Viscous vexes his opponents through clever evasion and strategic uses of healing, enabling him to withstand the most brutal of enemy attacks.
Viscous vexes his opponents through clever evasion and strategic uses of healing, enabling him to withstand the most brutal of enemy attacks.
"When they see this, they'll run for cover!"
The 2nd build in the "Concerns of The Deep" Series.
This one is oriented around the Goo Ball (4). You'll be ballin' all around the map, disrupting team fights and dealing big damage!
Once you've maximized your Goo Ball (4), you can use Phantom Strike to instantly teleport to an enemy! Follow up with Splatter (1) for a big burst of damage.
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. Heals more if you hit heroes! |Can be sold for a slot|
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 |
Adds Spirit Damage to your Puddle Punch (3), also lowers the enemy's spirit resistance on hit. | Upgrades into Spirit Snatch |
Allows you to secure/deny souls easier, along with landing shots easier. Also grants you a fair amount of bullet shield that stacks with Restorative Shot's shield.
An increase of damage for your Splatter (1). |Upgrades into Improved Burst|
Deal more damage to Minions, Neutrals and Objectives (Like Guardians, Walkers, etc..).
Increases the size of Goo Ball (4), but also the range of Puddle Punch (3) and Splatter (1)'s radius. It even increases the range of Torment Pulse!
Provides you with 1 extra stamina. Useful against heroes like Warden. |Can be sold for a slot| |Can be upgraded into Superior Stamina|
Makes you move faster. |Can be sold for a slot| |Can be replaced by Majestic Leap|
Buy left to right. Skip Impr Cooldown & Arcane Surge if no flex slots, buy them later. Upon getting Arcane Surge, always Dash-Jump before using Goo Ball (4)! Don't forget: Get Actives some time after Phantom Strike.
Grants you a free dash-jump, and fire rate after a dash jump. | Upgrades into Arcane Surge |
You'll deal damage to enemies near you, even during Goo Ball (4) !
Allows you to use Goo Ball (4) and other abilities more often! Reduces the cooldown of your actives and effects such as Torment Pulse. | Buy later if no Flex slot |
| Replace Restorative Shot | Use this while in Goo Ball (4) to change direction at will. You will lose momentum when teleporting.
A large upgrade in term of damage for Splatter (1) and Goo Ball (4). Scales even better in late game. The bigger the Max HP of the enemy, the bigger the damage!
Allows you to teleport to an enemy, disarming them, but lose all momentum. Can be used to catch a flying enemy and bring them down to the ground.
| Imbue Goo Ball (4) | Allows you to be in Goo Ball (4) a lot more often. Further reduces the cooldown of your actives and item effects, such as Torment Pulse!
Upon landing a melee hit on a hero, steal their spirit power and spirit resist! Meaning that they are more vulnerable to damage! Can be done with Puddle Punch (3).
Apply an anti-healing effect upon dealing spirit damage to the enemy. Also heals you if an enemy dies under this effect.
| If no flex slot, skip and buy later | After Dash-Jumping, your next ability used is empowered. Always try to dash-jump before using Goo Ball (4) to empower it!
Resistances work differently on Goo Ball (4) but still give you great benefits. Armors scale better in late game.
Adds 10% more Bullet Resistance to your Goo Ball (4). You'll reach 70% Bullet Resistance. (Default is 60%)
Adds 20% more Bullet Resistance to your Goo Ball (4). You'll reach 80% Bullet Resistance. (Default is 60%)
Adds 9% more Spirit Resistance to your Goo Ball (4). You'll reach 69% Spirit Resistance. (Default is 60%)
Adds 18% more Spirit Resistance to your Goo Ball (4). You'll reach 78% Spirit Resistance. (Default is 60%)
Barriers are a nice bonus early on, but sell them later. Barriers are not affected by resistances.
Grants you shields when you get CC'd. Useful against Mirage's tornado, Bebop's hook, Lash's dive, and more!
Lowers the duration of Pocket's poison, Infernus' burn, Mirage's tornado & scarab, Warden's cage and more.
Removes Bebop's bomb, Pocket's poison, Infernus' burn, Vindicta's Tether, Mirage's tornado, Siphon Bullet/Mirage's Scarab & mark, and more!
