Dotée d'une arme puissante (et d'un venin mortel), cette occultiste peut se faufiler derrière l'équipe adverse et assassiner ses cibles une à une sous un déluge de balles.
Dotée d'une arme puissante (et d'un venin mortel), cette occultiste peut se faufiler derrière l'équipe adverse et assassiner ses cibles une à une sous un déluge de balles.
Fully annotated. Some of the annotations might even be useful!
My personal build that tries to power spike both early (with Spirit-based Dagger + Venom + Bola combos) and late game (with gun-based Weapon and Spirit Damage), with a fast-farming midgame to bridge the transition.
The patch changed spirit Vyper's laning phase from bursty poke to sustained poke. The biggest choice here is between Opening Rounds and Mystic Shot (I wouldn't get both); read annotations. Venom on Guardians makes you even more of a objective melter (remember to be in range when it triggers!)
II
Emblème enchanteur
Overstatted item. Spirit resist, spirit power, regen, cooldown reduction? Good early priority in most lanes.
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Esprit bonus
FYI: Vyper's movement speed scales with spirit power.
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Balles ouvrantes
I like this in losing lanes or vs close quarters heroes; your goal in lane is to keep your enemies at or below half health so Venom is scary, this helps with that. Also good for farming.
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Tir mystique
More spirit burst, on your already-good gun. The more-reliable option. Good in winning lanes or against long-ranged characters who you can poke with this.
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Choc mystique
You need to hit two daggers to trigger this now, or trigger it on a decent Venom pop, but it still helps a lot in lane with your poke.
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Esprit amélioré
It's more spirit power. What else should I write here?
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Antichar
The news of its demise was greatly exaggerated. Still hugely helpful with big venom pops (or bolas), even if it's hard to trigger on dagger now. In losing or farm-heavy lanes, get after Tesla.
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Balles teslas
Big farm accelerator and buying it now makes Vyper's gun significantly better earlier to make up for the damage we lost on dagger. You're gonna be shooting more early, and this helps.
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Bottes de course
Nice to have, especially if you're going on box and sinners runs, and the regen is a nice bonus too. Can otherwise wait for Enduring.
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Vitesse persistante
Movespeed good on slippery snake lady, and god do I hate slows. Get early in e.g. a Kelvin lane (may the devil curse his name).
Buy as needed. You probably want at least one or two unless you're truly stomping lane. In hard lanes, get one of these first thing.
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Bonus de régénération
Consistent, good, reliable, friend. I get it most games.
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Bonus de PV
Get if you're planning on going into Fortitude. Not worth if you're veil walker-ing.
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Tir curatif
Good in most lanes, although can be inconsistent if you're dealing with double long-range poke heroes. The greediest option here; gives gun instead of health investment.
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Réfutation
Vs Viscous or otherwise very punchhappy laners.
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Active
Rite de guérison
If you have 800 souls and your options are buying healing rite or backing to heal, buy healing rite. Having to leave lane is punishing in this game.
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Protection d'urgence
Good against Lash, Haze, etc. in lane. Not great past early-mid game in my opinion - in most cases Debuff Remover is more useful (or straight up Spirit Resilience, or Spellbreaker).
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Sabotage
Pretty solid if you need to shut down a gun carry early into the game, but late game I'd rather have Juggernaut.
Choose your favorite; Fortitude feels better in current patch but VW still has its place. Can delay in very greedy games, or if you're desperately hurting for damage.
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Fortitude
Ding dong, the wicked witch is dead, and in its place is an old, reliable friend.
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Sentinelle du voile
Good god, they nerfed it. Still here for now, but I think Fortitude is just better now (yay!)
Buy simulatenously with the Greens category below as needed. Healbane should be picked up early if you're getting shredded by sustain-heavy heroes; otherwise this is in rough order of priority L -> R.
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Profusion spirituelle
High priority, even if you're itching for more gun-oriented items. Movespeed, scaling for tesla bullets and merc magnum (not to mention your abilities), and did I mention the movement speed?
