Precise placement is everything for McGinnis, whether she's creating a killzone or splitting the enemy team. She can help keep her team running making them hard to dislodge when entrenched.
Precise placement is everything for McGinnis, whether she's creating a killzone or splitting the enemy team. She can help keep her team running making them hard to dislodge when entrenched.
"They will remember the name: Viscous!"
The 4th build in the "Concerns of The Deep" series.
This one is oriented around your gun. You'll be lowering the enemy's resistances so much, they won't be able to outlast you!
Items have little notes under them. Special thanks to Skinner for helping me adjust this build! Check out his builds "Evil Incarnate"!
Feel free to give me some feedback on the Viscous Discord: https://discord.gg/jD3Cauw6n5
Buy left to right. Extra Regen can be skipped if you aren't struggling. Move your mouse over the items for details!
You'll regain ~100hp when hitting a hero with Puddle Punch (3). |Upgrade into Lifestrike|
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 sold for a slot |
Grants you more health regen for better sustain during laning phase. | Can be skipped or Upgraded into Return Fire |
Adds Spirit Damage to Puddle Punch (3) and also lower the enemy's spirit resistance.
A nice burst of damage when landing a headshot. |Upgrade into Headhunter|
A nice damage increase, and more ammo for your gun. |Upgrade into Titanic Magazine|
An extra charge of Puddle Punch (3). |Upgrade into Rapid Recharge|
Provides you with 1 extra stamina. Useful against enemies like Warden. |Sell for Majestic Leap or Armor| |Can be upgraded into Superior Stamina|
Makes you move faster. Nyoom! |Upgrade into Enduring Speed|
Buy left to right. If you don't have flex slots, skip Burst Fire and get it later.
Lower your enemy's bullet resistance when you deal spirit damage. Use Melee Strike, Splatter (1) or Withering Whip to activate it.
Upon landing a heavy melee, you'll gain extra ammo! Double your ammo count if your mag is full! And reload your gun instantly if you are currently reloading. Also works on Neutrals and Minions! Has a cooldown.
Use it to lower an enemy's bullet resistance, but also their fire rate. Deals some spirit damage too, useful to trigger effects like Healbane or Bullet Resist Shredder.
Allows you to go zoomin' and resist some of the slows applied to you.
Gives you a passive 20% bullet lifesteal. Upon activation, you and your nearby allies get a fire rate and movement speed boost! |Sell for Vampiric Burst|
Landing a headshot will proc a burst of damage, healing and movement speed.
Allows you to shoot and move faster upon hitting an enemy. Also grants you some slow resistance! |Skip if no flex slot available, then buy later|
A TON more ammo to work with along with some nice bullet resistance. You'll be blastin' anyone you see without reloading as much!
Upon landing a melee hit, you'll gain a lot of HP back and slow down the enemy hit.
Steal your enemies Spirit power & resistance. Resulting in you getting stronger and them weaker! Works with Puddle Punch (3).
At your convenience! Armors scale better during late game.
Give yourself (Or an ally) a fair amount of shield for a few seconds, along with some movement speed. |Must be sold during late game|
Increases your bullet damage and fire rate when you have bullet shield. |Must be sold during late game|
Upon activation, gives you some bullet resistance and any enemy damaging you will take some damage back. Be careful, you still take 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!
Useful if the enemy uses a lot of bullet damage. Armors scale well during late game.
Useful if the enemy uses a lot of spirit damage. Armors scale well during late game.
Useful if the enemy uses a lot of bullet damage. Armors scale well during late game.
Useful if the enemy uses a lot of spirit damage. Armors scale well during late game.
Buy left to right. Toxic Bullets and Healbane are powerful together against a team that has a lot of lifesteal/healing.
More charges of Puddle Punch (3), allowing you to harrass even more.
Lower the enemy's resistances by landing a headshot, resulting in a lot more damage against them!
Huge Healing Reduction on the enemies when it activates, along with more damage. Stacks with Healbane.
Extra healing reduction on enemies. Works with Splatter (1), Spirit Strike and Withering Whip. Stacks with Toxic Bullets.
Once activated, you'll heal 100% of your bullet damage, gain extra ammo and fire rate! |Replace Heroic Aura|
Upon reaching half-health, you'll become more resilient against gun damage/melee damage while moving and shooting faster!
Lower the enemy's damage when you shoot them, and also slows them down!
These items are usually picked past Late Game. Alchemical Fire can be purchased much earlier if desired.
Toss it at the enemies or towers. Any enemy standing in the fire will take a lot more bullet and melee damage! |Can be bought before Post-Late|
Turn invisible. Upon becoming visible, gain attack speed and spirit power for a few seconds.
Steal your enemy's max HP by shooting them!
ColosSUS. Provides you with extra melee damage passively and a lot of resistances when activated.
Teleport to an enemy, disarming them, slowing them and deal a good amount of spirit damage. Good to engage or finish off an enemy.
Allows you to respawn shortly, on the location of your death. Be wary, your respawn timer is also increased by 15s.
A lot more healing across the board, from spirit damage and gun damage.
Allows you to easily rotate around the map or escape at will. Can be used during Goo Ball (4) when it is fully upgraded.
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. Decay, Silence Glyph, Knockdown and Curse are powerful actives that can be bought to counter specific heroes.
Slow down the enemy by shooting at them.
Grants you a free dash-jump when dash-jumping, along with some fire rate increase. Has a cooldown.
Allows you to teleport in the direction of your choice, and gain some Bullet resistance.
Lower nearby enemies' bullet resistance and fire rate. TRIPLED if the enemy hero is ALONE! Also results in more melee damage.
If you wish to resist bullets more, this will grant you more bullet resistance that stacks up by shooting your enemy.
Passively slow down your enemy by shooting them. Once activated, you'll block all of their abilities when shooting them. Be careful, they can still use items.
Increases your healing as a whole, and provides you with some anti-healing resistance.
Lowers the duration of Mirage's tornado and scarab debuff, Infernus' burn, Pocket's poison, and more!
When enemies use abilities near you, they'll charge this item. Upon activation, you can heal yourself (Or an ally!) and restore 1 stamina.
Makes you temporarily immune to bullet damage. Very useful against Haze or Wraith!
Allows you to easily rotate around the map and reach roofs!
Removes Bebop's Bombs, Pocket's Poison, Mirage's Tornado, Infernus' burn and more!
Makes you temporarily immune to any Crowd Control. Useful against a team that has a lot of CC. You also cannot get parried during it!
Can be very useful to help fight any enemy that heals a lot (Ex: Abrams, Infernus, Mo&Krill, etc...). This also deals decent damage.
Helpful to stop an enemy from using their movement ability to run away such as Lash, Infernus and more! Cast this BEFORE they use their abilities.
Cast a delayed stun on an enemy. Brings down flying enemies really fast. Useful against Vindicta, Grey Talon, Seven, Bebop and more.
Stops the enemy from using their abilities for a few seconds. Useful against Yamato, Pocket, Lash and more! This does NOT interrupt channeled abilities.
Disarms and silence a target. Extremely useful against anyone and any sort of carry. This DOES interrupt channeled abilities, such as Bebop's ult, Seven's ult, Vindicta's flight, and more!
After a dash-jump, your next ability will be empowered!
Splatter
The Cube
Puddle Punch
Goo Ball
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