Buy left to right. Get more Spirit Items as you unlock flex slots. Otherwise, get Leech and Gun items. If you bought Magic Carpet, skip Mystic Reverb.
| Imbue Goo Ball (4) | Further increases the size of Goo Ball (4) and the range of your other abilities.
Increases the duration of Goo Ball (4), along with its stun duration and the duration of item effects & actives!
| Imbue Goo Ball (4) | Further increases the duration of Goo Ball (4), the stun on impact, and any actives.
| Imbue Goo Ball (4) | Hitting an enemy with Goo Ball (4) will make them take delayed damage in the form of an AoE. Also grants you Spirit Lifesteal and more Ability Range. | Skip if you bought Magic Carpet |
This will give you a lot of lifesteal with your abilities and even gun. Also grants you cooldown reduction!
Grant you a massive amount of Bullet Resistance when lower than half health and movement speed. Useful for when Goo Ball (4) ends.
Build up spirit power by shooting enemies. Also gives you extra cooldown reduction.
Grab one (Or multiple) of those if you want to empower your Goo Ball (4).
Send some damage back and gives you some bullet resistance when activated. Useful against Wraith and Haze. Pair it with Metal Skin to not take any damage and still send damage back!
Heals you (And an ally!) a fair amount. You can also pull an ally to you, even if they are in The Cube (2). Also increases your ability range.
Useful to rotate around the map and reach roofs. Don't forget to recast it to pick landing location, even in Goo Ball (4)!
Allows you to ignore any bullet damage for a few seconds. Useful against Haze and Wraith. Pairs well with Return Fire!
Become immune to crowd control during its duration. Use it against Dynamo and roll over his ult to stop him!
ColosSUS. This will make you bigger and rounder. More HP, more resistances, slow enemies near you. Also gives you a large amount of extra melee damage passively.
Can be used to fly while in Goo Ball (4), also makes it bigger. Keep in mind that if you hit an enemy, the Magic Carpet will disappear.
Allows you to double cast Splatter (1), The Cube (2), or regain a charge of Puddle Punch (3).
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.
Every 5s, your next bullet will deal a burst of spirit damage. Be mindful that it'll go on cooldown even if you miss. Can be used for various combos with the Alt Fire.
Makes killing Neutrals and Minions a lot more comfortable by reloading your weapon for less downtime.
Applies a spirit damage amplification and spirit lifesteal against the enemy hit. Can be triggered by Puddle Punch (3), allowing you to benefit from it even during Goo Ball (4).
Increases your Spirit Power when you land a headshot, also grants the effects of Soul Shredder bullets!
Grants you more health regen. Useful for laning phase if you are struggling. Can then be upgraded into Return Fire.
Allows you to go faster, and also resist slows.
Increases your mobility, gives some spirit power, but also allows you to TRIPLE jump during Goo Ball (4).
Upon use, provides you (or an ally!) with a burst of healing and 1 stamina. Charges up when nearby enemies use abilities.
Grants a burst of healing to your allies around you and yourself.
A lot of healing when you land a melee hit, and more damage for melee. Works with Puddle Punch (3).
Increases your spirit as you secure souls. Works on Neutral and even securing souls with Melee.
Unleash a burst of damage around you that slows. Deals a double damage to Neutrals and minions.
Upon dying, you'll respawn where you died after a few seconds, at half health.
If you have Escalating Exposure, you'll ramp up your damage a lot by using this! This is very useful to counter any enemy that heals a lot such as Abrams, infernus, Mo&Krill.
Silence a target and deal some damage. Useful against Yamato, Geist, Lash, Pocket, and many more.
Applies a delayed stun to a target. Useful against Seven, Lash, Grey Talon, Vindicta and more.
Reset the cooldowns of your entire kit, including your Goo Ball (4).
Reduces an enemy to the state of an actual potato for a few seconds. Useful against carries!
Empowers Splatter (1) a lot, and also increases the damage of Goo Ball (4).
Splatter
The Cube
Puddle Punch
Goo Ball
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2
1
1
2
5
5
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2
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