Своевременное лечение и правильное разделение командного боя — вот разница между лёгкой победой и сокрушительным поражением. Кельвин быстро скользит по полю боя и замедляет врагов, чем обеспечивает своей команде преимущество в манёвренности.
Своевременное лечение и правильное разделение командного боя — вот разница между лёгкой победой и сокрушительным поражением. Кельвин быстро скользит по полю боя и замедляет врагов, чем обеспечивает своей команде преимущество в манёвренности.
"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!
Feel free to join the Viscous Discord: https://discord.gg/jD3Cauw6n5
Buy left to right. Use Splatter (1) as often as possible as it will also heal you thanks to Mystic Regen! You can also pick Arcane Surge instead of Mystic Expansion, but if you do, remember to dash-jump before using Goo Ball (4)!
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.
Grants additional damage when you hit someone with Splatter (1). Takes some time to charge up. | Upgrade into Tankbuster |
Grants you more Spirit power, resulting in more damage. |Upgrade into Improved Spirit|
Grants you more Spirit power, and also some out of combat regen.
Increases the size of Goo Ball (4) to hit enemies with more ease. You can replace this with Arcane Surge, but you'll have to dash-jump every time before Goo Ball (4) |Upgrade into Greater Expansion|
Reduces the cooldown of Goo Ball (4), allowing you to use it more often! | Upgrade into Superior Cooldown |
You can pick Arcane Surge instead of Mystic Expansion, but remember to dash-jump every time before using Goo Ball (4) for its effect to trigger!
Get it instead of Mystic Expansion to start building towards Arcane Surge. Also useful pick if you're struggling against Warden. |Upgrade into Arcane Surge|
Alternative to Mystic Expansion. Dash-jump before using Goo Ball (4) for it to be bigger, last longer and deal more damage!
Buy left to right. Don't be afraid to grab an active when Goo Ball (4) is maxed! If you are struggling to survive, check the Survival category!
Deal spirit damage to the two nearest enemies to you. This works while in Goo Ball (4) and Superior Cooldown will make it tick faster! | Can be sold for Scourge |
Use this while in Goo Ball (4) to change direction at will. You will lose momentum when teleporting.
A huge damage increase when hitting with Goo Ball (4) and Splatter (1). The higher the Max HP of the enemy, the higher the damage!
Reduces the Cooldown of all of your abilities, along with your actives and even effects like Torment Pulse!
Upon using your Goo Ball (4), you'll gain a lot of Barrier, and also gain more Spirit, resulting in more damage and survivability!
When Goo Ball (4) is fully upgraded, you can use those to deal 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!
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. This can replace Torment Pulse.
Allows you to reset the cooldown of Splatter (1) for a second burst of damage!
Silence a target. Once the silence expire, the enemy will take a portion of the damage they took while silenced, as a burst.
You can buy left to right, or in the order you wish, depending on how your match is going! Don't forget to buy an Active!
Allows you to teleport to an enemy, disarming them, but you'll lose all momentum. Can be used to catch a flying enemy and bring them down to the ground.
After dealing 400 Spirit Damage to a target, they will explode for more damage. Enemies caught in the explosion will burn and have their healing reduced by a lot.
You'll reduce the cooldown of a random ability when you take Spirit Damage. This INCLUDES Goo Ball!
Increases the size of Goo Ball (4) even more, but also the range of all of your abilities, items, actives and more!
Grants you a lot of Spirit, which results in more damage. Also heals you whenever you cast an ability.
Increases the duration of all your abilities and items, but also the duration of the stun on Goo Ball (4)!
Those actives can help you create a playstyle that suits you more.
Sends back some of the damage that you take! Useful against Wraith, Haze, Vyper and more!
Leap high into the air and gain a Barrier. Can be used to engage with an advantage or rotate around the map!
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.
Become immune to crowd control during its duration. Use it against Dynamo and roll over his ult to stop him!
Can be used to fly while in Goo Ball (4). Keep in mind that if you hit an enemy, the Magic Carpet will disappear.
If you realize during Late Game that the enemy is building Spirit Resistance against you, then after getting Spirit Burn, grab either Escalating Exposure or Spirit Snatch. Escalating Exposure is the easiest to trigger.
Reduces the enemy's Spirit Resistance when dealing Spirit Damage to them. Easy to trigger with all the sources of Spirit Damage that we have, like Torment Pulse.
Anytime you deal Spirit Damage, you'll increase your Spirit Damage against the enemy hit. Stacks very easily with Torment Pulse.
Lower the enemy's Spirit Resistance when hitting them with Melee. Works with Puddle Punch (3).
Steal some of the enemy's Spirit Power and Spirit Resistance when hitting them with Melee. Works with Puddle Punch (3). This means they get weaker, and you get stronger!
If you find yourself struggling to stay alive, consider one (Or more!) of those items. They will increase your survivability a lot, all depending on how your match is going and who you are facing!
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.
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.
Allows you to ignore any bullet damage for a few seconds. Useful against Haze and Wraith. Pairs well with Return Fire!
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 8s, 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.
Grants you more melee damage with your heavy melee along with extra range. Can be used with Puddle Punch (3)'s last upgrade.
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!
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).
While above 65% health, you gain more spirit and cooldown reduction. This also grants you a decent amount of Spirit Resistance.
Upon use, provides you (or an ally!) with a burst of healing. 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.
Grants you a lot of bonuses, like soul generation, when you rack up kills and assists!
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.
Parry ANYTHING. This means almost any abilities such as Geist's Ultimate, Shiv's Ultimate, Lash's Ultimate, etc...
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 4s cooldown.
Gain a chance to ignore bullet effects when you get shot. You also have a chance to deflect bullets back.
Enemies that shoot you will have their fire rate lowered. Really good if you tend to be focused a lot while in Goo Ball (4).
ColosSUS. Grants more HP passively. Upon use, gain a more resistances and you will slow enemies near you.
Lowers an enemy's fire rate. Useful against characters like Haze, Wraith, Infernus and more.
Blocks a target's movement abilities and movement items (Like Warp Stone) for a short duration. Use it BEFORE they use their movement ability. Tip: It silences Calico's dash and ult!
This is very useful to counter any enemy that heals a lot such as Abrams, Infernus, Mo&Krill.
Disarms an enemy. Very useful against characters like Haze, Wraith, Infernus, Vyper and more.
Throw a wave forward that silences, lowers spirit resistance and their spirit power. Useful against Yamato, Geist, Lash, Pocket, and many more.
Applies a delayed stun to a target. Brings down any flyer to the ground. Useful against Seven, Lash, Grey Talon, Vindicta and more.
Disarms, interrupts and silences a target. They also cannot use items. Useful against carries!
Grant you a massive amount of Bullet Resistance and movement speed when at lower than half health. Useful for when Goo Ball (4) ends.
Hitting an enemy with Splatter (1) will make them take delayed damage in the form of an AoE and also slow them down. Also grants you Spirit Lifesteal.
Reset the cooldowns of your entire kit, including your Goo Ball (4).
Upon activation, you'll gain a lot of Spirit, but also a large amount of Spirit Lifesteal. Use it before using Splatter (1) or hitting someone in Goo Ball (4).
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