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Viscous Live

Viscous

~46.9% WR ~9.0% pick
Moderate Projectile EvasiveDisruptorGooey

Viscous vexes his opponents through clever evasion and strategic uses of healing, enabling him to withstand the most brutal of enemy attacks.

Signature abilities4
Splatter viscous_restorative_goo Puddle Punch Goo Ball ult at lvl 6
Ability 1
Splatter
26s
Instant cast

Throw a ball of goo that deals damage and leaves puddles of goo behind that apply movement slow to enemies in the radius.

0.001s
Cast delay
5m
Radius
70↑0.8
Damage
1
Max Bounces
1AP +70 Damage and +5m Radius — Damage +36, Radius +2m
2AP Cooldown -14s
5AP Bounces 1 times and improves Spirit Scaling — Max Bounces +2, Damage +1.1
Ability 2
viscous_restorative_goo
42s
Press
0.1s
Cast delay
26m
Cast range
3s
Duration
40
Health Regen
1AP Move speed +2.5m, Stamina cooldown reduction +30%, Post Cube Buff +1
2AP Health Regen +25, Duration +1s
5AP Cooldown -25s, Purge Debuffs +1
Ability 3
Puddle Punch
24s
Press

Materialize a fist in the world that punches everyone in the area, applying Knock Up. Punching an enemy deals Melee Damage and applies slow. You and your allies have increased Air Control.

1
Charges
1.7s
Charge cooldown
40m
Cast range
4m
Radius
1AP +1 Charge and +20 Damage — Charges +1, Damage +20
2AP +4m Radius and +0% Lifesteal — Radius +1.5m, Life Steal Percent On Hit +40%
5AP 24s Cooldown and now deals Heavy Melee Damage — Cooldown -12s, Use Heavy Melee +1, Damage Heavy Melee +0.6, Damage Heavy Melee +40, Damage +0, Damage -40
Ability 4
Goo Ball
130s
Instant cast

Morph into a large goo ball that deals damage and stuns enemies on impact. The ball grants large amounts of Bullet and Spirit resist, bounces off walls and can double jump.

0.55s
Cast delay
11s
Duration
110↑1
Damage
0.5s
Stun duration
1AP Cooldown -30s
2AP Damage +70
5AP +11s Duration and +0.5s Stun Duration — Duration +6s, Stun duration +0.3s
Guidehow to play

Viscous is a spirit-leaning disruptor with a save button: Restorative Goo (The Cube) can eat an entire enemy combo and spit you or an ally back out at full HP, while Splatter pokes and Goo Ball pinballs a clustered backline into a stun-lock. The lobbed gun is weak — it's for last-hits, denies and proc'ing on-hit items, not for carrying — so all your damage comes from Splatter and spirit scaling. He wins by tipping fights, not 1v9'ing: out-sustain the lane, delete a squishy with a Puddle Punch burst, or anchor the team by Cube-saving the carry and zoning the Urn circle. Easy floor (poke + Cube), very high ceiling (Goo Ball wall-pinball, Frogpunch), and honestly situational this patch — a comfort/flex pick rather than meta tyrant.

Early game

Spam Splatter on cooldown — it's your wave-clear, your poke, and the proc trigger for every spirit on-hit item, and the puddle slow lets you win or walk away from any trade. You can even fire it backwards to lay a slow trail and kite out of a gank. Restorative Goo (The Cube) is your trade-winner and panic button from minute one: bait a committed combo, pop The Cube, and come out the other side full while they wasted their burst — it also doubles as a tiny reposition. Remember Puddle Punch counts as a melee hit, so Spirit Strike and Melee Lifesteal trigger at range off it, which secures last-hits and chips the enemy for free. Laning is squishier than ever after the patch-wide −10 base HP, so respect burst lanes (Infernus, Seven, Wraith out-poke you); first buys lean sustain plus one spirit proc so you out-value the lane instead of all-inning.

Mid game

Your power spike is Splatter at tier 3 (spirit stacking) plus your first one or two amp items. Start rotating and forcing picks on isolated supports and farmers, and prioritize the reworked Urn capture circle — it's tailor-made for you: roll Goo Ball in, stun whoever contests, then Cube to outlast their burst inside the ring. Use The Cube proactively, not just reactively: drop it on a channeling ally (Seven ult, a McGinnis turret wall, a Bebop bomb) and it shields them mid-cast without interrupting the channel. Learn the enemy tell too — when you Cube an enemy to deny a spike, your team can disengage, but they pop out at full HP, so only do it to negate a specific burst or buy a clutch save, never for value damage.

