hero:viscous
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hero:viscous [2025/03/29 12:21] – [Table] monster_domosed | hero:viscous [2025/06/29 02:11] (current) – Added htmlmetatags. compsoter | ||
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+ | /* !! These are the htmlmetatags for Discord */ | ||
+ | /* !! Edit to page contents */ | ||
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====== Viscous | ====== Viscous | ||
- | <WRAP announcement grey left> | + | <WRAP announcement grey left> |
+ | |||
+ | < | ||
+ | |||
+ | < | ||
+ | |||
+ | ===== Puddle Punch ===== | ||
- | ===== Puddle Punch Boosting | + | <WRAP half right infobox> |
+ | {{tablelayout? | ||
+ | ^ <wrap centeralign> | ||
+ | ^ <wrap centeralign> | ||
+ | </ | ||
+ | |||
+ | //Puddle Punch// is < | ||
+ | |||
+ | When enemies parry //Puddle Punch//, damage and knockback is negated. This also counts as a parry against < | ||
+ | |||
+ | When casting there is a short delay before the fist comes out, in which the fist has not materialised and is a goo puddle. This gives an audio cue, which can allow the enemy to parry //Puddle Punch//. | ||
+ | |||
+ | The knockback that //Puddle Punch// gives varies based on the distance from the centre of the fist; the closer you are to the centre, the more velocity you will have afterwards and your resulting trajectory will align with the direction of the fist. When hit towards the edges, your trajectory may vary from side to side, and velocity might be transferred from forwards velocity to sidewards velocity. | ||
+ | |||
+ | //Puddle Punch// affects < | ||
+ | |||
+ | //Puddle Punch// can be cast on any surface in the game. This includes the skybox and incredibly small pieces of geometry, such as the curbs on the sides of lanes. //Puddle Punch// will always materialise perpendicular to the targeted surface. | ||
+ | |||
+ | <WRAP box nobox> | ||
+ | ==== Puddle Punch Boosting ==== | ||
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty | ||
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</ | </ | ||
- | < | + | Intentionally being hit by //Puddle Punch// |
- | **Puddle Punch Boosting** | + | The basic //Puddle Punch// Boost is timing your //Puddle Punch// |
- | Air Jumping overwrites vertical speed to '' | + | //Puddle Punch// Boosting can be executed while in //Goo Ball// form. When this happens, this is called //Goo Ball// Punching. |
- | **Puddle Punch Boosting** can be useful for boosting to a higher place (such as a rooftop) or to quickly move away from a fight without using [[universaltech: | + | </WRAP> |
- | + | ||
- | To execute, jump, then cast //Puddle Punch// either under or facing you. | + | |
- | ===== Goo Ball Punching ===== | + | <WRAP box nobox> |
+ | ==== Wall Punch Dashing | ||
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty | ||
^ Stamina | ^ Stamina | ||
^ Character Dependent | ^ Character Dependent | ||
- | ^ Inputs | + | ^ Inputs |
- | </ | + | </ |
- | < | + | When [[universaltech: |
- | **Goo Ball Punching** is the act of being in //Goo Ball// and using //Puddle Punch// | + | When being boosted by //Puddle Punch// |
- | To execute, cast //Goo Ball//, jump, then cast //Puddle Punch// | + | Since //Puddle Punch// affects your teammates, other players on your team can also use Dash //Puddle Punch//; this can set up gank parties and large escapes. However, your enemies can also use Dash //Puddle Punch// |
- | ===== Wall Punch Dash ===== | + | **Wall Punch Dashing** is considered a staple of advanced < |
+ | </ | ||
+ | |||
+ | <WRAP box nobox> | ||
+ | ==== Air Vent Puddle Boost ==== | ||
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
- | ^ Difficulty | + | ^ Difficulty |
- | ^ Stamina | + | ^ Stamina |
^ Character Dependent | ^ Character Dependent | ||
- | ^ Inputs | + | ^ Inputs |
</ | </ | ||
+ | By timing //Puddle Punch// as to boost you when you walk onto an Air Vent, you can stack the momentum from both to gain massive vertical momentum and travel long distances. | ||
