless Spirit
Raw damage bump. Great for Viscous. Pairs nicely with Spirit Burn too
IV
Active
Magic Carpet
I think this item might be slept on. I would buy it more if Phantom Strike wasn't so damn good. The bonus stats are awesome and you can use it for mobility too
II
Improved Spirit
I built this in lane for a long time, but I've found that your tower is usually down by 7000 or so souls and in that time I'd rather have Arcane Surge and Enchanter's Emblem
II
Active
Cold Front
It just feels underwhelming to me most of the time. I'd generally just rather save up and get an early Torment Pulse
III
Greater Expansion
On paper Ability Range should be really good for Viscous. In practice though it makes Goo Ball basically unusuable in small rooms and it fucks up your Warp Stone distance
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