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hero:viscous [2025/06/29 02:11] – Added htmlmetatags. compsoter | hero:viscous [2025/08/21 10:15] (current) – (IGNORE) Changed mm to sm icon compsoter | ||
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<WRAP announcement grey left>{{ icons: | <WRAP announcement grey left>{{ icons: | ||
- | <viscous_mm> Viscous has a litany of abilities that can aid in his movement. Excepting his first ability, // | + | <viscous_sm> Viscous has a litany of abilities that can aid in his movement. Excepting his first ability, // |
- | <viscous_mm> Viscous' | + | <viscous_sm> Viscous' |
===== Puddle Punch ===== | ===== Puddle Punch ===== | ||
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</ | </ | ||
- | //Puddle Punch// is <viscous_mm> Viscous' | + | //Puddle Punch// is <viscous_sm> Viscous' |
- | When enemies parry //Puddle Punch//, damage and knockback is negated. This also counts as a parry against <viscous_mm> Viscous; items such as the < | + | When enemies parry //Puddle Punch//, damage and knockback is negated. This also counts as a parry against <viscous_sm> Viscous; items such as the < |
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// | 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// | ||
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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. | 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 <viscous_mm> Viscous, his allies and the opposing team; this can be used for advantageous movement for him and his team or to directly displace his enemies. | + | //Puddle Punch// affects <viscous_sm> Viscous, his allies and the opposing team; this can be used for advantageous movement for him and his team or to directly displace his enemies. |
//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. | //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. | ||
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{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty | ||
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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// for their own movement (they do still take the regular damage). | 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// for their own movement (they do still take the regular damage). | ||
- | **Wall Punch Dashing** is considered a staple of advanced <viscous_mm> Viscous movement, and usually sets up movement sequences. The technique is useful in all stages of the game; during laning phase you can effectively move around the map quicker for ganks; during mid-game this can lead to fast rotates and easy chases, and during late-game this can be used as an escape tool with your team. | + | **Wall Punch Dashing** is considered a staple of advanced <viscous_sm> Viscous movement, and usually sets up movement sequences. The technique is useful in all stages of the game; during laning phase you can effectively move around the map quicker for ganks; during mid-game this can lead to fast rotates and easy chases, and during late-game this can be used as an escape tool with your team. |
</ | </ | ||
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{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty | ||
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</ | </ | ||
- | //The Cube// is <viscous_mm> Viscous’ second ability. Upon casting, you encase either you or a teammate in a healing goo cube. //The Cube// can be cancelled at any time by the person who is cubed. //The Cube// acts as a normal physics object; it can fall, maintain momentum and be moved like a normal prop. Teammates and opponents are able to move the cubed by using [[universaltech: | + | //The Cube// is <viscous_sm> Viscous’ second ability. Upon casting, you encase either you or a teammate in a healing goo cube. //The Cube// can be cancelled at any time by the person who is cubed. //The Cube// acts as a normal physics object; it can fall, maintain momentum and be moved like a normal prop. Teammates and opponents are able to move the cubed by using [[universaltech: |
//The Cube// has a lower friction coefficient while on the ground, being '' | //The Cube// has a lower friction coefficient while on the ground, being '' | ||
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{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty | ||
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</ | </ | ||
- | //Goo Ball// is <viscous_mm> Viscous’ fourth and ultimate ability. Upon activation, you inflate into a large ball and move forwards at a constant velocity((Note that strafing does not increase velocity like normal movement; you will **always** move at this velocity)). //Goo Ball// has a radius of '' | + | //Goo Ball// is <viscous_sm> Viscous’ fourth and ultimate ability. Upon activation, you inflate into a large ball and move forwards at a constant velocity((Note that strafing does not increase velocity like normal movement; you will **always** move at this velocity)). //Goo Ball// has a radius of '' |
Upon activation, you will start accelerating to '' | Upon activation, you will start accelerating to '' | ||
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{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty | ||
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{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty |