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.
Eternus 6 Top 10 Abrams NA
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L-R, but buy what you need too. | 7200 Souls
I
Extra Regen
This item allows you to fight basically forever in lane, gives you the most breathing room an 800 can give Abrams.
I
Melee Lifesteal
This item is squarely alright. It builds into Lifestrike which is the important thing, but of note is you will heal the full 100 off a light melee. It does not scale with damage dealt.
III
Lifestrike
This, in my opinion, is THE spike Abrams needs to perform in lane. Additionally, its about 20 healing per second if you light melee a neutral off cooldown. This is MORE than healing rite.
II
Active
Cold Front
This item is slot and stat track inefficient, however its strong enough to ignore both of those things. Significantly more burst and a slow.
II
Opening Rounds
Do not underestimate this item, for one thing it's overstatted, for another, it consistently increases my burst off charge by a crazy amount.
I
Spirit Strike
Very skippable but can help if your duo laner is high spirit burst like GT, Viscous or Pocket.
II
Imbue
Compress Cooldown
Buy this item whenever you can afford to fight every wave and need Charge to have a 28s cooldown. Otherwise it can be saved for after lane.
I
Monster Rounds
This is one of the strongest items in the game. I tend to purchase it when I need to shove waves hard, need the extra regen, and/or need to kill a Guardian or Walker.
I
Close Quarters
Melee heavy lane, 20% resist to that for this cheap is not to be overlooked especially when it increases your damage by a decent amount too.
I
Active
Healing Rite
Buy this when you're on <100HP in lane (or whenever you feel appropriate). Just regen will not suffice for keeping you healthy enough for poke, trades, and killing the wave.
I
Rebuttal
Melee heavy lanes or against Viscous for puddle punch. Buy when you see fit if you can land parries.
L-R, but buy what you need too. | 22800 Souls
II
Melee Charge
This item is ordered such that you will soon after have T2 Shoulder Charge. However, this item also lets you obliterate Walkers early if you know the tech, and as such can be bought sooner to do so.
III
Spirit Snatch
This item is insanely overpowered. It is consistently doing 3k-4k damage a game for me, and the stat STEAL is absurd. It stacks multiple times, always this first.
III
Torment Pulse
This is a significant amount of my damage in games, around 4k-5k. Superior Cooldown follows soon after to make it tick faster.
III
Superior Cooldown
Helps everything in the build immensely. Makes Tpulse tick faster too.
II
Healing Booster
This item is insane value for Siphon Life and Lifestrike. You can sell this later for some other form of survivability, like a Resilience or Plated.
III
Active
Warp Stone
You can choose between this or Phantom Strike (when ahead or vs fliers/gun carries/squishies) as your primary engage option. The edge this item has is its function as an escape tool if you're good.
Probably not these but you could
II
Mystic Shot
+7 spirit, 1600 weapon item. CAN substitute for Melee Charge in the build at your preference.
II
Spirit Shredder Bullets
This item can also substitute for Melee Charge at your preference.
III
Spirit Rend
Consider this if you build SSB.
III
Point Blank
Good item against a lot of melee characters but otherwise really ehhhhhh on this build.
IV
Crushing Fists
Only consider this if it's late game and you bought Melee Charge.
Once you get to this point of the game you buy whatever is needed. Some of these are situationals to be bought earlier (like Healbane)
III
Berserker
This item is all the Weapon Damage you could ever want with some Bullet Resist on top for pretty cheap.
IV
Active
Ethereal Shift
Functionally better Counterspell, but more expensive. Consider buying if you have the money for it and need it.
II
Active
Restorative Locket
Still a great item, buy whenever you feel it's necessary to.
II
Debuff Reducer
Builds into this thing which you care about more -->
III
Active
Debuff Remover
<-- Builds from this thing, cleanses most things you care about and heals you.
III
Bullet Resilience
Armor. Generally extremely outclassed by Plated Armor and Juggernaut, whereas Spirit Resilience is at least good.
III
Spirit Resilience
Armour. This is the most spirit resist you'll need unless an enemy team is REALLY spirit heavy. Spirit carries tend to fall off later while gun carries dont.
III
Counterspell
Walmart E-Shift for things like Wraith or Shiv or delayed CC like Seven or Warden.
III
Fortitude
They nerfed your HP pool but moreover this keeps you active on the map.
II
Healbane
Anti-heal woohoo. Best option for it on this build.
II
Spirit Lifesteal
If you really wanna be a wizard I guess.
II
Active
Return Fire
This item is insane for 1600, scales with the enemy gun carries into the late game and makes them afraid to shoot you.
II
Enduring Speed
Anti-slows, and helps you rotate faster too. Builds out of sprint boots if you buy that.
IV
Juggernaut
This is outclassed by Plated Armor BUT you will end up buying both against fed gun carries.
IV
Spellbreaker
Mid item with stats you like.
IV
Witchmail
Still good on Abrams as long as you are careful not to use your ult.
IV
Plated Armor
Insane against gun carries, basically always buy late if needed.
IV
Healing Tempo
This is an item you buy when its lategame and you're rich. Brings Infernal Resilience to 15%.
IV
Active
Colossus
Buy this whenever you need both kinds of resists on one slot, or just generally need to be tankier.
IV
Active
Unstoppable
Channel your inner gorilla, useful against heavy CC and maybe for stealing mid with warp stone.
IV
Active
Phantom Strike
Fliers squishies and gun carries oh my. Buy this when you need to, it's not core.
IV
Active
Infuser
If you really wanna be a Wizard I guess.
===== Notable Spikes ===== Lifestrike - 4k/4.8k Max Siphon Life - 8k Tier 2 Charge - 10k Snatch/Torment/Cooldown - 12k/15.2k/18.4k Max Ult - 35k
========= IMPORTANT NOTE ========= Pre 10k souls = Light melee Post 10k souls = Heavy melee
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