With a powerful weapon (and deadly venom to match), Vyper can slither into the back of teams and assassinate high-priority targets in a storm of bullets.
With a powerful weapon (and deadly venom to match), Vyper can slither into the back of teams and assassinate high-priority targets in a storm of bullets.
"When they see this, they'll run for cover!"
The 2nd build in the "Concerns of The Deep" Series.
This one is oriented around the Goo Ball (4). You'll be ballin' all around the map, disrupting team fights and dealing big damage!
Feel free to join the Viscous Discord: https://discord.gg/jD3Cauw6n5
Buy left to right. Use Splatter (1) as often as possible! Remember to dash-jump before using Goo Ball (4) once you get Arcane Surge! Buy a healing item if you're struggling then sell it later.
I
Mystic Burst
Grants additional damage when you hit someone with Splatter (1). Takes some time to charge up. | Upgrade into Tankbuster |
I
Extra Stamina
Get it instead of Mystic Expansion to start building towards Arcane Surge. Also useful pick if you're struggling against Warden. |Upgrade into Arcane Surge|
II
Arcane Surge
Alternative to Mystic Expansion. Dash-jump before using Goo Ball (4) for it to be bigger, last longer and deal more damage!
II
Enchanter's Emblem
While above 65% health, you gain more spirit and cooldown reduction. This also grants you a decent amount of Spirit Resistance.
II
Imbue
Compress Cooldown
Reduces the cooldown of Goo Ball (4), allowing you to use it more often! | Upgrade into Superior Cooldown |
III
Torment Pulse
Deal spirit damage to the two nearest enemies to you. This works while in Goo Ball (4) and Transcendent Cooldown will make it tick faster!
Buy one of those items to remain in lane and not miss out on souls! Sell the item you picked later.
I
Extra Regen
Provides you with some more health regen for laning phase. |Can be sold for a slot|
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Active
Healing Rite
Upon activation, grants you a decent amount of healing over time, as long as you don't take damage from Heroes or Towers. |Can be sold for a slot|
II
Active
Restorative Locket
Upon use, provides you (or an ally!) with a burst of healing. Charges up when nearby enemies use abilities. Can be used on an Ally in The Cube (2). It also scales with Spirit!
II
Active
Guardian Ward
Upon use, you (Or an ally!) gain a Barrier, along with some move speed.
Buy left to right. Don't be afraid to grab an extra active when Goo Ball (4) is maxed if you wish! If you are struggling to survive, check the Survival category or get Diviner's Kevlar.
III
Active
Warp Stone
Use this while in Goo Ball (4) to change direction at will. You will lose momentum when teleporting.
III
Superior Cooldown
Reduces the Cooldown of all your abilities! |Upgrade into Transcendent Cooldown|
IV
Transcendent Cooldown
Lowers the cooldown of your abilities but also items! Like Warp Stone and Torment Pulse!
IV
Active
Phantom Strike
Allows you to teleport to an enemy, disarming them, but you'll lose all momentum. Can be used to catch a flying enemy and bring them down to the ground.
III
Tankbuster
A huge damage increase when hitting with Goo Ball (4) and Splatter (1). The higher the Max HP of the enemy, the higher the damage!
IV
Active
Scourge
Create an Area of Effect around you (Or an Ally!) that deals spirit damage based off the enemy's max health. Also grants a lot of Spirit Resistance. Use it while in Goo Ball (4)!
When Goo Ball (4) is fully upgraded, you can use those to deal more damage!
II
Active
Cold Front
Unleash a burst of damage around you that slows.
IV
Active
Arctic Blast
Unleash a wave of ice around you that deals damage and freeze enemies. Frozen enemies take more damage! Use it while in Goo Ball (4) for easy hits!
IV
Active
Infuser
Upon activation, you'll gain a lot of Spirit, but also a large amount of Spirit Lifesteal. Use it before using Splatter (1) or hitting someone in Goo Ball (4).
IV
Imbue
Active
Echo Shard
Allows you to reset the cooldown of Splatter (1) for a second burst of damage!
IV
Active
Focus Lens
Silence a target. Once the silence expire, the enemy will take a portion of the damage they took while silenced, as a burst. Use this on a priority target like the enemy carry!
You can buy left to right, or in the order you wish, depending on how your match is going!
IV
Boundless Spirit
A lot of Spirit Power that will increase your damage overall!
IV
Witchmail
While you're in Goo Ball (4), you're a big target, so you'll take a lot of Spirit Damage easily and often the cooldown of a random ability. This INCLUDES Goo Ball (4)!
IV
Diviner's Kevlar
Upon using your Goo Ball (4), you'll gain a lot of Barrier, and also gain more Spirit, resulting in more damage and survivability!
II
Imbue
Duration Extender
Increases the duration of Goo Ball (4), along with its stun duration.
III
Superior Duration
Increases the duration of all your abilities and items, but also the duration of the stun on Goo Ball (4)!
IV
Spirit Burn
When you deal a lot of Spirit Damage, you'll make the enemies burn and reduce their healing by a lot. Easy to trigger by rolling on someone and using Splatter (1) on them!
Those actives can help you create a playstyle that suits you more.
II
Active
Return Fire
Sends back some of the damage that you take! Useful against Wraith, Haze, Vyper and more!
III
Active
Majestic Leap
Leap high into the air and gain a Barrier. Can be used to engage with an advantage or rotate around the map!
III
Active
Rescue Beam
Heals you (And an ally!) a fair amount. You can also pull an ally to you, even if they are in The Cube (2). Also increases your ability range.
