Cet occultiste infeste le champ de bataille de ses araignées hantées et maudit les endroits clés de la carte. Maitrisez-le rapidement, sans quoi vous ne pourrez pas faire un pas sans tomber dans un piège.
Cet occultiste infeste le champ de bataille de ses araignées hantées et maudit les endroits clés de la carte. Maitrisez-le rapidement, sans quoi vous ne pourrez pas faire un pas sans tomber dans un piège.
Use Goo Ball for damage in the early game, especially
after you get T2. T1 in Punch for displacement and
rotations.
Back to Cube second post Splatter nerfs. After Core
items, build as needed.
I
Balles antimonstres
Swap for a Vitality T1 as needed
II
Esprit amélioré
Almost makes Splatter feel like it did pre shop update
II
Emblème enchanteur
Earlier is fine
II
Poussée d'arcane
Dash jump for bonus damage on Splatter, always for Goo Ball unless you're fucked
0-2
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Active
Rite de guérison
Use it to keep Emblem active, or your lane partner alive
I
Bonus de régénération
Just some extra health back
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Bonus de PV
If your whole team is squishy
III
Active
Pierre de distorsion
Double Goo Ball hit. You should have Goo Ball T5 right around now
III
Onde de tourment
I like this early, helps with farming, really good damage
III
Antichar
Doesn't feel as good as before, but still really important for damage
1-2
II
Atténuateur d'effets négatifs
Especially vs slows or roots. Seven, Warden, Vindicta, Infernus
II
Châtiment curatif
Feels almost mandatory a lot of the time. Easy to apply AOE
II
Active
Retour de balle
Extra damage back vs M1s. A little more offensive than Suppressor
II
Sabotage
I think this item is underrated. The fire rate slow is comparable to Juggernaut, bonus Spirit is rare these days, and Torment Pulse applies this really easily
Pick a few, no order
III
Fortitude
I like all of the things this item does. The health is notably really good with your ult. Also makes it easier to kill objectives
III
Prolongation supérieure
You don't really care about duration on anything but Goo Ball, but you want the T2 anyway, it's only 1600 more, and it is +6%
III
Expansion supérieure
Hard to squeeze in but ability range is REALLY good on Viscous, and with your items
IV
Active
Frappe spectrale
If they have Bebop, Lash, Seven, Gray Talon, or Vindicta I would buy this. More optional otherwise but still very good against M1s
IV
Cuirasse ensorcelée
This plus Enchanter's is 32% Spirit Resist normally, 73% in Goo Ball. 10 Spirit is notable and the passive is good
As needed, probably 0-2
III
Active
Dissipateur d'effets négatifs
If you bought Debuff Reducer, just upgrade it
III
Active
Nova curative
Idk I feel like this is a decent mid / late game pickup if everyone needs some health back
III
Active
Décomposition
Actually does a ton of damage and good anti heal. Only problem is that it's single target
IV
Armure de plates
Haze, Infernus, maybe Wraith, Seven. Anyone with on hit stuff
IV
Kevlar de l'augure
Straight health and more time in Goo Ball. Good grab if you're dying too fast
IV
Active
Colosse
If you really need to be the tank for the team
IV
Active
Protection divine
A nice kind of supporty option, that isn't healing based
IV
Active
Tapis volant
Flying Goo Ball!
IV
Active
Malédiction
If they have one person you cannot deal with
IV
Profusion spirituelle
Straight damage bump on everything, you already paid for 1600 and no slot
IV
Active
Fléau
Really good damage, esepcially if they're heavy on tanky frontliners
IV
Brulure spirituelle
Actually does so much damage. Antiheal is absurd too
IV
Active
Second souffle
Kind of testing this right now. Popping this and then smacking someone with Goo Ball and Splatter sounds fun
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