- | //Puddle Punch// is able to be casted on nearly any surface. Surfaces that are able to be casted on include walls, the skybox | + | If you are in ball form, you travel further and faster. This can be done by either upgrading to the tier 3 upgrade |
- | By casting //Puddle Punch// onto a wall then [[universaltech: | + | **Air Vent Puddle Boosting**((AKA Jump Pad Puddle Boost)) can allow for large cross lane traversal. |
+ | </WRAP> | ||
- | Wall Punch Dashing costs one bar of [[universaltech:stamina]]. | + | <WRAP box nobox> |
+ | ===== The Cube ===== | ||
+ | <WRAP half right infobox> | ||
+ | {{tablelayout? | ||
+ | ^ <wrap centeralign> | ||
+ | ^ <wrap centeralign> | ||
+ | </ | ||
- | Wall Punch Dashes are possible wherever there is a sideways surface. While normally done on walls, the Wall Punch Dash can also be executed on the side of the curb in lanes. | + | //The Cube// |
- | To execute, cast //Puddle Punch// onto a wall. Stand where the fist will be, and just before the goo fist comes out, dash in the same direction as the casted //Puddle Punch//. If done correctly, you will launch into the air at a horizontal trajectory at speeds | + | //The Cube// has a lower friction coefficient while on the ground, being '' |
+ | </ | ||
- | The position you are relative to the punch does not matter; all that matters is that you are within range to be “hit” by //Puddle Punch//. | + | <WRAP box nobox> |
- | + | ==== Slope Acceleration==== | |
- | ===== Puddle Punch Wall Boost ===== | + | |
- | <color grey> | + | |
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
- | ^ Difficulty | + | ^ Difficulty |
- | ^ Stamina | + | ^ Stamina |
^ Character Dependent | ^ Character Dependent | ||
- | ^ Inputs | + | ^ Inputs |
</ | </ | ||
+ | While in //The Cube//, the normal of the last touched surface is stored; this is speculated to be for velocity calculations while on slopes and ramps. During normal use while on the ground, //The Cube// acts normally and slides down slopes and ramps. This stored normal is not cleared while in the air; this means that if the last touched ground surface was a ramp, that normal will be stored, and the game will assume that you are currently on a slope and thus give you velocity in the direction of the slope. This phenomenon is called **Slope Acceleration**. | ||
- | **Wall Boosting** allows you to [[universaltech: | + | The stored normal will not update through abilities, |
- | By combining **Wall Boosting** with //Puddle Punch//, you can traverse large horizontal | + | To execute, be airborne |
- | **Puddle Punch Wall Boost** costs one bar of [[universaltech: | + | The velocity is constantly stacked on while in the air; while using Slope Acceleration and given enough time, you will accelerate to extremely high velocities (maximum ~'' |
- | To execute, first place //Puddle Punch// onto a wall. [[universaltech: | + | Slope Acceleration also works in //Goo Ball// form. When exiting //The Cube// while in //Goo Ball//, your downwards velocity will be paused for a brief second. |
+ | |||
+ | Slope Acceleration can be useful in conjunction with pre-defined rollouts; Slope Acceleration can allow for extremely fast traversal | ||
+ | |||
+ | </ | ||
- | ===== Puddle Punch Rope Climb ===== | + | <WRAP box nobox> |
- | <color grey> | + | ===== Goo Ball ===== |
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
- | ^ Tech Type | Character Tech | | + | |
- | ^ Difficulty | + | |
- | ^ Stamina | + | |
- | ^ Character Dependent | + | |
- | ^ Inputs | + | |
- | ^ Contributed by | sicko egg | + | |
</ | </ | ||
- | By being hit by //Puddle Punch// facing upwards then hopping on the [[universaltech: | + | //Goo Ball// is < |
- | The constant speed on the rope varies, but is typically around | + | Upon activation, you will start accelerating to '' |
- | Theoretically, you should be able to do the inverse; by casting //Puddle Punch// on a nearby ceiling then hopping on the rope, it should apply constant downwards momentum. | + | While in ball form, you are able to [[universaltech: |