Late game

Late you're a teamfight initiator and peeler. Open with Goo Ball in a corridor or onto a clustered backline for the impact stun, follow with Puddle Punch and Splatter, and always keep a Cube in your pocket for the carry. With cooldown and charge items your combos come back so fast you become a constant nuisance — re-stun, re-poke, re-Cube. The win condition is stalling and flipping objectives: be effectively un-killable inside Cube and Goo Ball resist on the Urn circle, a Patron push or a Shrine contest, while your spirit poke chunks anyone who steps up. You rarely delete a teamfight outright; you make the enemy's engage do nothing and keep your damage dealer alive long enough to clean it.

Combos & tricks

Burst opener: Puddle Punch first (it procs Spirit Strike, shredding spirit resist), then Splatter, and with Mystic Burst layered on top this is an explosive early all-in on a squishy. Echo double-tap: Echo Shard instantly re-casts Splatter for back-to-back puddles (double burst plus a fat slow zone), or re-fires a Goo Ball / Puddle Punch impact for a second stun. Goo Ball pinball: in tight corridors, small rooms or the Urn circle, bounce the ball off walls to slam the same target repeatedly — the impact stun re-applies and locks them far longer than one cast looks like it should. Warp-Stone re-stun: mid-Goo-Ball, Warp Stone kills your momentum so you drop back onto the enemy and stun them again — chain it for a near-lock. Frogpunch: cast Puddle Punch onto a wall, bounce off it, then immediately Majestic Leap to fling yourself an enormous distance for rotations and engages. And always: Cube the channel to protect, Cube the enemy only to deny a specific spike.

Buildsbuy order matters
Laning3000

Sustain plus one spirit proc so you out-value the lane. Mystic Burst is your best early Splatter/Punch spike; Spirit Strike fires off Puddle Punch (melee) and shreds spirit resist; Extra Charge doubles your poke and proc uptime; Melee Lifesteal heals you at range off Punch; Healing Rite and Extra Stamina cover resets and gank-dodging.

Mid game12000

Scale Splatter and start brawling. Improved Spirit lifts every ability; Mystic Vulnerability amps all your spirit follow-up after Splatter tags; Compress Cooldown and Duration Extender feed the whole cooldown-hungry kit and stretch your slows, Cube and Goo Ball; Spirit Lifesteal turns poke into sustain and Spirit Armor keeps you alive in melee range during the spirit-heavy June meta.

Late game27000

Relentless burst and uptime. Superior Cooldown is the core CDR spike for near-constant Splatter, Cube and Ball; Rapid Recharge gives extra charges for burst chains; Echo Shard double-taps Splatter or re-stuns; Boundless Spirit is your damage ceiling; Mystic Reverb turns every cast into AoE pressure; Spirit Burn adds anti-heal and a DoT for the long brawls.

Situational / flex

Pick to the lobby. Warp Stone repositions for re-drop stuns and Frogpunch (also a clutch escape); Majestic Leap unlocks the Frogpunch rotation tech; Knockdown answers enemy mobility/channel ults; Decay is heavy anti-heal vs lifesteal comps; Ethereal Shift is a second untouchable window on top of Cube to dodge a key ult; Debuff Reducer shortens enemy CC so your combo and escape don't get locked out.

Tips & tricks
Cube an ally mid-channel (Seven ult, McGinnis turret, Bebop bomb) — it shields them without canceling the cast.
Don't open Goo Ball in open ground. Save it for corridors, rooms or the Urn circle and pinball walls to extend the stun.
Puddle Punch is a melee hit, so Spirit Strike and Melee Lifesteal proc at range — use it to secure last-hits and shred resist.
Cube an enemy only to deny a specific spike: they exit at full HP, so it's a save/disengage tool, not a damage combo.
Fire Splatter backwards while retreating to lay a slow trail and kite a gank or a dive bruiser like Abrams out.
Common questions

Weapon or spirit Viscous?

Spirit, clearly. The gun is a slow arcing glob with low DPS — use it only for last-hits, denies and proc'ing on-hit items. Build spirit: Mystic Burst into Improved/Boundless Spirit, Superior Cooldown and Echo Shard. The one weapon-ish flavor is a Puddle-Punch-proc hybrid (Spirit Strike, Melee Lifesteal), and even that is really a spirit/melee mix.

Is Viscous good for beginners?

Yes to start, no to master. Splatter-poke plus Cube-save wins lanes with almost no mechanics, so he's friendly at complexity 2. But the payoff abilities — Goo Ball wall-pinball, Warp-Stone re-stuns, Frogpunch — have a steep skill ceiling that takes real practice.

