Vindicta ha la mobilità necessaria per attaccare a suo piacimento, scegliendo le sue prede e dissanguandole lentamente. I nemici feriti a qualsiasi distanza devono temere per la loro incolumità quando lei si trova sulla mappa.
Vindicta ha la mobilità necessaria per attaccare a suo piacimento, scegliendo le sue prede e dissanguandole lentamente. I nemici feriti a qualsiasi distanza devono temere per la loro incolumità quando lei si trova sulla mappa.
"Expelling goo!"
The 5th build in the "Concerns of The Deep" series.
This one is oriented around Splatter (1). You'll be goopin' all over them and dealing huge damage!
Feel free to join the Viscous Discord: https://discord.gg/jD3Cauw6n5
Buy left to right. During laning phase, you want to use Splatter (1) whenever it's off-cooldown and constantly poke your enemies. If you hit multiple enemies with Splatter (1), Mystic Regeneration will heal you more!
Hitting Heroes with Spirit Damage will grant you Health Regen! Hitting more than one hero increases the effect. Scales well so try to hold onto it as long as you can.
An increase of damage for Splatter (1). |Upgrade into Tankbuster|
More spirit means more damage! Mystic Regen also gets stronger with Spirit. |Upgrade into Improved Spirit|
More spirit means more damage! Mystic Regen also gets stronger with Spirit. |Upgrade into Boundless Spirit|
Adds 60 more damage to Splatter (1) while also reloading your weapon and granting fire rate. |Can be sold for a slot|
Increases the explosion radius of Splatter (1), making it easier to hit enemies! |Upgrade into Greater Expansion|
Buy left to right. Try to stay above 65% health to benefit from Enchanter's Emblem bonuses. Upon acquiring Echo Shard, your burst damage will be greatly increased as you'll be able to throw TWO Splatter (1) in a row and trigger Spirit Burn with ease.
Reduces the cooldown of Splatter (1), meaning you'll be able to deal a lot of damage more often! |Upgrade into Superior Cooldown|
As long as you remain above 65% health, you'll gain more spirit and some cooldown reduction. This also grants you Spirit Resistance. |Can be sold for a slot|
Increases Splatter (1)'s damage by a considerable amount. The bigger the max health of the enemy, the more the damage! Has a cooldown, so after using Echo Shard, it will not trigger instantly.
Allows you to reset the cooldown of Splatter (1). You'll be able to throw TWO Splatter (1) in a row!
Reduces the cooldown of all of your abilities but also items, like Echo Shard!
Upon dealing a large amount of damage to an enemy, they will explode for more damage. Enemies caught in the blast will burn and have their healing reduced.
If you find yourself dying a lot, or simply taking a large amount of damage, consider one (or more!) of those items.
If you take too much GUN damage in quick succession, this item will grant you a nice Barrier to help you survive!
If you take too much SPIRIT damage in quick succession or a big burst of damage, this item will grant you a nice Barrier to help you survive!
Very useful if the enemy team is mostly Bullet oriented.
Very useful if the enemy team is mostly Spirit oriented.
Grants you decent Barrier when you get CC'd, including when you get Parried! Useful against Mirage's Tornado, Bebop's Hook, Abrams' Charge, Haze's Sleep and more!
Lowers the duration of Infernus' Burn, Mirage's Tornado, any form of stuns or immobilize and more.
Removes Bebop's Bomb, Infernus' Burn, Vindicta's Tether, Mirage's Tornado, and more! NO LONGER removes Pocket's Affliction.
Parry ANYTHING. This means almost any abilities such as Geist's Ultimate, Shiv's Ultimate, Lash's Ultimate, etc...
Upon use, you (Or an ally!) gain a Barrier, along with some move speed.
Remove all from of debuffs from yourself (Or an ally!) and gain a Barrier along with move speed.
You can buy left to right, or in the order you wish. If the enemy is building Spirit Resistance against you, consider Spirit Rend and Escalating Exposure. Spirit Rend is easy to stack by landing headshots, and Escalating Exposure stacks easily with Spirit Burn.
A lot more spirit means a lot more damage! Will also heal you whenever you cast an ability.
