In Deadlock, open Viscous in the Heroes menu, then Builds.
Search for the build ID (or the name), then favourite it.
In a match, pick it from the build list in the shop.
Author's notes
"Expelling goo!"
The 5th build in the "Concerns of The Deep" series, made for beginners and for fun. They are not aimed to be the most meta builds.
This one is oriented around Splatter (1). You'll be goopin' all over them and dealing huge damage! Extra Credit goes to VeMi!
Join the Viscous Discord: discord.gg/viscord
Items in buying order
Welcome to Deadlock! The Concerns of the Deep are a set of 6 builds, created for#Citadel_HeroBuilds_EarlyGameBuy left to right. Use Splatter (1) and your Alt-Fire to constantly poke your enemies. If you're struggling, buy a Lane extra. You can also get a different Tier 2 Vitality instead of Spirit Shielding.
Mystic Burst800sell order 99An increase of damage for Splatter (1). |Upgrade into: Tankbuster|
High-Velocity Rounds800Makes it easier to hit your target and secure/steal souls. |Upgrade into: Express Shot|
Express Shot3,200Use it with your Alt-Fire (Right Click) to deal a nice burst of damage! Shares its cooldown with Mystic Shot, meaning you'll always use both at the same time!
Mystic Shot1,600Use it with your Alt-Fire (Right Click) to land it easily. Once you have enough Spirit, this can proc Spellbreaker before you use Splatter (1)! With Express Shot, it gives you your 4.8k Gun Spike.
Grit800Useful when going in or trying to get out. Can be skipped if you don't plan to get a Shielding item or another upgrade. |Upgrades into: Shielding Item of your choice|
Spirit Shielding1,600Some passive regen, and a nice barrier to endure spirit damage. You can pick a different Vitality T2 instead. |Can be sold for a slot|
Spirit Strike800sell order 99This can be triggered by Puddle Punch (3). Try to use your it first before Splatter (1) for extra damage! |Upgrade into: Spirit Snatch|
Mystic Expansion800imbue → SplatterMakes it easier to hit enemies with Splatter (1) bounces. |Upgrade into: Greater Expansion|
Spirit Snatch3,200This can be triggered by Puddle Punch (3). They get weaker, and you get stronger! If you lack the slot for it, buy it as soon as you get a slot!
Veil Walker3,200A bit of spirit power, and some nice mobility to roam around. Make sure to go through Cosmic Veils (The foggy walls) to trigger the active effect!
Lane ExtrasoptionalBuy ONE if struggling to remain in lane, to not miss out on souls. Buy Healing Rite if you plan to get Rescue Beam!
Monster Rounds800sell order 99More damage against Troopers and Neutrals. |Can be sold for a slot|
Extra Regen800sell order 99Sustain in lane! Buy Healing Rite instead if you plan to build Rescue Beam! |Can be sold for a slot|
Healing Rite800sell order 99A decent amount of healing, useful when facing burst damage. Just make sure to hide when using this. |Upgrade into: Rescue Beam| |Can be sold for a slot|
Rebuttal800sell order 99Only get if you're facing a melee-heavy lane. |Can be sold for a slot|
Melee Lifesteal800sell order 99This can be triggered by Puddle Punch (3). You can also simply hit troopers for some healing too, but reduced. |Can be sold for a slot|
Healbane1,600sell order 85An easy to trigger anti-heal, along with some spirit. |Can sold for a slot|
Weapon Shielding1,600Some passive regen, and a nice barrier to endure weapon damage. |Can be sold for a slot|
Trophy Collector1,600If you see that your team is winning, this will help you gain nice bonuses, and win more!
Extra Charge800sell order 99One more charge of Puddle Punch (3) for mobility. |Can be sold for a slot|
Rusted Barrel800When facing Gun-focused heroes in lane, this will make it more difficult for them to fight you. Great pick if you plan to upgrade it later. |Upgrades into: Disarming Hex|
Other Vitality Tier 3optionalInstead of Veil Walker, you can pick ONE of these to move around the map with ease, save your teammates, or simply survive more.
Rescue Beam3,200You can pull people that are in your Cube (2), very useful when enemy teams tend to have enemies like Mo&Krill, Bebop, Holliday, etc... who can pull your allies away.
Stamina Mastery3,200Allows you to move around with ease, double air-dash and be more mobile in general!
Warp Stone3,200Allows you to escape with ease especially if used vertically! Very good against a gun-heavy team. A must-have if you use Goo Ball (4) a lot.
Dispel Magic3,200Removes Bebop's Bomb, Infernus' Burn, and more! Does NOT remove Pocket's Affliction.
Fortitude3,200Lots of bonus health. The passive health regen will allow you to never have to go back to Base to heal! The movement speed bonus will help you move around too.
Majestic Leap3,200A great tool to rotate around the map and dive right into the fight.
