O Guarda lidera a linha de frente, saltando para a batalha e dificultando a efetividade dos seus adversários. Mas toda essa coragem também pode ser vista como imprudência, e ele pode entrar em apuros facilmente caso não tenha cuidado.
O Guarda lidera a linha de frente, saltando para a batalha e dificultando a efetividade dos seus adversários. Mas toda essa coragem também pode ser vista como imprudência, e ele pode entrar em apuros facilmente caso não tenha cuidado.
"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. Extra Regen can be skipped if you aren't struggling. Move your mouse over the items for details! (Total of 4500 Souls)
This works with your Puddle Punch (3) and will heal you on hit. Heals more if you hit heroes! Has a cooldown of 7.5s. | Can be sold for a slot or upgraded into Lifestrike |
| Can be skipped if not struggling | Grants you extra health regen for sustain during laning phase. | Can be sold for a slot or upgraded into Return Fire |
Adds Spirit Damage to your Puddle Punch (3), also lowers the enemy's spirit resistance on hit. Try to land Splatter (1) after hitting someone with this! | 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.
An increase of damage for your Splatter (1) during laning phase. | Upgrades into Improved Burst |
Deal more damage to Minions, Neutrals and Objectives (Like Guardians, Walkers, etc..). Also grants you with 1 extra health regen.
Used to land Puddle Punch (3) at further range during laning phase. | Can be sold for a slot |
Provides you with 1 extra stamina. Buy sooner if facing Warden. | Can be sold for a slot or upgraded into Superior Stamina |
Allows you to move around and rotate faster. | Can be sold for a slot or upgraded into Enduring Speed |
Buy left to right. Sell Mystic Reach for Impr Cooldown. Skip Mystic Vuln if no flex slots, buy it later. You can buy an active after Phantom Strike. (Total of 29 000 Souls)
Grants you a free dash-jump, and fire rate after a dash jump. This allows you to save 1 stamina a lot of time.
You'll deal damage to enemies near you, even during Goo Ball (4) ! Cooldown reduction makes it hit more often! It'll trigger Mystic Vulnerability easily and help stack Escalating Exposure too.
| Replace Mystic Reach | Allows you to use Goo Ball (4) and other abilities more often! Reduces the cooldown of your actives and effects such as Torment Pulse.
| Skip if no flex slot, then buy later | Upon hitting an enemy with Spirit damage, they'll have their spirit resistance lowered. Torment Pulse triggers this easily during Goo Ball (4). | Upgrade into Escalating Exposure |
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!
| Replace Extra Regen or Sprint Boots | 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!
| Replace Melee Lifesteal | Apply an anti-healing effect upon dealing spirit damage to the enemy. Also heals you if an enemy dies under this effect. | Upgrade into Leech |
Upon landing a melee hit on a hero, steal their spirit power and spirit resist! Meaning that they are more vulnerable to damage while you get stronger! Use Puddle Punch (3) during Goo Ball (4) to get its benefits!
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, any form of stuns or immobilize 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. If no flex slots, get Frenzy or Spirit Overflow. If you bought Magic Carpet or Cold Front, skip Mystic Reverb.
Increases your damage output by a lot, simply by dealing constant spirit damage. This is done easily by hitting with Goo Ball (4) multiple times, and Torment Pulse.
Increases the duration of Goo Ball (4), along with its stun duration and the duration of item effects & actives! | Upgrade into Superior Duration |
| Imbue Goo Ball (4) | Further increases the duration of Goo Ball (4), the stun on impact, any actives but also item effects.
This will give you a lot of lifesteal with your abilities and even gun. It also improves your anti-healing powers!
| 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 or Cold Front |
Grant you a massive amount of Bullet Resistance and movement speed when at lower than half health. 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. More HP, more resistances, slow enemies near you. Also gives you a large amount of extra melee damage passively. Be mindful: You will actually increase your hitbox with this, making you easier to hit.
Unleash a burst of damage around you that slows. Deals a double damage to Neutrals and minions.
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.
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.
Only pick for extra sustain during lane. When combined with Extra Regen, you'll be really hard to take down. Has a cooldown even if you miss.
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. Can be used with the Puddle Punch (3)'s last upgrade.
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).
Upon landing headshots, you'll increase your spirit power. Also still grant you the effects of Soul-Shredder Bullets.
Upon activation, grants you a decent amount of healing over time, as long as you don't take damage from Heroes or Towers. Pairs well with The Cube (2).
Allows you to move faster and also resist slows.
Increases your mobility, gives some spirit power, but also allows you to TRIPLE jump during Goo Ball (4).
A lot of healing when you land a melee hit, and more damage for melee. Works with Puddle Punch (3). Has a 3.8s cooldown (By the time you get Superior Cooldown).
Upon use, provides you (or an ally!) with a burst of healing and 1 stamina. Charges up when nearby enemies use abilities. Can be used on an Ally in The Cube (2).
Grants a burst of healing to your allies around you and yourself.
Upon dying, you'll respawn where you died after a few seconds, at half health.
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.
Allows you to double cast Splatter (1), The Cube (2), or regain a charge of Puddle Punch (3).
Reduces an enemy to the state of an actual potato for a few seconds. Useful against carries!
Reset the cooldowns of your entire kit, including your Goo Ball (4).
Poça Grudenta
O Cubo
Soco Pegajoso
Bola de Gosma
1
2
1
1
2
5
5
2
5
1
2
5