Increases the range of all of your abilities, but also items! Compared to Mystic Expansion, it'll further increase the radius of Splatter (1) !
Upon hitting an enemy with Splatter (1), it'll slow them and trigger a delayed burst in the form of an Area of Effect. Has a cooldown, so with Echo Shard, only your first Splatter (1) will trigger it.
Upon taking Spirit Damage, the cooldown of one of your abilities will be reduced. This includes Goo Ball (4).
Lower the Spirit Resistance of enemies you shoot with your gun while also granting you (And your allies!) with spirit lifesteal against them. So shoot first before using Splatter (1) !
Same effects as Spirit Shredder Bullets, but further reduces Spirit Resistance whenever you land a headshot.
Reduce the enemy's Spirit Resistance when inflicting Spirit Damage to them. Easily triggered by your first Splatter (1)!
Deal more Spirit Damage to the enemy when inflicting Spirit Damage to them. Stacks easily with Spirit Burn!
Those powerful items will allow you to tailor your playstyle to something that suits you more! From damage, to healing, to crowd control, a wide variety!
Teleport in a desired direction instantly. Also grants some bullet resistance upon use.
Can be used to heal yourself (And an ally!). You can pull people that are in your Cube (2).
Grants you with a large amount of Spirit, which results in more damage, while also gaining a massive amount of Spirit Lifesteal.
Upon use, turn invisible and once you break invisibility, gain a large amount of spirit. This results in a lot more damage for Splatter (1)
Throw a SQUID from THE DEEP! On impact, it'll pull enemy to the center, blocking their movement abilities and items while also reducing their movement speed and dash distance.
Unleash a wave forward that silences enemies, while lowering their Spirit Resistance and Spirit Power. Use it first before using Splatter (1) for more damage!
Unleash a burst of damage around you that slows.
Unleash a wave of ice around you that deals damage and freeze enemies. Frozen enemies take more damage!
Silence a target. Once the silence expire, the enemy will take a portion of the damage they took while silenced, as a burst.
Create an Area of Effect around you (Or an Ally!) that deals spirit damage based off the enemy's max health. Also grants a lot of Spirit Resistance.
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, Knockdown and Curse are powerful actives that can be bought to counter specific heroes.
Useful during laning if you're really struggling. Avoid getting shot or hit by a tower when using this! Otherwise it'll turn it off!
Send back some of the damage you take!
Increases the velocity of your bullets, including your Alt-Fire! |Upgrade into Express Shot|
Use with your Alt-Fire. If you wait before shooting for a few seconds, your next Alt-Fire will be doubled and deal a lot more damage!
Grants you a lot of bonuses, like soul generation, when you rack up kills and assists!
Allows you to ignore any bullet damage for a few seconds. Useful against Haze, Wraith, Vyper and more!
Grants you more mobility and allows you to TRIPLE jump during Goo Ball (4).
Lowers an enemy's fire rate. Useful against Haze, Wraith, Vyper and more!
Lower an enemy's Spirit power and Spirit resistance for a lenghty duration.
Blocks a target's movement abilities and movement items (Like Warp Stone) for a short duration. Use it BEFORE they use their movement ability.
Reduces the healing of a target and deals damage based off their current health. Useful against Abrams, Infernus, Mo&Krill and more!
Applies a delayed stun to a target. Also rapidly brings down any flying hero to the ground. Useful against Seven, Lash, Grey Talon, Vindicta and more.
Disarms an enemy. Extremely useful against Haze, Wraith, Vyper, Infernus and more.
Increases Splatter (1)'s damage and gain fire rate and movement speed when using it!
Disarms, Interrupts and Silences an enemy. Extremely powerful to take down any carry.
After a dash-jump, your next ability will be empowered! Always try to dash-jump before using Splatter (1) with this!
Grants you a large Barrier and some Spirit when using Goo Ball (4).
After shooting an enemy a few times, you'll gain a lot of fire rate but also more Spirit which means more damage with Splatter (1) !
Lower your enemy's resistances (Gun&Spirit) and also inflict them with healing reduction by landing a headshot. So land a headshot before using Splatter (1)!
After using Splatter (1), your bullets will do Spirit Damage ontop of gun damage until you releoad.
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