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Deadman Danny portrait Viscous portrait

Deadman Danny vs Viscous

Low threat

Written for the Deadman Danny player. Playing Viscous? See Viscous vs Deadman Danny →

Deadman Danny is favoured. Deadman Danny wins 41.6% of 1,585 games against Viscous (+5.3 points vs Deadman Danny’s usual 36.3%).

How to win as Deadman Danny

  1. RuleDo not commit before The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) is gone. The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) first, always — it is the highest-value single cooldown in his kit and only protects one hero; forcing it early is the whole game plan against Viscous
  2. Watch out The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) makes your committed burst vanish — an Assassinate Assassinate 55s Cooldown Scopes in for a long-range rifle shot. Damage 90 base spirit plus up to 90 bonus against targets under 50% health (T2 adds… Mobility none — she is scoped and stationary during the charge 1 -15s cooldown (55s base) 2 +80 maximum bonus damage 5 +4% weapon damage per kill (from +6% to +10%) , Ira Domini Ira Domini 15s Duration160s Cooldown For a limited window Venator loads three heavy stakes instead of normal bolts. Damage 120 per stake (about 1.5x weapon scaling); Mobility T1 grants +1.2 m/s move speed while active 1 +1.2 m/s move speed while Ira Domini is active 2 -15s cooldown (160s base) and +65 bonus damage 5 all three stakes become blessed blessed stake, Telekinesis Telekinesis 10m Range2.3s Duration150s Cooldown Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range slam or Petrifying Bola Petrifying Bola 115s Cooldown Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits aimed at a cubed ally deals literally nothing, and they come out healed
  3. Your edgeYou kill faster than they do (Deadman Danny Deadman Danny New hero Released 13 October Released 13 October. A jetpack-flying rocketeer: Strix Salvo plants missiles that mark enemies for his charged rockets, Chimera Mk1 lets him fly until it overheats into a crash-landing explosion, Jettison Fuel sprays fire that strips bullet resist, and Close The Deal grabs an enemy, flies them up and drops them. 2/3 against Viscous 1/3).
  4. Buy Majestic Leap Majestic Leap 3,200 souls · Tier 3 · Armor · InstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration — Viscous' Splatter Splatter 26s Cooldown Throws a ball of goo that damages what it hits and bounces a couple of times, leaving behind puddles that slow any enemy standing in them for around ten seconds. Crowd Control -28% movement slow to enemies standing in the puddles Damage 55 base (about 0.7x spirit scaling); Defensive The puddles slow chasers, which is a soft disengage 1 +36 damage and +1.5m radius 2 -14s cooldown (26s base) 5 one additional bounce and improved spirit scaling — that is the zoning and area denial this answers. Buy to escape ground-based lockdown and to rotate across the map quickly.
The numbers: lane, whole match
GamesDeadman Danny winsvs Deadman Danny's usualSample
Whole match 41.6% +5.3 pts (36.3% overall) 1,585 games
Sharing a lane 41.8% +5.5 pts (36.3% overall) 519 games

"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. Source: deadlock-api.com, refreshed daily.

Data-supported Measured: you win 41.6% of these, which is 5.3 points above your overall win rate (1,585 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.

What should I do right now?

Do

  • Plan for Majestic Leap Majestic Leap 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration — know which tier it sits in so you are not improvising at the shop.
  • Know what The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Viscous's engage range.

Do

  • Slow projectile weapon means he loses raw last-hit and harass duels against hitscan laners
  • The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) 's cast range was cut to 20m in the 09-16-2026 patch, so cross-lane saves are harder
  • Strix Salvo Strix Salvo 35m Range30s Cooldown Danny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging. Crowd Control A 40% slow that fades over 1.5s each time a charged shot consumes a mark. Damage 27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast. Defensive A line of missiles across a street or a doorway punishes anyone who chases… 1 -12s cooldown 2 +20 damage and +35 marked damage 5 +2 missiles, longer range, and better Spirit scaling zones the lane and marks a laner for extra damage from his charged shots

