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viscous:basics [2025/12/22 09:36] – created. will fill out later compsoterviscous:basics [2025/12/27 20:23] (current) – number fixes compsoter
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 ====== Basics ====== ====== Basics ======
-===== Splatter =====+ 
 +**Portrait below will be replaced by either a S2FM scene by compsoter or the drawn image by maji** 
 + 
 +<WRAP announcement grey left> 
 + 
 +{{ icons:viscous_card_psd.png?100 }} 
 + 
 +</WRAP> 
 + 
 +===== Abilities ===== 
 + 
 +==== Splatter ==== 
 <WRAP half right infobox> <WRAP half right infobox>
  
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-//Splatter// is <viscous_sm> Viscous' first ability. Casting //Splatter// throws an arcing projectile that explodes into a puddle of goo when it hits a surface. The projectile itself, and the goo explosion both deal damage (but only one or the other can hit per target). The goo left behind by the explosion applies a ''35%'' movement slow to enemies in its radius. 
  
-When //Splatter// is fully upgraded, it can bounce twice — exploding with three impacts to deal damage and spread slows across the enemy lines. The slow is a secondary effectas the main advantage of bounces is being able to hit each enemy up to three timesSuccessive hits on the same player will do less damage (×''1'', ×''0.7'', ×''0.5'').+<wrap retailsemibold>Splatter</wrap> is <viscous_sm> Viscous' first ability. Casting <wrap retailsemibold>Splatter</wrap>  throws an arcing projectile that explodes into a puddle of goo when it hits a surface. The projectile itselfand the goo explosion both deal damage (but only one or the other can hit per target)The goo left behind by the explosion applies a ''35%'' [[statuseffects:movement_slow|movement slow]] to enemies in its radius.
  
-//Splatter//’s damage scales well with items with +Spirit Damagehaving spirit coefficient of ×''1.9''The explosion radius can be increased with items with +//Ability Range//The explosion puddle duration can be increased with +Ability Duration.+When <wrap retailsemibold>Splatter</wrap> is fully upgradedit can bounce twice — exploding with three impacts to deal damage and spread slows across the enemy lines. The slow is secondary effect, as the main advantage of bounces is being able to hit each enemy up to three times. Successive hits on the same player will do less damage (''×1.00'', ''×0.70'', ''×0.50'').
  
 +<wrap retailsemibold>Splatter</wrap> ’s damage scales well with items with //+Spirit Damage//, having a spirit coefficient of <spiritscale> <color #E1A0FF>''×1.77''</color>. The explosion radius can be increased with items with +//Ability Range//. The explosion puddle duration can be increased with //+Ability Duration//.
 +
 +==== The Cube ====
  
-===== The Cube===== 
 <WRAP half right infobox> <WRAP half right infobox>
  
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 </WRAP> </WRAP>
-//The Cube// can be self-cast or cast to a teammate. A player in //The Cube// is inactionable, invulnerable to losing health and is given additional regeneration. It is useful for protecting teammates from large burst damage, ultimate abilities, and killing blows. 
  