Is Viscous still viable after the Goo Ball and Puddle Punch nerfs?

He's a situational comfort/flex pick this patch (low-C, ~46-47% WR), not S-tier. But the June spirit-damage and mobility meta plus the Urn king-of-the-hill rework suit him. Lean into Cube saves, Splatter spirit scaling and Goo Ball zoning rather than expecting a perma-stun delete.

How do I use Goo Ball well?

Don't roll it out in open ground where it does nothing. Save it for fights in corridors, rooms or the Urn circle, hit a clustered group for the impact stun, and pinball off walls (or Warp-Stone) to extend the lockdown — then follow up with Puddle Punch and Splatter.

Profilevs roster
Health 57 Mobility 74 Burst 43 Sustain 36 Range 70 Ammo 59
Health 780
Regen 2/s
Move speed 7.2 m/s
Stamina 3
Burst DPS 49.2
Sustained 30.9
Range 58 m
Ammo 20
Primary weapon
Deep Sea Interpreter
Projectile
49.2
DPS
10.3
Bullet damage
4.8rps
Fire rate
20
Ammo
2.5s
Reload
30.9
Sustained DPS
76
Shots to down
23.26s
Time to kill
46
Weak-spot shots
206
Clip damage
vs 780 HP · body · no resist
Damage falloff100% → 10%
0m20m57.5m177.8m
Melee 63Light 116Heavy
Matchups

The Bermuda Triangle was never a myth, it was a shadowline nexus deep underneath the Atlantic Ocean. For the most part, the things that escaped this astral gate were benign (like Nessie), but now something dark and predatory known only as The Adversary hunts the seas... and ocean denizens are scared to death.

One of those inhabitants, a psychic sea anemone, wants to do something about it. Summoning an ectoplasmic goo body to traverse the surface, Viscous is desperately trying to summon the Patrons in order to keep The Deep safe from the horror that lurks below.

Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.

Update history26
  • Puddle Punch T1 now also increases damage by +20
  • Puddle Punch T2 no longer increases damage by +30
  • Puddle Punch T2 now also grants +40% Lifesteal (1/4th against non-heroes)
  • Fixed Alt Fire scaling for Yamato and Viscous not working recently
  • Goo Ball lockout period from being affected again reduced from 1.35 to 1.2 (a previous bug with increased debuff resistance for subsequent CC not working correctly on this ability was fixed recently)
  • Fixed various locations where Splatter didn't bounce properly
03-21-2026 UpdateMar 21, 2026
  • Puddle Punch scaling reduced from 0.8 to 0.6
  • Puddle Punch now has +20 bonus damage
  • Puddle Punch wind up time increased from 0.15s to 0.2s
  • Puddle Punch displacement duration reduced from 0.8s to 0.6s
  • Goo Ball stun duration reduced from 0.7s to 0.5s
01-30-2026 UpdateJan 30, 2026
  • Spirit per boon increased from 1.1 to 1.3
  • Bullet damage per boon reduced from +0.5 to +0.36
  • The Cube T3 no longer removes ult debuffs
  • Puddle Punch displacement duration reduced from 1s to 0.8s
11-21-2025 UpdateNov 21, 2025
  • Splatter cooldown increased from 21s to 30s
  • Splatter T1 changed from "-6s Cooldown" to "+40 Damage and +1m Radius"
  • Splatter T2 changed from "+45 Damage and +1m Radius" to "-12s Cooldown"
  • Splatter T3 now also increases spirit scaling by 0.4
  • The Cube duration reduced from 4s to 3s
10-02-2025 UpdateOct 02, 2025
  • * Viscous: Alt fire base damage reduced from 48 to 42
  • * Viscous: Alt fire damage growth increased from 1.25 to 1.6
  • * Viscous: Splatter damage reduced from 80 to 70
  • * Viscous: Splatter T1 increased from -5.75s to -6s
09-04-2025 UpdateSep 04, 2025
  • Alt Fire base damage reduced from 63 to 48
  • Alt Fire damage growth increased from 0.45 to 1.25
07-29-2025 UpdateJul 29, 2025
  • Light melee base damage reduced by 20% (except for Viscous, Calico and Bebop)
  • Puddle Punch cooldown reduced from 30s to 24s
  • Puddle Punch T3 increased from -11.5s Cooldown to -12s
Raw data & APIopen JSON from the client
viscousslug35heroIdviscouscodeName2complexityfalsenewPlayer2026-06-06T16:23:38.392ZupdatedAt