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Rafale
Gaben personally designed this item for Vyper. My dad works at Valve and he told me that. Makes your slides 200% more silly and slippery. Priority pickup for me most games.
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Imbue [E]
Rechargement éclair
Not particularly important by itself, but we want it as a component of Merc Magnum, and it's nice for a quick reload.
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Imbue [E]
Magnum mercuriel
Crazy, crazy good item. High priority after Boundless. Basically doubles your gun damage AND gives fire rate. Make sure it's always active when you're shooting.
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Châtiment curatif
If they have anybody with substantial regen who's a problem, this is worth getting, and you have an easy time proccing it now. Otherwise skippable.
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Entaille spirituelle
Worth after Merc Magnum and Tesla - I wouldn't buy it before then. You can apply it to petrified enemies - Bola, then shoot them in the head.
What I would buy if and only if I had all the Core items and felt I didn't need more green items.
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Active
Condensateur
Low priority upgrade, but not a bad item and the active is underrated. Good if you're slot limited.
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Ricochet
It's VERY fun, and can shred teamfights if you happen to catch them all clumped up (and not die in the process). Only pick up in very late game.
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Frénésie
More gun investment, and more movement speed. The MS (and spirit resist) when below 50% can save your skin. Get if you're facing a heavy spirit lineup in the very late game.
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Canon de verre
It is a LOT of gun damage. The minus max health is tough, but if it falls on your shoulders to be the gun carry in hyper late game, here it is. Goes nicely with the resist shred on Dagger.
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Brise-tête
Late game healbane replacement if you need healing reduction and have no other slots, and the resist shreds are really nice.
You probably want Leech, eventually upgrade Enduring Speed to Juggernaut when you run out of slots, and maybe one of Escalating / Spirit Resilience as needed. The rest are highly situational but sometimes important to have (counterspell, debuff remover, etc.)
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Sangsue
Big healing. I prefer it over Vampiric Burst since a big chunk of our damage is spirit.
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Résilience spirituelle
More and more necessary in today's goofy spirit meta. Get if purple characters are terrorizing you.
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Défense renforcée
Honestly, this is just a better bullet resilience for Vyper. Get if orange characters are terrorizing you.
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Implacable
Shuts down gun carries and upgrades Enduring Speed. Good slot-efficient (albeit expensive) item. I prefer this (+ Escalating) for dealing with heavy gun lineups late game.
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Tirs lestés
This is here for the spirit and debuff resistance. A greedier but still good resistance item.
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Contresort
I do not consent to the Bebop bomb.
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Active
Dissipateur d'effets négatifs
For your friend who came into this game from League of Legends and is now raging about how many stuns there are in this game. Or you, I guess.
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Active
Pierre de distorsion
The added movement is nice but not essential most games. Can help escape and chase, and bullet res after blinking is huge. Can be good vs slippery gun carries (Haze, Infern, etc).
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Active
Intouchable
For that MnK that just loves you so much. Deadlock's BKB, for you Dota knowers. Although far less ubitiquous or generally necessary than BKB...
IV
Brise-magie
Pretty good into obnoxious spirit burst (e.g. Lash, GT), but only in that situation - otherwise Spirit Res is more consistent and cheaper.
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Active
Transe furieuse
Big fire rate and spirit resist - the silence is whatever, but no stamina use feels bad. Remember that you can still slide from a run with enough MS (which you have in this build).
In a perfect world, you wouldn't be the one buying these - Vyper is a fairly greedy, stat-intensive carry. However, in pubs, often you need some of these to shut down dominant enemies, and if nobody else is doing it, it falls on you. Or yell at them in chat. Annotated for the kind of heroes they counter.
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Active
Malédiction de ralentissement
Shuts down heroes with slippery movement abilities in the early / mid game; Calico (it turns off everything but her 1!), Mina, Wraith, Pocket, etc.
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Active
Coup d'enclume
Often a necessity against dominant fliers. If they buy debuff remover, ask somebody on your team to buy it too and apply it after the first is removed; Vindicta, GT, Lash, Bebop ult, etc.