-//The Cube// can be punched by anyone (via melee attacks including Puddle Punch) to reposition it. //The Cube/is resistant to friction (in the air and on the ground), making it slidy and easy to reposition. When //The Cube// is fully upgraded, it will cleanse debuffs.+<wrap retailsemibold>The Cube</wrap> is <viscous_sm> Viscous' second ability. In it, he encases an allied player in a rejuvinating goo cube. <wrap retailsemibold>The Cube</wrap> can be self-cast onto yourself or cast to a teammate. A player in <wrap retailsemibold>The Cube</wrap> is inactionable, invulnerable to losing health and is given additional regeneration. It is useful for protecting teammates from large burst damage, ultimate abilities, and killing blows. 
 + 
 +<wrap retailsemibold>The Cube</wrap> can be punched by anyone (via [[universaltech:heavy_melee|melee]] attacks including Puddle Punch) to reposition it. <wrap retailsemibold>The Cube</wrap> is resistant to friction (in the air and on the ground), making it slide across the floor and easy to reposition. When <wrap retailsemibold>The Cube</wrap> is fully upgraded, it cleanses debuffs. 
 + 
 +<wrap retailsemibold>The Cube</wrap>’s healing scales with items with //+Spirit Damage//, and can be further increased using the <vitality> <wrap retailsemibold><color #7CB125> Vitality</color></wrap> item <item_healing_booster> <wrap retailsemibold>Healing Booster</wrap>. Cast range can be increased with items with //+Ability Range//. //+Ability Duration// increases the duration of <wrap retailsemibold>The Cube</wrap>, as well as the Tier 1 upgrade’s Speed/Stamina buff duration. A higher duration cube will yield more health regenerated overall. 
 + 
 +==== Puddle Punch ==== 
 + 
 +<WRAP half right infobox> 
 + 
 +{{tablelayout?rowsHeaderSource=Auto}} 
 + 
 +^ <wrap centeralign> //**Puddle Punch**// </wrap> |^ 
 +^ <wrap centeralign>{{ ::viscous:puddlepunch.mp4?500 }}</wrap> |^ 
 +^ Inputs  | ''3'' --> (Click to place) | 
 + 
 +</WRAP> 
 + 
 +<wrap retailsemibold>Puddle Punch</wrap> is <viscous_sm> Viscous' third ability, which (after a ''0.45'' second cast delay) materialises a large goo fist on map geometry to shove players/troopers and damage enemies/objectives. It is a versatile tool that is used for mobility, damage, and crowd control. It can be used to reposition both enemies and allies. It is a charge ability, meaning additional charges can be held via either ability upgrades using AP or items. 
 + 
 +<wrap retailsemibold>Puddle Punch</wrap>’s damage is considered light melee damage, allowing it to kill troopers to directly confirm their souls. Its base damage is ''69'', higher than a standard light melee attack (''63''). When fully upgraded, <wrap retailsemibold>Puddle Punch</wrap> counts as heavy melee damage which means it deals +50% damage, knocks the Soul Urn off enemy players, and procs heavy melee item abilities. <wrap retailsemibold>Puddle Punch</wrap> with its Tier 3 ability upgrade cannot collect Runes nor confirm the Rejuvenator. <wrap retailsemibold>Puddle Punch</wrap> also deals a ''15''% movement slow to damaged enemies that lasts for ''4'' seconds. 
 + 
 +<wrap retailsemibold>Puddle Punch</wrap> scales with //+Weapon Damage//, //+Melee Damage//, and the melee damage gained from boons (offered by the patron when gaining total souls). //+Ability Range// will increase the Cast Range, as well as the size of the punch (diameter scales more than height)The Tier 2 ability upgrade for <wrap retailsemibold>Puddle Punch</wrap> applies a movement slow that can be extended with //+Ability Duration//
 + 
 +==== Goo Ball ==== 
 + 
 +<WRAP half right infobox> 
 + 
 +{{tablelayout?rowsHeaderSource=Auto}} 
 + 
 +^ <wrap centeralign> //**Goo Ball**// </wrap> |^ 
 +^ <wrap centeralign>{{ ::viscous:gooball.mp4?500 }}</wrap> |^ 
 +^ Inputs  | ''4''
 + 
 +</WRAP> 
 + 
 +<wrap retailsemibold>Goo Ball</wrap> is <viscous_sm> Viscous' fourth and ultimate ability. Once channeled, <viscous_sm> Viscous transforms into a giant goo ball and can roll, jump and bounce on terrain to stun and damage enemies. <wrap retailsemibold>Goo Ball</wrap> is an effective way to cancel many ultimates through stun, disrupt groups of enemies in team fights, or leave an area or gank quickly with high speed and some Spirit and Bullet resistance. 