- | To execute a **Puddle Punch Rope Climb**, place a //Puddle Punch// on a floor or ceiling, then grab onto the rope. You should see yourself move upwards without pressing any movement | + | Upon upgrading |
- | ===== Jump Pad Puddle Boost ===== | + | </ |
- | <color grey> | + | |
+ | <WRAP box nobox> | ||
+ | ==== Cube Turnaround | ||
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
- | ^ Tech Type | + | ^ Tech Type |
- | ^ Difficulty | + | ^ Difficulty |
- | ^ Stamina | + | ^ Stamina |
- | ^ Character Dependent | + | ^ Character Dependent |
- | ^ Inputs | + | ^ Inputs |
- | ^ Contributed by | Acurrz | + | |
</ | </ | ||
- | < | + | Upon upgrading |
- | By timing the //Puddle Punch// to boost you when you walk onto a [[universaltech: | + | By using //The Cube// while in //Goo Ball//, then cancelling, your previous |
- | If you are in ball form, you travel further and faster. | + | This can be useful for chain-stunning opponents |
+ | </WRAP> | ||
- | **Jump Pad Puddle Boosting**((AKA Puddle Vent Boost)) can allow for large cross lane traversal. By chaining these boosts across multiple jump pads, you can travel large swaths of distance, or even the entire map. | + | <WRAP box nobox> |
- | {{tablelayout? | + | ==== Frogpunch ==== |
- | ^ Without //Goo Ball// | + | |
- | | To execute: | + | |
- | | 1. Cast Puddle Punch onto or facing the jump pad. | 1. Cast Puddle Punch onto or facing the jump pad. | | + | |
- | | 2. When Puddle Punch is about to materialise, | + | |
- | | ::: | 3. When Puddle Punch is about to materialise, | + | |
- | | **Result: | + | |
- | | You should be launched high into the air. | You should be launched high and far. | | + | |
- | + | ||
- | ===== Frogpunch ===== | + | |
- | <color grey> | + | |
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
- | ^ Tech Type | + | ^ Tech Type |
- | ^ Difficulty | + | ^ Difficulty |
- | ^ Stamina | + | ^ Stamina |
- | ^ Character Dependent | + | ^ Character Dependent |
- | ^ Inputs | + | ^ Inputs |
- | ^ Thanks to | Timu | | + | |
</ | </ | ||
+ | < | ||
- | //[[itemtech: | + | By rolling in //Goo Ball//, casting //Puddle Punch// onto a wall, bouncing off the wall then quickly using <item_majestic_leap> //Majestic Leap//, |
- | By rolling in //Goo Ball//, | + | To execute, cast //Goo Ball//, |
- | In order to execute a **Frogpunch**, | + | This can be useful for traversing large distances or rotating; you can travel nearly half of the map using a single Frogpunch. |
- | + | </WRAP> | |
- | The timing for the **Frogpunch** is tight. You have to bounce off the wall, cast //Majestic Leap//((The Majestic Leap should be timed to match the moment of bouncing off the wall.)) and then get hit by //Puddle Punch//. | + | |
- | + | ||
- | This can be useful for traversing large distances or rotating; you can travel nearly half of the map using a single | + | |
- | + | ||
- | To execute; | + | |
- | * Cast Goo Ball, and use M1((Left Mouse Button)) to start accelerating, | + | |
- | * Be near a wall and cast //Puddle Punch// on it in preparation. It is important that you first bounce off the wall then get punched. | + | |
- | * Bounce off the wall, | + | |
- | * Use //Majestic Leap//, | + | |
- | * Get punched. | + | |
- | ===== Ball-less Frogpunch | + | <WRAP box nobox> |
+ | === Ball-less Frogpunch === | ||
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
- | ^ Tech Type | + | ^ Tech Type |
- | ^ Difficulty | + | ^ Difficulty |
- | ^ Stamina | + | ^ Stamina |
- | ^ Character Dependent | + | ^ Character Dependent |
- | ^ Inputs | + | ^ Inputs |
</ | </ | ||
+ | Frogpunch is able to be executed without //Goo Ball//. However, the **Ball-less Frogpunch** does not go as far as a normal Frogpunch. | ||
- | The [[hero: | + | The execution of the Ball-less Frogpunch |
- | **Ball-less Frogpunch** can be better if you do not have //Goo Ball// unlocked or if you want to simply save it for a later time. | + | To execute, be hit by //Puddle Punch// and then use < |
- | + | </ | |
- | The execution of the **Ball-less Frogpunch** is nearly the same as a normal Frogpunch, but without //Goo Ball//. | + | |
- | + | ||
- | To execute, be hit by //Puddle Punch// and then use //Majestic Leap//. If done correctly, you will go further than a regular //Majestic Leap// or a regular | + | |
+ | <WRAP box nobox> | ||
===== Magic Carpet Goo Ball ===== | ===== Magic Carpet Goo Ball ===== | ||
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty | ||
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</ | </ | ||
- | <viscous_mm> Viscous’s fourth and ultimate ability, | + | <item_magic_carpet> //Magic Carpet// (<color # |
- | //Magic Carpet// (<color # | + | Upon upgrading |
- | When //Goo Ball//’s final upgrade has been reached, you can use active items while in goo form. By casting //Magic Carpet// while in the ball, you are able to be in //Goo Ball// and ride the carpet at the same time. | + | Riding the < |
- | + | ||
- | Riding the //Magic Carpet// while in //Goo Ball// form does have some advantages: | + | |
* You still maintain the hitbox of the Goo Ball; this allows you to still do damage while flying around. | * You still maintain the hitbox of the Goo Ball; this allows you to still do damage while flying around. | ||
* You have full flying controls; you are able to make incredibly sharp turns while still damaging opponents. | * You have full flying controls; you are able to make incredibly sharp turns while still damaging opponents. | ||
- | These combined make <viscous_mm> Viscous a flying ball of stun. | + | When you hit an enemy opponent or minion while in carpet state, |
- | When you hit an enemy opponent while in carpet state, //Magic Carpet// will disappear. However, creeps/ | + | To execute, cast //Goo Ball//. After ballooning to ball size, use < |
- | To execute, cast //Goo Ball//. After ballooning to ball size, use //Magic Carpet//. After the cast time of //Magic Carpet//, you should still be in ball form but be riding the carpet. | ||
- | |||
- | ===== The Cube ===== | ||
- | <WRAP half right infobox> | ||
- | {{tablelayout? | ||
- | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | ||
- | ^ Tech Type | Character Tech | | ||
- | ^ Difficulty | ||
- | ^ Stamina | ||
- | ^ Character Dependent | ||
- | ^ Inputs | ||
</ | </ | ||
- | The Cube((by default, 2)) is < | ||
- | |||
- | The Cube itself is a solid object, and can push both allies and opponents. The Cube is able to be mantled onto and stood on top of. | ||
- | |||
- | When entering the cube, you preserve all prior momentum. On the ground, friction is decreased((To a friction coefficient of 0.80)). In the air, standard air drag is applied((0.2)). This can enable characters to maintain their momentum from abilities or from prior movement. | ||
- | |||
- | ==== The Cube’s interaction with slopes ==== | ||
- | <WRAP half right infobox> | ||
- | {{tablelayout? | ||
- | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | ||
- | ^ Tech Type | Character Tech | | ||
- | ^ Difficulty | ||
- | ^ Stamina | ||
- | ^ Character Dependent | ||
- | ^ Inputs | ||
- | </ | ||
- | |||
- | //The Cube// has some interesting interactions with ramps, slopes and curved surfaces. | ||
- | |||
- | When you jump off a slope or curved surface and then get cubed, you will begin accelerating in the direction of the slope/ | ||
- | |||
- | Once you touch the ground, the acceleration will be reset and slope state will update back to normal. | ||
- | |||
- | Slope state will not update through: | ||
- | |||
- | * Cancelling //The Cube//((You will not accelerate while not in the cube.)) | ||
- | * Abilities | ||
- | * Zipline | ||
- | * Jumps | ||
- | * Air Dashes | ||
- | This speed can allow you to cross the map from high places, such as the mid building. It can also be applied to other characters, for unique interactions with certain abilities. | ||
- | This state can also be attained in Viscous’ fourth and ultimate ability, //Goo Ball//. When exiting //The Cube// while in //Goo Ball//, your downwards velocity will be paused for a brief second. |
hero/viscous.1743250867.txt.gz · Last modified: 2025/03/29 12:21 by monster_domosed