
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.
"It's not just restorative, it's great for your skin!"
The 3rd Build in the "Concerns of The Deep" series.
This one is oriented around The Cube (2) and being a SUPPORT for your team, healing them while also debuffing the enemy team!
Feel free to join the Viscous Discord: https://discord.gg/jD3Cauw6n5
Buy left to right. Monster Rounds will allow you to keep the Troopers at bay, Arcane Surge is used to empower your next ability, Guardian Ward will allow you to keep your laning partner safe when they go in, or try to get out. Feel free to grab an Extra Starter!


I
Balles antimonstres
Focus on the Troopers to keep them at bay from your guardian. |Can be sold for a slot|


II
Active
Sentinelle gardienne
Can be used to help an ally survive a dire situation or to go in! |Upgrade into Divine Barrier|


I
Choc mystique
Increases the damage of Splatter (1). |Upgrade into: Tankbuster|


II
Emblème enchanteur
Sustain, survival, cooldown reduction & damage! Keep it as long as you can. |Can be sold for a slot|


II
Imprégner
Récupération comprimée
Reduces the cooldown of your Cube (2) to use it more often! |Upgrade into Superior Cooldown|


I
Bottes de course
A bit of regen out of combat, while also helping you rotate around. | Upgrade into Trophy Collector |
Healing Rite later turns into Rescue Beam. Pick Restorative Locket if the enemy spam abilities. Rebuttal if your enemies melee a lot. Extra Regen for more passive regen.


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|


I
Réfutation
If the enemy melees a lot, this item will help you punish them. You also get a reduced parry cooldown!


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


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. Can be used on an ally in The Cube (2)!
Buy left to right. Use Rescue Beam on someone in The Cube (2) to pull them to you safely! Positioning is key, so always try to remain behind your allies rather than in front of them. Use Divine Barrier on allies to give them a barrier or cleanse them of Debuffs, like Infernus' burn for example! Do NOT use it on someone in The Cube (2), the barrier still takes damage.


III
Trophée de chasse
As a support, you'll want to get passive soul gain to compensate for how little you'll be able to farm. Sprint speed will allow you to get to your allies faster.


III
Active
Faisceau de détresse
Your bread and butter. You'll use it to pull your allies to safety, this even works when your allies are in The Cube (2)! You can also simply use it to heal yourself and an ally.


IV
Active
Protection divine
Debuff Remover but stronger and for an ally too! Does remove Ultimate-type debuffs (Drifter, Pocket...). Do NOT use it on someone in The Cube (2).


III
Récupération supérieure
Lowers the cooldown of all your abilities! |Upgrade into Transcendent Cooldown|


IV
Récupération transcendante
Lowers the cooldown of all your abilities, but also your items! Like Divine Barrier and Rescue Beam!


III
Razzia spirituelle
Debuff the enemy and buff yourself. Will help your allies deal more Spirit damage. Can be triggered by Puddle Punch (3).
If you happen to be dying a lot, or simply taking way too much damage, you should consider one (or more!) of those items.


II
Bouclier balistique
Taking too much GUN damage, too quickly? Take this. It'll give you a nice Barrier and out of combat regen.


II
Bouclier spirituel
Taking too much SPIRIT damage? Take this. This item will grant you a nice Barrier and out of combat regen.


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


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


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!


II
Veste de combat
Sustain, survival, fire rate and damage! Sell it during Mid/Late game for stronger resistances if needed.


II
Active
Retour de balle
Send back some damage that you take. Pairs well with Metal Skin.


III
Contresort
Parry ANYTHING. This means almost any abilities such as Geist's Ultimate, Shiv's Ultimate, Lash's Ultimate, etc...


IV
Armure de plates
Useful against Mina, Infernus and any gun characters.


IV
Brise-magie
Grants you a decent amount of Spirit Resistance, lowers the duration of CCs/Debuffs and will reduce the damage of the next burst of Spirit damage you take every 10s!
You can grab Alchemical Fire or another Active from the lists on the right. If there are not enough gun-oriented heroes on your team, or too much mobility on the enemy team, do not get Alchemical Fire. You can consider some of Debuffs items below to empower Alchemical Fire with various debuffs if you bought it! You can also consider more damage if you want!


III
Antichar
Increase your Splatter (1) and Goo Ball (4) damage by a decent amount.


IV
Imprégner
Active
Éclat d'écho
You'll be able to use The Cube (2) on the same person twice in a row, or two different allies!


III
Expansion supérieure
Increases the range of your abilities, but also your items, like Rescue Beam, Achemical Fire and more!


III
Prolongation supérieure
Increases the duration of all your abilities like the Cube (2), but also your items and buffs like Healing Tempo!


IV
Profusion spirituelle
This empowers your abilities but also Alchemical Fire and some other items!


IV
Cuirasse ensorcelée
With how much Spirit Damage you take during late game, you'll get some really nice cooldown reduction!


IV
Imprégner
Réverbération mystique
A decent slow on your Splatter (1) to help secure kills.


IV
Saturation spirituelle
The Cooldown reduction granted can come in handy!
These will help your team take down strong opponents easily! Read each annotations to know what to pick against who you're facing! Recommendation: Spirit Sap & Silence Wave or Knockdown.