Survival - Mid-GameoptionalIf you find yourself having issues with certain enemies, pick ONE to deal with them.
Reactive Barrier1,600Useful against Mirage's Tornado, Bebop's Hook, Abrams' Charge, Haze's Sleep, Paige's immobilize, any stuns (Including getting parried!) and more!
Enchanter's Emblem1,600Sustain, survival, cooldown reduction & damage! Can be replaced by a different Tier 2 Vitality item such as Healbane. |Can be sold for a slot|
Metal Skin3,200Become immune to bullets! But mind the on-hit effects like Tesla Bullets or Mercurial Magnum! Useful against: Drifter, Haze, Silver, Venator, Vyper, Wraith and more.
Spirit Resilience3,200Very useful if the enemy team is mostly Spirit oriented. (Check the colored bars when holding TAB!)
Counterspell3,200Parry ANYTHING. This means almost any abilities such as Geist's Ultimate, Shiv's Ultimate, Lash's Ultimate, etc...
#Citadel_HeroBuilds_MidGameBuy left to right. Instead of Mystic Reverb, if you desperately need Anti-Heal, you can get Spirit Burn instead then Mystic Reverb later on.
Tankbuster3,200Splatter (1) can trigger this easily at this point of the match.
Mystic Reverb6,400imbue → SplatterA considerable amount of lifesteal, and lots more damage for Splatter (1). Keep in mind that with Echo Shard, it won't proc for both Splatters in quick succession, since it has a cooldown.
Compress Cooldown1,600imbue → SplatterReduces the cooldown of Splatter (1), for more poke! |Upgrade into: Superior Cooldown|
Superior Cooldown3,200Get your abilities back faster, such as the Cube (2) & Goo Ball (4)! |Upgrade into: Transcendent Cooldown|
Transcendent Cooldown6,400Reduces the cooldown of Mystic and Express Shot. Very important to keep using the Alt-Fire for burst damage. Also works on actives!
Greater Expansion3,200Bigger Splatter (1) results in more hits with bounces! Also makes the rest of your kit easier to hit with.
Survival - Late GameoptionalIf you find yourself struggling to survive during late game fights, pick ONE.
Indomitable6,400Basically an Automatic Counterspell against CC. Works against Cursed Relic. If facing many CC, buy Unstoppable. Very useful against Lash's Ult, Vyper's Ult, Bebop's Hook, Doorman's Ult and much more!
Spellbreaker6,400Allows you to survive with burst spirit damage. Very useful against Apollo, Bebop, Grey Talon, Lash, Mirage, and more.
Divine Barrier6,400Dispel Magic but stronger, and for an ally too! Works on Ultimate-type debuffs (Drifter, Pocket...)
Unstoppable6,400This is your pick against many CC in the late game. This especially helps if you tend to get jumped, or to get shutdown while using Goo Ball (4).
Witchmail6,400You'll take a lot of spirit damage late game, so you'll get a lot of cooldown reduction. Works well with Goo Ball (4).
#Citadel_HeroBuilds_LateGameoptionalAfter Spirit Burn, it's up to you to get what you deem most useful! You can also get actives. Only get Escalating Exposure AFTER getting Spirit Burn.
Boundless Spirit6,400A ton more damage for your whole kit, and even more Spirit with Spirit Snatch!
Spirit Burn6,400Anti-Healing & Extra damage. Your double Splatter (1) with Echo Shard can easily activate this!
Diviner's Kevlar6,400If you tend to use Goo Ball (4) a lot and want more survivability.
Spiritual Overflow6,400If you tend to use your gun, this will empower your Splatter (1)!
Mystic Vulnerability1,600Easily triggered by your first Splatter (1) before using Echo Shard. |Upgrade into: Escalating Exposure|
Escalating Exposure6,400ONLY get this if you bought Spirit Burn OR Alchemical Fire! It stacks easily with it. This will amplify YOUR damage, not your teammates'.
Crippling Headshot6,400If the enemy has a lot of resistances, land a headshot before using Splatter (1)!
Infuser6,400For damage & survivability. If you have Boundless Spirit, the Spirit gained is increased! Use it before using Splatter (1)!
ActivesoptionalTailor your playstyle to something that suits you more.
Phantom Strike6,400Your most powerful tool to use Goo Ball (4) with. Use it to bring down flyers or close the gap!
Colossus6,400A lot more HP, and resistances. When combined with Goo Ball (4), will allow you to stay alive longer.
Return Fire1,600Send back some of the damage you take! Useful against: Haze, Drifter, Wraith, Vyper and more.
Guardian Ward1,600This will help you and your ally survive more! It also provides you with some more range. |Upgrade into: Divine Barrier|
Spirit Sap1,600Use it before Splatter (1) for more damage! |Upgrade into: Focus Lens|
Focus Lens6,400Debuff and more damage. A very powerful item to kill a specific target! Increases your burst damage considerably.