IV
Active
Vortex Web
Throw a SQUID from THE DEEP! On impact, it'll pull enemy to the center, blocking their movement abilities and items while also reducing their movement speed and dash distance.
IV
Active
Magic Carpet
Can be used to fly while in Goo Ball (4). Keep in mind that if you hit an enemy, the Magic Carpet will disappear.
If you realize during Late Game that the enemy is building Spirit Resistance against you, then after getting Spirit Burn, grab either Escalating Exposure or Spirit Snatch. Escalating Exposure is the easiest to trigger.
II
Mystic Vulnerability
Reduces the enemy's Spirit Resistance when dealing Spirit Damage to them. Easy to trigger with all the sources of Spirit Damage that we have, like Torment Pulse.
IV
Escalating Exposure
Anytime you deal Spirit Damage, you'll increase your Spirit Damage against the enemy hit. Stacks very easily with Torment Pulse.
I
Spirit Strike
Lower the enemy's Spirit Resistance when hitting them with Melee. Works with Puddle Punch (3).
III
Spirit Snatch
Steal some of the enemy's Spirit Power and Spirit Resistance when hitting them with Melee. Works with Puddle Punch (3). This means they get weaker, and you get stronger!
II
Active
Spirit Sap
This reduces an enemy's spirit resistance and spirit power for a decent duration. Allows you to deal more spirit damage as a result!
III
Active
Silence Wave
Unleash a wave forward that silences enemies, while lowering their Spirit Resistance and Spirit Power.
If you find yourself struggling to stay alive, consider one (Or more!) of those items. They will increase your survivability a lot, all depending on how your match is going and who you are facing!
II
Weapon Shielding
If you take too much GUN damage in quick succession, this item will grant you a nice Barrier to help you survive!
II
Spirit Shielding
If you take too much SPIRIT damage in quick succession or a big burst of damage, this item will grant you a nice Barrier to help you survive!
III
Bullet Resilience
Very useful if the enemy team is mostly Bullet oriented.
III
Spirit Resilience
Very useful if the enemy team is mostly Spirit oriented.
II
Reactive Barrier
Grants you decent Barrier when you get CC'd, including when you get Parried! Useful against Mirage's Tornado, Bebop's Hook, Abrams' Charge, Haze's Sleep and more!
II
Debuff Reducer
Lowers the duration of Infernus' Burn, Mirage's Tornado, any form of stuns or immobilize and more.
III
Active
Debuff Remover
Removes Bebop's Bomb, Infernus' Burn, Vindicta's Tether, Mirage's Tornado, and more! NO LONGER removes Pocket's Affliction.
III
Active
Metal Skin
Allows you to ignore any bullet damage for a few seconds. Useful against Haze and Wraith. Pairs well with Return Fire!
IV
Active
Divine Barrier
Remove all from of debuffs from yourself (Or an ally!) and gain a Barrier along with move speed.
IV
Juggernaut
Enemies that shoot you will have their fire rate lowered. Really good if you tend to be focused a lot while in Goo Ball (4).
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 Wave, Knockdown and Curse are powerful actives that can be bought to counter specific heroes.
II
Mystic Shot
Every 8s, your next bullet will deal a burst of spirit damage. Be mindful that it'll go on cooldown even if you miss. Can be used for various combos with the Alt Fire.
II
Melee Charge
Grants you more melee damage with your heavy melee along with extra range. Can be used with Puddle Punch (3)'s last upgrade.
IV
Frenzy
Grant you a massive amount of Bullet Resistance and movement speed when at lower than half health. Useful for when Goo Ball (4) ends.
II
Healbane
Lower the enemy's healing when dealing Spirit Damage to them.
III
Counterspell
Parry ANYTHING. This means almost any abilities such as Geist's Ultimate, Shiv's Ultimate, Lash's Ultimate, etc...
III
Stamina Mastery
Increases your mobility, gives some spirit power, but also allows you to TRIPLE jump during Goo Ball (4).
III
Lifestrike
A lot of healing when you land a melee hit, and more damage for melee. Works with Puddle Punch (3). Has a 4s cooldown.
IV
Active
Colossus
ColosSUS. Grants more HP passively. Upon use, gain a more resistances and you will slow enemies near you.
IV
Active
Unstoppable
Become immune to crowd control during its duration. Use it against Dynamo and roll over his ult to stop him!
I
Active
Rusted Barrel
Lowers an enemy's fire rate. Useful against characters like Haze, Wraith, Infernus and more.
II
Active
Slowing Hex
Blocks a target's movement abilities and movement items (Like Warp Stone) for a short duration. Use it BEFORE they use their movement ability. Tip: It silences Calico's dash and ult!
II
Suppressor
Slow down the fire rate of the enemy when you hit them with Spirit Damage. Very useful against people stacking fire rate.
III
Active
Decay
This is very useful to counter any enemy that heals a lot such as Abrams, Infernus, Mo&Krill.
III
Active
Disarming Hex
Disarms an enemy. Very useful against characters like Haze, Wraith, Infernus, Vyper and more.
III
Active
Knockdown
Applies a delayed stun to a target. Brings down any flyer to the ground. Useful against Seven, Lash, Grey Talon, Vindicta and more.
III
Greater Expansion
Increases the size of Goo Ball (4) even more, but also the range of all of your abilities, items, actives and more!
IV
Active
Curse
Disarms, interrupts and silences a target. They also cannot use items. Useful against carries!
IV
Imbue
Mystic Reverb
Hitting an enemy with Splatter (1) will make them take delayed damage in the form of an AoE and also slow them down. Also grants you Spirit Lifesteal.
IV
Active
Refresher
Reset the cooldowns of your entire kit, including your Goo Ball (4).
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