 + 
 +Once <wrap retailsemibold>Goo Ball</wrap> is fully upgraded, any ability or active ability can be used while in it. This allows for higher damage output, defensive options with <wrap retailsemibold>The Cube</wrap>, and makes <wrap retailsemibold>Puddle Punch</wrap> an effective way to traverse at high speed. Active items like the <weapon> <wrap retailsemibold><color #9E6203>Weapon</color></wrap> item <item_warp_stone> <wrap retailsemibold>Warp Stone</wrap> can be used to secure more hits with <wrap retailsemibold>Goo Ball</wrap>
 + 
 +<wrap retailsemibold>Goo Ball</wrap> damage scales moderately with //+Spirit Damage//, scaling with a spirit coefficient of <spiritscale> <color #E1A0FF>''×1.10''</color>. The hurtbox and visual size of <wrap retailsemibold>Goo Ball</wrap> can be increased with items that have +Ability Range. A larger <wrap retailsemibold>Goo Ball</wrap> only affects your ability to hit players — you are not easier to shoot while larger, and terrain navigation remains unaffected. 
 + 
 +Hitting an enemy in <wrap retailsemibold>Goo Ball</wrap> does not count as a melee attack, although there are ways to damage an enemy with your melee whilst in <wrap retailsemibold>Goo Ball</wrap> form. 
 + 
 +===== Gun ===== 
 + 
 +<WRAP half right infobox> 
 + 
 +{{tablelayout?rowsHeaderSource=Auto}} 
 + 
 +^ <wrap centeralign> //**Deep Sea Interpeter**// </wrap> |^ 
 +^ <wrap centeralign>{{ ::viscous:gun.mp4?500 }}</wrap> |^ 
 +^ Inputs  | Mouse1 or Mouse2 (Left or right click) | 
 + 
 +</WRAP> 
 + 
 +<viscous_sm> Viscous’ gun, named “Deep Sea Interpreter”, fires slow but large bullets at a rate of ''4.76'' bullets per second. Each bullet deals a base of ''10.3'' damage, with an ammo capacity of 20. Bullet damage scales with boons at a rate of ''+0.50'' per boon.  
 + 
 +Viscous cannot zoom with his gun – right-click is instead used for an alternative-fire option (truncated to alt-fire). While some other characters (<shiv_sm> Shiv and <yamato_sm> Yamato) have their own alternate-fires, “Alt-fire” will be used to refer to Viscous’ specifically. Both the primary-fire and alt-fire have damage dropoff that begins at ''25'' metres [citation needed]. While the primary-fire can hit headshots, alt-fire cannot.  
 + 
 +Alt-fire explodes in a ''6'' metre radius[citation needed] after a lifetime of ''2'' seconds (travelling ~32m). It also explodes if it hits an enemy target. The alt-fire is effective at poking enemies behind cover, bursting targets (especially to kill them), and when running low on ammunition. It has a base damage of ''46'', but scales with boons at the regular rate. Alt-fire is usually most used during laning, with fringe uses with the <weapon> <wrap retailsemibold><color #9E6203>Weapon</color></wrap> items <item_express_shot> <wrap retailsemibold>Express Shot</wrap> and <item_split_shot> <wrap retailsemibold>Split Shot</wrap>
 + 
 +Alt-fire consumes up to ''5'' ammo. It does full damage even when used with less than 5 ammo remaining, or while sliding (does not consume ammo). 
 + 
 +Using the alt-fire incurs a gun timeout (to both primary-fire and alt-fire) which prevents shooting for ''70'' ticks (''1.16'' seconds). When either a light or heavy melee's hitbox comes out (heavy melee’s ‘windup’ doesn’t count) during the gun timeout period, the timeout will be interrupted and extended. [citation needed on this paragraph] 
 + 
 +===== General Playstyle ===== 
 + 
 +**This section probably needs a rewrite from a more experienced viscous player, ill leave it for now -compsoter**
  
-//The Cube//’s healing scales with items with +Spirit Damage, and can be further increased using the item Healing Booster. Cast Range can be increased with items with +Ability Range. +Ability Duration increases the duration of //The Cube//, as well as the Tier 1 upgrade’s Speed/Stamina buff duration. A higher duration cube will yield more health regenerated overall.+===== Counters to Viscous ===== 
 +Removed while we figure out counters
viscous/basics.1766396217.txt.gz · Last modified: 2025/12/22 09:36 by compsoter