
Cette occultiste évite les coups grâce à des techniques évasives astucieuses. Sa maitrise avancée du soin lui permet de résister aux attaques ennemies les plus brutales.
Cette occultiste évite les coups grâce à des techniques évasives astucieuses. Sa maitrise avancée du soin lui permet de résister aux attaques ennemies les plus brutales.
"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
Choc mystique
An increase of damage for Splatter (1). |Upgrade into: Tankbuster|


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


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


I
Surplus d'endurance
One more stamina to move around! |Upgrade into: Arcane Surge|


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


II
Imbue [E]
Récupération comprimée
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
Balles antimonstres
More damage against Troopers and Neutrals. |Can be sold for a slot|


I
Surplus de régénération
Sustain in lane! |Can be sold for a slot|


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


II
Active
Sape spirituelle
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]
Expansion mystique
Makes it easier to hit enemies with Splatter (1)! Also makes you reach your 4.8k Spirit Spike. |Upgrade into: Greater Expansion|


II
Emblème enchanteur
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
Surplus spirituel
Some spirit for more damage. |Upgrade into: Improved Spirit|


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


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


III
Expansion supérieure
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
Châtiment curatif
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
Protection d'urgence
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
Cuir blindé
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
Résilience spirituelle
Very useful if the enemy team is mostly Spirit oriented. (Check the colored bars when holding TAB!)


III
Contresort
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
Maitrise d'endurance
Allows you to move around with ease, double air-dash and be more mobile in general!


III
Active
Pierre de distorsion
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
Sentinelle du voile
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
Bond majestueux
A great tool to rotate around the map and dive right into the fight.


II
Vitesse persistante
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
Indomptable
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
Brise-magie
Allows you to survive with burst spirit damage. Very useful against Apollo, Bebop, Grey Talon, Lash, Mirage, and more.


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


IV
Active
Intouchable
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
Cuirasse ensorcelée
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
Antichar
Has to charge up, so after using Echo Shard, it will not trigger instantly on your 2nd Splatter (1).


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


IV
Imbue [E]
Réverbération mystique
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
Éclat d'écho
Huge powerspike. You basically double your burst damage!


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


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


IV
Exposition spirituelle
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
Récupération transcendante
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
Tissu d'ombres
To embush people, but also rotate around the map with ease.


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


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


III
Active
Faisceau de détresse
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
Second souffle
For damage & survivability. If you have Boundless Spirit, the Spirit gained is increased! Use it before using Splatter (1)!


II
Active
Souffle glacial
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
Onde de silence
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
Toile tourbillonnante
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
Explosion arctique
Same as Cold Front, but with more damage and CC potential!


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


II
Tir mystique
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
Tir express
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
Malédiction de ralentissement
Useful against: Apollo, Calico, Celeste, Mina, Pocket, Rem and more.


III
Active
Décomposition
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
Malédiction désarmante
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
Coup d'enclume
To shutdown ultimates or flying enemies! Useful against: Bebop, Celeste, Grey Talon, Kelvin, Lash, Seven and more.


IV
Active
Relique maudite
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
Rechargement express
Will grant you a charge of Puddle Punch (3) by dealing gun damage, but also melee damage, which includes Puddle Punch (3) itself!


II
Balles anti-esprit
Shoot first before using Splatter (1) !


III
Imbue [E]
Enchantement balistique
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
Sacrifice rituel
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
Entaille spirituelle
Same as Spirit Shredder Bullets, but with further shredding!


IV
Brise-tête
Land a headshot before using Splatter (1)!


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


I
Vol de vie mêlée
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
Vol de vie spirituel
Some decent healing with your double Splatter (1)! |Upgrade into: Infuser|


II
Atténuateur d'effets négatifs
Lowers the duration of Infernus' Burn, any form of stuns, silence, immobilize and more. |Upgrade into: Spellbreaker|


II
Bouclier spirituel
This item is very useful against constant Spirit Damage.


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


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


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


III
Active
Dissipateur de magie
Removes Bebop's Bomb, Infernus' Burn, and more! Does NOT remove Pocket's Affliction.


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


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


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


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


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


I
Active
Œuf doré
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
Canon rouillé
Useful against: Haze, Wraith, Drifter, Infernus, Mina, Mirage, McGinnis, Seven, Vindicta, Vyper, and Warden.


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


I
Frappe spirituelle
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
Sabotage
Useful against: Haze, Wraith, Drifter, Infernus, Mina, Mirage, McGinnis, Seven, Vindicta, Vyper, and Warden.


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


III
Imbue [E]
Regain de puissance
More damage for Splatter (1), and allows you to use your gun more.


IV
Active
Refuge céleste
Useful against: Anyone but especially Lash & Bebop.


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