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viscous:basics [2025/12/24 06:54] – Added coutners (needs update) and playstyle (leaving for now since i am not a viscous player) compsoterviscous:basics [2025/12/27 20:23] (current) – number fixes compsoter
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 ====== Basics ====== ====== Basics ======
-**Portrait below will be replaced by either a S2FM scene by compsoter or the drawn image by menagarie**+ 
 +**Portrait below will be replaced by either a S2FM scene by compsoter or the drawn image by maji** 
 <WRAP announcement grey left> <WRAP announcement grey left>
  
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-===== Abilities=====+===== Abilities ===== 
 ==== Splatter ==== ==== Splatter ====
 +
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 <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 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%'' [[statuseffects:movement_slow|movement slow]] to enemies in its radius. <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 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%'' [[statuseffects:movement_slow|movement slow]] to enemies in its radius.
  
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 <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//. <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==== 
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 <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> 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.
  
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 ==== Puddle Punch ==== ==== Puddle Punch ====
 +
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 ==== Goo Ball ==== ==== Goo Ball ====
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 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>. 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>. +<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.
-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. 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 ===== ===== Gun =====
 +
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-<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.+<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. +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. 
-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 63 (over 6x base Bullet Damage), but scales less effectively than Viscous’ primary fireThis means it is most effective during the laning phase.+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 rateAlt-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). 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).
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 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] 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]
  
-To avoid a timeout extension, after alt-firing wait a moment before using heavy melee (timing depends on if melee connects to come out early). Light melee should not be used at all during the timeout or it will interrupt. <wrap retailsemibold>Puddle Punch</wrap> does not interrupt the timeout, so it can be used freely.+===== General Playstyle =====
  
-===== General Playstyle ===== 
 **This section probably needs a rewrite from a more experienced viscous player, ill leave it for now -compsoter** **This section probably needs a rewrite from a more experienced viscous player, ill leave it for now -compsoter**
  
 ===== Counters to Viscous ===== ===== Counters to Viscous =====
-<WRAP half right infobox> +Removed while we figure out counters
- +
-{{tablelayout?rowsHeaderSource=Auto}} +
-^ <wrap centeralign> //**Counters**// </wrap>                                                                                                                                          |||| +
-^ <wrap centeralign>{{ ::viscous:counters.mp4?500 }}</wrap>                                                                                                                                       |||| +
-^ {{ :icons:archer_card_psd.png?50&nolink }}                 ^ {{ :icons:hornet_card_psd.png?50&nolink }}  ^ {{ :icons:shiv_card_psd.png?50&nolink }}  ^ {{ :icons:digger_card_psd.png?50&nolink }}  ^ +
- +
-</WRAP> +
- +
-<viscous_sm> Viscous’ abilities struggle to consistently deal damage to flying characters. While it is technically possible to aim <wrap retailsemibold>Splatter</wrap> or use <wrap retailsemibold>Puddle Punch</wrap> off the skybox or a building, they are not particularly effective. Because of the way that flight abilities interact with the physics engine, <wrap retailsemibold>Puddle Punch</wrap>  also does not provide as much impulse as one might expect. +
- +
-Viscous’ ultimate, <wrap retailsemibold>Goo Ball</wrap>, once fully upgraded, can harass or kill flying targets. +
-A Floor Puddle Punch can launch the Goo Ball upwards to stun them. Whilst most heroes buy <item_knockdown> <wrap retailsemibold>Knockdown</wrap> to counter fliers, in a Viscous Goo Ball build, options like <item_warp_stone> <wrap retailsemibold>Warp Stone</wrap>, <item_magic_carpet> <wrap retailsemibold>Magic Carpet</wrap>, or <item_phantom_strike> <wrap retailsemibold>Phantom Strike</wrap> can be used. +
- +
-Gun builds can also circumvent these issues with flying heroes, but may sacrifice the potency of <viscous_sm> Viscous’ spirit abilities. +
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viscous/basics.1766559242.txt.gz · Last modified: 2025/12/24 06:54 by compsoter