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


II
Active
Sape spirituelle
Useful against: Grey Talon, Lash, Pocket, Geist, Mina, Sinclair, Bebop and Yamato.


II
Active
Malédiction de ralentissement
Useful against: Calico, Infernus, Grey Talon, Kelvin, Lash, Mina, Pocket, Vindicta, Vyper and Wraith.


III
Active
Décomposition
A decent anti-heal. Useful against Geist, Abrams, Mo&Krill, McGinnis and more. DO NOT USE AGAINST VICTOR.


III
Active
Malédiction désarmante
Useful against: Haze, Wraith, Drifter, Infernus, Mina, Mirage, McGinnis, Seven, Vindicta, Vyper, and Warden.


III
Active
Coup d'enclume
Useful against: Vindicta, Grey Talon, Bebop, Seven, Haze, McGinnis, Lash, Victor, Warden and Vyper.


III
Active
Onde de silence
Useful against: Calico, Doorman, Dynamo, Ivy, Kelvin, Geist, Lash, Paige, Pocket, Shiv, Sinclair, Victor and Yamato.


IV
Active
Malédiction
Useful against: Anyone.


IV
Active
Lentille focale
Silence Wave but on a single target and with more damage.


IV
Active
Condensateur
You can remove any buff from an enemy except Unstoppable! Remove things like Return Fire, Cheat Death, Scourge and more! Even Bridge Buffs!
All of those items will trigger once an enemy steps on the fire of Alchemical Fire or when you hit them with Splatter (1)! Recommendation: Suppressor & Healbane.


II
Châtiment curatif
An easy to trigger anti-heal. Useful against anyone. This can be used against Victor.


II
Ralentissement mystique
Turns Alchemical Fire into a slowing area.


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


II
Balles perforantes
To reduce the bullet resistance of the enemy even further.


II
Vulnérabilité mystique
To reduce the spirit resistance of the enemy.


IV
Exposition spirituelle
Stacks when enemies step in Alchemical Fire. This is mostly to deal more damage by yourself as this only amplifies YOUR damage.
These actives can give your team a huge advantage during a fight! Heroic Aura to help your gun carry, Scourge to help your frontliner, or Echo Shard for DOUBLE Cube (2)!


III
Active
Pyroalchimie
The debuffer. Consider some of the items below to make the debuffs stronger!


III
Active
Aura héroïque
Useful when your team is gun-oriented!


III
Active
Nova curative
Consider getting Healing Tempo!


IV
Active
Fléau
Use on your frontliner, like Abrams, Victor or Shiv! Useful against Spirit oriented enemies.


IV
Active
Toile tourbillonnante
Throw a SQUID from the DEEP. Useful against: Useful against: Calico, Infernus, Grey Talon, Kelvin, Lash, Mina, Pocket, Vindicta, Vyper and Wraith.
These items are NOT part of the build but can be bought to create a playstyle that suits you more. Consider Healing Tempo if you have Healing Nova!


II
Balles ralentissantes
Will help your allies with securing kills.


II
Tirs entêtants
Will help your team deal more gun damage.


II
Balles anti-esprit
Provides Spirit Lifesteal against them for you and your allies!


II
Tir mystique
Useful if you tend to use your Alt-Fire a lot and want more damage.


III
Active
Sacrifice rituel
Since you'll hardly farm, this will help you take Tier 3s. Do not buy if you bought Trophy Collector.


III
Aura prédatrice
If you tend to be more at the frontline, you'll debuff enemies.


III
Entaille spirituelle
To lower the enemy's Spirit resistance by a considerable amount.


IV
Brise-tête
Very useful to help your team deal more spirit & gun damage.


I
Bonus d'endurance
Grants you one extra stamina to use! |Upgrade into Arcane Surge|


II
Amplisoins
Get it if you plan to get Healing Nova & Healing Tempo. |Upgrade into Healing Tempo|


III
Active
Pierre de distorsion
To either escape or engage. Can be used to redirect Goo Ball (4).


III
Active
Cuir blindé
Useful especially against Haze, Drifter, Vyper and Wraith.


III
Active
Bond majestueux
Useful to save a teammate when paired with Rescue Beam or rotate around the map a lot.


III
Maitrise d'endurance
Can be used to TRIPLE jump in Goo Ball (4).


IV
Tempo curatif
Healing Nova will allows you to give the buff to multiple allies!


I
Charge bonus
One extra charge of Puddle Punch (3)! |Can be sold for a slot|


I
Frappe spirituelle
Lowers the enemy's spirit resistance. Can be triggered by Puddle Punch (3) |Upgrade into Spirit Snatch|


I
Imprégner
Expansion mystique
Increases the size of Splatter (1) for easier hits! |Upgrade into Greater Expansion|


II
Poussée d'arcane
Dash-Jump before the Cube (2) to increase its duration (More healing), but you can also use it with Splatter (1) to deal more damage!


II
Imprégner
Prolongation
Increases the duration of the Cube (2) for longer safety! |Upgrade into Superior Duration|


III
Recharge rapide
More charges of Puddle Punch (3) if displacing the enemy is something you tend to be doing a lot!
1
2
1
2
5
1
1
2
5
5
2
5