Cold Front1,600A strong slow and more damage. Consider it if you tend to go in a lot, or use Goo Ball (4) quite often!
Arctic Blast6,400Same as Cold Front, but with more damage and CC potential!
Vortex Web6,400Throw a SQUID from the DEEP. Pull them into one point and Splatter them! Useful against: Apollo, Calico, Celeste, Holliday, Infernus and many more.
Scourge6,400If you tend to go in with Goo Ball (4), and want more damage while doing so.
Counter-ActivesoptionalHelps you deal with various threats you might encounter. Cursed Relic will shutdown any carry!
Slowing Hex1,600Useful against: Apollo, Calico, Celeste, Mina, Pocket, Rem and more.
Decay3,200A decent anti-heal that deals damage scaling with Spirit. Useful against: Abrams, Billy, Mo&Krill, Shiv, Silver and more. DO NOT USE AGAINST VICTOR.
Disarming Hex3,200More useful than Metal Skin when gun-focused characters have on-hit effects. Useful against: Celeste, Drifter, Graves, Haze, Infernus, Mina and more.
Knockdown3,200To shutdown ultimates or flying enemies! Useful against: Bebop, Celeste, Grey Talon, Kelvin, Lash, Seven and more.
Silence Wave3,200This item can counter Indomitable. Useful against anyone who relies on their abilities, such as Apollo, Calico, Pocket, Lady Geist, Victor and more.
Cursed Relic6,400If an enemy gets out of control, this will help shut them down. Careful of when to use it if they get Unstoppable or Indomitable! Useful against: Anyone.
Ethereal Shift6,400When your Cube isn't enough. Very useful against telegraphed abilities and ultimates, like Lash's.
Situationals & OptionalsoptionalItems in this category aren't part of the core build, and do not have any form of left to right priority. They are all useful in their own ways, and got annotations for you to understand why to pick them and what they do. You can pick them to experiment and make your very own build!
Headshot Booster800Extra poke with your gun. |Can be sold for a slot|
Recharging Rush1,600Will grant you a charge of Puddle Punch (3) by dealing gun damage, but also melee damage, which includes Puddle Punch (3) itself!
Opening Rounds1,600More damage with your gun during laning phase! Also a bit of spirit on top too! |Can be sold for a slot|
Shadow Weave3,200To embush people, but also rotate around the map with ease.
Ballistic Enchantment3,200imbue → SplatterIncreases the size of Splatter (1) for a large amount for easier hits with bounces to hit multiple enemies and empower your gun!
Cultist Sacrifice3,200Will help you farm & deal more damage with your gun. Always use on a Tier 3 Neutral enemy (The biggest, one eyed, alien monster in the jungle).
Spirit Rend3,200Same as Spirit Shredder Bullets, but with further shredding!
Alchemical Fire3,200Very powerful during urn fights thanks to all of your spirit power.
Sprint Boots800Helps you go grab boxes with ease, and some out of combat regen to keep you topped up. |Upgrade into: Trophy Collector|
Extra Stamina800One more stamina to move around! |Upgrade into: Arcane Surge|
Spirit Lifesteal1,600Some decent healing with your double Splatter (1)! |Upgrade into: Infuser|
Debuff Reducer1,600Lowers the duration of Infernus' Burn, any form of stuns, silence, immobilize and more. |Upgrade into: Spellbreaker|
Restorative Locket1,600Health but also Stamina upon use. Only take if you tend to frontline a lot and facing ability-spamming enemies.
Enduring Speed1,600The weakest option but also the simplest. It just makes you move around faster.
Healing Nova3,200Useful if you tend to teamfight a lot, heals a considerable amount in mid-game.
Bullet Resilience3,200Very useful if the enemy team is mostly Bullet oriented. (Check the colored bars when holding TAB!)
Juggernaut6,400For mobility & survivability. Very useful against characters who rely on their gun to deal damage!
Extra Spirit800Some spirit for more damage. |Upgrade into: Improved Spirit|
Improved Spirit1,600More spirit means more damage! |Upgrade into: Boundless Spirit|
Arcane Surge1,600sell order 80Always try to dash-jump before using Splatter (1) or Goo Ball (4). |Can be sold for a slot|
Surge of Power3,200imbue → SplatterMore damage for Splatter (1), and allows you to use your gun more.
Echo Shard6,400imbue → The CubeBuy if you want to focus on helping your team survive with The Cube (2), however you can also put Echo Shard on Splatter (1) for more burst!
Ability order
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
SplatterAbility 1
I
II
III
The CubeAbility 2
I
II
III
Puddle PunchAbility 3
I
II
III
Goo BallUltimate
I
II
III
unlock IIIIII upgrade tiers
Build from Deadlock's in-game build browser; win rate from matches played with it this patch (all ranks). All Viscous builds →