This build focuses on using Viscous's punch to sustain and bully opponents early. Note: You WILL fall off late game, so you need to roam and make plays happen early to get your teammates ahead. After mid game, you can decide if you want to go to a more spirit heavy build, leaning heavier into his 1, continue building his punch by building weapon damage, or go a more supportive/tank build.
Melee Lifesteal is insane for lane sustain. Spirit Strike and Extra Charge allow you to bully your opponents. You can skip basic magazine if you're ahead enough to safely farm 1250-3500 cost items. Extra Stamina can be delayed if you don't feel like you need it yet.
Your melee attacks heal you for 20% of the Melee Damage dealt plus 90. This heal is 40% effective vs non-heroes.
When you perform a Light or Heavy Melee attack against a hero, deal Extra Spirit Damage with the attack and reduce the target's Spirit Resist
x Spirit Damage (adjusted by Spirit Power)
-12% Spirit Resist
8s Duration
Quicksilver Reload (QSR) on Puddle Punch The order here is highly versatile. Lifestrike falls off hard late game, but it is still very strong, and will be used for most games. If you feel like the game will go late OR you're behind/want to push an advantage, you should go for it (most games tbh). You can skip it otherwise. Warp Stone can be used to gap close, dodge skills, or immediately after exiting THE CUBE.
Your Melee Attack applies Movement Slow and heals you for 55% of the Melee Damage dealt plus 110. This heal is 40% effective vs non-heroes.
60% Movement Slow (Conditional)
2.5s Slow Duration
Imbue an ability with bonus Spirit Damage on the first hit. When the ability is used, your weapon is reloaded and has a Fire Rate bonus for that clip.
50 Spirit Damage
15% Fire Rate Bonus
12s Max Frequency
Teleport straight ahead, gaining Bullet Resist.
13m Teleport Range
+40% Bullet Resist (Conditional)
5s Buff Duration
Increases the number of Air Dashes and Air Jumps that can be performed before landing from 1 to 2
Your Weapon Damage increases as you take sustained damage.
+5% Weapon Damage per Stack
110 Damage taken to Stack, 10 Max Stacks, 10s Duration
Late game items should really be considered on a game by game basis. Viscous is a very versatile character and can go both spirit damage and gun damage, and you should really consider what gaps your team has. Also consider specific counters (I.E Metal Skin for Haze/Wraith/Gunners). CD can go on any of the basic abilities (1 for spirit dmg, 2 for support/tank, 3 for weapon dmg). Most games should try and go for weapon damage.
Gain Bullet and Spirit Resist, and slow the movement and dash speed of enemies nearby. Your model size grows by 20%.
+40% Bullet Resist (Conditional)
+40% Spirit Resist (Conditional)
35% Movement Slow (Conditional)
10m Radius
7s Duration
+45 Spirit Power
(Conditional)
0.8% Buildup Per Shot
18s Duration
Your bullets have a chance to shock your target. The shock will jump to a nearby enemy.
30 Shock Damage
60 Damage on Jump
25% Proc Chance
8m Jump Radius
2 Max Jumps
Your bullets will ricochet on enemies near your target, applying any bullet procs and dealing percentage of the original damage.
50% Ricochet Damage
2 Ricochet Targets
14m Ricochet Range
Removes the Movement Speed penalty while shooting.
Active (22s): Gain Movement Speed and Ammo.
+4m/s Movement Speed (Conditional)
+30% Temporary Ammo (Conditional)
4s Duration
24% Bullet Resist Reduction
24% Spirit Resist Reduction
5s Debuff Duration
Your bullets build up a Bleed on enemies, causing them to lose a percentage of their current health over time. Also applies Healing Reduction on the bleeding target.
5%/sec Bleed Damage
-65% Healing Reduction
3s Duration
10.3% Buildup Per Shot
Your nest Dash-Jump does not cost an extra stamina and you gain Fire Rate and bonus Ammo until your next reload. Lasts up to 8s.
+30% Fire Rate (Conditional)
+5 Temporary Ammo (Conditional)
8s Duration
Some notable items that I think can be good. Consider what problem you are trying to solve.
For the next 4s, all your bullets immediately apply Silence. Silence prevents targets from using abilities.
2s Debuff Duration
Your bullets apply Movement Slow and reduce the target's outgoing damage on hit.
25% Movement Slow (Conditional)
-35% Damage Penalty (Conditional)
2.5s Debuff Duration
Reduces the duration of all negative effects applied to you.
35% Debuff Resist
Active - 45s:
Purge all negative effects currently applied to you. If any effects were removed, gain a movement speed bonus.
Cannot be used while Stunned or Slept.
+3m/s Movement Speed
3s Duration
Become immune to bullets and melee attacks.
3.5s Duration
Heals a target allied hero and yourself for a percentage of Max Health. Once while healing, you can Pull the target towards you. Can be self-cast.
30% Heal Amount
2.5s Channel Duration
45m Cast Range
Fires a projectile which silences and damages the target. Silence does not interrupt channeling abilities.
25m Cast Range
3s Duration
100 + (1.00 * SpiritPower) Spirit Damage
Target is knocked down and Stunned after a 2s delay, interrupting and temporarily preventing them from taking any action.
0.9s Stun Duration
45m Cast Range
You enter a void state and become untargetable and invincible for a short duration, during which you cannot move or perform any actions.
Afterwards you instantly reload and gain bonus Spirit Power.
3.5s Duration
+14 Bonus Spirit Power
10s Bonus Spirit Duration
Curses an enemy - interrupting, Siliencing, Disarming, and preventing item usage.
3.25s Status Duration
20m Cast Range