With the help of their unwilling assistant, the Magician can confuse enemies with curving hexes and rapid cards.
With the help of their unwilling assistant, the Magician can confuse enemies with curving hexes and rapid cards.
"It's not just restorative, it's great for your skin!"
The 3rd Build in the "Concerns of The Deep" series.
This one is a SUPPORT build, oriented around The Cube (2), while also disrupting and debuffing the enemy team!
Use Rescue Beam on an ally you've put in The Cube (2) to pull them to safety!
The powerful actives you'll pick will turn the match in your favor.
Items have little notes under them. Feel free to give me some feedback on the Viscous Discord: https://discord.gg/jD3Cauw6n5
Buy left to right. Resto Shot can be skipped if you aren't struggling. Move your mouse over the items for details!
This works with your Puddle Punch (3) and will heal you on hit. |Can be sold for a slot|
This will make your Puddle Punch (3) deal some Spirit Damage. | Upgrades into Spirit Snatch |
Every 6s, your next bullet will heal you when you hit an enemy, minion or soul orb. Goes on Cooldown even if you miss. Also provides you with a fair amount of Bullet shield. | Can be skipped |
Increases your Spirit Power by a little. Will be upgraded down the line. The Cube (2)'s healing scales with Spirit!
Deal more damage to Minions, Neutrals and Objectives (Like Guardians, Walkers, etc...). |Can be sold for a slot|
Allows you to secure/deny souls easier. |Can be sold for a slot|
Upon use, restore health of an ally (Or yourself) depending on the amount of stacks! Gain stacks whenever nearby enemies use abilities. Can be used on allies in the Cube (2)!
Zoomin' around to help your allies! |Upgrade into Enduring Speed|
Buy left to right. Use Rescue Beam to pull allies out of danger, even when they are in The Cube (2). Skip Arcane Surge and buy it later if no flex slot. Don't forget to buy an Active!
Grants you a free dash-jump every 10s, along with some fire rate increase. | Upgrades into Arcane Surge |
Makes all your heals stronger and makes you resist anti-healing a little.
Reduces the cooldown of your abilities AND your items, for example: Rescue Beam.
You can pull people who are in The Cube (2) !
Makes your actives and your Cube (2) last longer.
Get to your allies faster and move around the map with ease. You will also resist slows better.
Increases your Spirit Power moderately. Results in more healing with The Cube (2) since it scales with Spirit, but also more damage.
| If no flex slot, skip and buy later | Grants you a free-dash jump and empowers your next ability after a dash-jump.
Allows you to steal the spirit power and resistance of the enemies you hit. Resulting in them getting weaker, and you stronger! Works with Puddle Punch (3).
| Imbue The Cube (2) | Lowers the cooldown of your abilities and items even further.
At your convenience! Armors scale better late game. Divine Barrier can be given to an ally too!
Useful if the enemy team is mostly dealing bullet damage.
Useful if the enemy team is mostly dealing spirit damage.
Useful if the enemy team is mostly dealing bullet damage.
Useful if the enemy team is mostly dealing spirit damage.
Grants you shields when affected by crowd control. Triggers when you get parried! Useful against Mirage's tornado, Lash's dive and ult, Dynamo's stomp, Abrams' charge and much more!
Give yourself (Or an ally) a large amount of shield for a few seconds, along with some movement speed.
Lowers the duration of Pocket's poison, Infernus' burn, and many more!
Removes Bebop's bomb, Pocket's poison, Infernus' burn, Vindicta's tether, Siphon Bullets/Mirage's Scarab & mark, and more!
Time to start debuffing the enemy. Alchemical Fire can trigger Healbane and other debuffs. Decay & Healbane stack for a massive healing reduction.
| Imbue The Cube (2) or Goo Ball (4) | Allows you to make The Cube (2) or Goo Ball (4) and your actives last longer. Also increases the Stun duration of Goo Ball (4).
Enemies stepping into the fire will receive a lot more gun damage from you and your team. Also applies Healbane on hit.
Used for Anti-Healing. Stacks with Decay. Alchemical fire can easily trigger this.
| Imbue The Cube (2) or Goo Ball (4) | This will increase the range of all your abilities, and items. Makes Goo Ball (4) bigger.
Allow any spirit damage to reduce the enemy's resistance to spirit. Pairs well with Alchemical Fire.
Increase your spirit damage each time you deal spirit damage. Pairs well with Alchemical Fire, and even works with Decay.
Increases your Spirit Power by a massive amount. Resulting in more healing with The Cube (2), but also more damage.
Slow down the fire rate of your enemies when you deal spirit damage to them.
Slow down the enemy and lower their fire rate upon dealing spirit damage to them. Pairs well with Alchemical Fire!
Slow down the enemy and lower their damage when hitting them with your gun.
Move your mouse over each to see what is most useful against who you are up against! Try to get Curse by Late Game.
Gives your allies more fire rate and movement speed upon activation. Useful when your allies are focused on gun damage.
Lowers healing of the target and deals decent damage over time. Buy if facing Abrams, Kelvin, Mo&Krill, Geist, or Infernus. Stacks with Healbane.
Slows down an enemy, deals damage and locks their movement ability for 3 seconds. Buy if facing Lash, Vindicta, Grey Talon, Wraith or Pocket. Cast it BEFORE they use their movement abilities, NOT during!!
Slows down the fire rate of a target and lowers their bullet resistance. Buy if facing Haze, Wraith, Ivy, Infernus or McGinnis
Stuns a target after a short delay. This will rapidly bring down any flying enemy. Buy if facing Vindicta, Grey Talon, Seven and Bebop. Always useful and effective against anyone.
Deals some damage and the target's abilities. They can still use their active items. Effective against anyone, especially Yamato, Pocket and Lash. This does NOT interrupt channeled abilities (Ex: Seven's Ult, Bebop's Ult....)
Disarms and locks abilities and items of a target. This also interrupts channeled abilities. Buy especially if facing Pocket and Yamato. Incredibly useful against anyone.
Allows you to cast two Cube (2) or two Splatter (1) in a row.
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.
Allows you to farm more comfortably by reloading your gun upon landing a heavy melee hit.
Allows you to teleport in the direction of your choice. Can be used to redirect Goo Ball (4).
Reduces the fire rate and bullet resistance of close enemies. TRIPLED if the enemy hero is alone.
Landing headshots will increase your spirit power! Also grants you lifesteal against the target you shoot.
Lower the resistances of the enemy upon landing headshots.
Once activated, allows you to silence the enemy when shooting them.
By shooting the enemy, you grant yourself fire rate and a lot of spirit power. Also passively gives you cooldown reduction.
Activate a heal over time on yourself or an ally as long as you don't get hit by a hero or tower. Builds into Health Nova.
Upon activation, heal everyone around you a decent amount, including minions! Also increases your range.
Send back some damage that you take while also gaining some bullet resistance. Pairs well with Metal Skin.
Ignore bullet damage for a few seconds. Useful especially against Haze and Wraith.
Leap up high! Useful to save a teammate when paired with Rescue Beam.
Can be used to TRIPLE jump in Goo Ball (4).
Upon death, you'll respawn at your death location after a few seconds, at half HP.
Lower the enemy's resistance with any form of Spirit damage. Pairs with Alchemical Fire.
Increase the damage of Splatter (1) and Goo Ball (4).
Aladdin lookin' mf. Allows you to fly around the map on demand.
Splatter
The Cube
Puddle Punch
Goo Ball
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1
2
5
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2
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2
5
2
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