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Active
Onde de silence
AoE silence is incredibly useful to turn fights, and the minus spirit res is really nice too. Easy to apply after a group bola; good vs pretty much everybody.
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Active
Malédiction
I HATE this guy and want them to SUFFER. Comboing this after Bola can remove an enemy from fighting for an obscene amount of time. If the enemy is being carried by one person, get and spam on them.
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Active
Frappe spectrale
Can be game winning vs a dominant gun carry. Get on top of them, right into melting range, and disarm them too. Often overkill, but helps if REALLY struggling to stay on them. Blink wisely.
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Active
Protection divine
I very occasionally buy this if I've had an extremely rough game and am accepting the fact that I'm more useful supporting than dealing damage. It happens, and it's a great item for your team.
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Active
Faisceau de détresse
Same as Divine Barrier - if you're so far behind that your damage doesn't really exist, better to itemize into helping the people on your team who do deal damage.
All are annotated with my thoughts. I wouldn't consider any of them a core part of the build and almost never get them, but if you have a soft spot for one of these items, go for it. Unordered.
IV
Saturation spirituelle
I have re-re-changed my opinion on this item and think it isn't quite good enough to be core still - the buildup takes too long for a mediocre result.
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Active
Pyroalchimie
Spirit power, gun investment and a good active. Throw it on the ground right after Bola to let it ramp up before they awake. Not priority, but if you do pick it up, pick it up early.
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Active
Pied plume
The extra slide distance is nice, and if you're slidemaxxing, well here you go.
II
Élan cinétique
If you dash jump a lot and need an economy gun upgrade, sure. Good item but not incredible.
II
Chargeur exponentiel
See Split Shot. I don't like this item early as it rewards drawn out engagements (which Vyper is weak at), and late game there's just higher value options.
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Active
Tir divisé
It's really good on gun Vyper, and not bad on hybrid either, but it's not priority for me. It can help make Vyper's spray more consistent in chaotic fights, and great with e.g. Billy ult.
III
Récupération supérieure
Feels a bit overkill, cooldowns aren't really a problem outside of bola, but another reasonable upgrade path w/ Transcendent.
IV
Récupération transcendante
Only if you have a bunch of actives.
III
Imbue [E]
Regain de puissance
It's solid, but Merc Magnum and Boundless are just higher priority and if we fill up all the slots with purple there's no room for the orange and green, yknow?
I
Imbue [E]
Expansion mystique
If they're running away too fast before you get the girl juice on them.
III
Expansion supérieure
A bit overkill, but if you're out of things to upgrade and have Mystic Expansion. Does make your bolas bigger, that's fun.
III
Balles toxiques
In theory a tank shredder, but I've always found this item to be a bit underwhelming. Would rather have Tesla Bullets + Healbane, unless you're going against Victor + MnK + Abrams + Billy + Shiv.
IV
Tir veinard
I'd rather have Glass Cannon, but this is a lower risk, lower reward option.
IV
Active
Tissu d'ombres
For a funny assassin-ish build. More map mobility, and the ambush bonuses are quite good.
IV
Sourdine
Your gun shoots real fast, this can be decent, but again nothing special. Maybe if they're ALL spirit - outgoing damage reduction is quite nice.
IV
Fronde magique
Effect is pretty weak for a tier 4 in my humble opinion, but 60% fire rate and a bit of CD reduction is far from nothing. If you need the reload speed, you're doing something wrong.
II
Balles perforantes
Better now with the Dagger changes making it easier to proc, and stacks nicely with t2 dagger. Underrated, but a bit of a detour imo. Crippling Headshot is more worthwhile.
III
Recharge rapide
I REALLY wouldn't get this with the current state of Screwjab Dagger - I don't think the price is worth what you get. Still, if you're desperate for the true dagger-slinging experience, here ya go.
IV
Inhibiteur
Maaaybe with Ricochet. The outgoing damage reduction is huge, and the healing reduction makes it a decent Healbane replacement in late game, but it's hard to apply consistently.
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