Avoid

  • Splatter Splatter 26s Cooldown Throws a ball of goo that damages what it hits and bounces a couple of times, leaving behind puddles that slow any enemy standing in them for around ten seconds. Crowd Control -28% movement slow to enemies standing in the puddles Damage 55 base (about 0.7x spirit scaling); Defensive The puddles slow chasers, which is a soft disengage 1 +36 damage and +1.5m radius 2 -14s cooldown (26s base) 5 one additional bounce and improved spirit scaling 's bounces and puddles clear minion waves and hold a lane choke without him needing to step forward
  • The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) on himself is a 3-4s invulnerability window that beats almost any early 2-man gank attempt

Do

  • Their first real spike is The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) unlock — respect it from that point, not before.
  • Your spike is ult unlock: Close The Deal Close The Deal 10m Range135s Cooldown Danny grabs a nearby enemy and flies them high into the air, then crashes back to the ground. Crowd Control The grab itself takes the target out of the fight, then a 0.5s stun on… Damage 70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09… Mobility Flies Danny and the target high into the air and lands them nearby. 1 +50 damage 2 -35s cooldown 5 +0.5s stun and +8 damage per metre adds a grab that carries one enemy out of a fight and stuns them

Avoid

  • Taking an even fight against Viscous on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling . Spread out. The ball needs impacts to do anything, and a spread formation means each roll hits one person for 110-180 and a 0.5-0.8s Stun instead of the whole team
  • Bait The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) out on a target you were going to pressure anyway, then commit your real burst during the 22-42s it is down

Avoid

  • Spending your own escape before The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) is on cooldown.

Viscous’s abilities

  • Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling Ultimate

    The cooldown that decides the fight. 0.5s Stun on impact (T3 adds +0.3s); repeatable on every collision for the duration.

    • Spread out. The ball needs impacts to do anything, and a spread formation means each roll hits one person for 110-180 and a 0.5-0.8s Stun instead of the whole team
    • Fight in open ground — without walls to bounce off, his steering is far more predictable and easy to sidestep
    • While he is a ball, The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) is unavailable; that is the window to burst his carry, because he cannot save them
  • Puddle Punch Puddle Punch 40m Range24s Cooldown Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage Ability 3

    It puts you somewhere you did not choose to be — Knockup on everyone in the 4m radius plus a -24% movement slow for 3s.

    • The fist has a visible telegraph at the placement point — sidestep out of the 4m radius during the wind-up
    • Do not start a long channel while you are clumped with teammates in his 40m sight line; force him to spend the charge on a solo target first
    • Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer effects (Warden's T3 Last Stand Last Stand 6s Duration180s Cooldown After a two-second charge-up, Warden pulses damage in a wide radius around himself twice a second, healing for a large share of the damage he deals. Crowd Control none directly — its power comes from being paired with Binding Word Damage 70 DPS base (about 1.3x spirit scaling) over 6s in a 12m radius; Mobility none, and he is channelling 1 +4m radius (12m base up to 16m) 2 +40.5 DPS and -30s cooldown (180s base) 5 +4s duration and Unstoppable plus +30% resists while channelling , Yamato's Shadow Transformation Shadow Transformation 5s Duration150s Cooldown Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist status immunity) ignore the Knockup entirely
  • Splatter Splatter 26s Cooldown Throws a ball of goo that damages what it hits and bounces a couple of times, leaving behind puddles that slow any enemy standing in them for around ten seconds. Crowd Control -28% movement slow to enemies standing in the puddles Damage 55 base (about 0.7x spirit scaling); Defensive The puddles slow chasers, which is a soft disengage 1 +36 damage and +1.5m radius 2 -14s cooldown (26s base) 5 one additional bounce and improved spirit scaling Ability 1

    Not lockdown, but it makes disengaging cost more than it should: -28% movement slow to enemies standing in the puddles.

    • The puddles are large and clearly visible on the ground — route around them rather than fighting inside them, since the -28% slow is what makes his Knockup land
    • It is a slow bouncing projectile; strafing sideways during the travel and bounce beats it entirely at range
    • Do not stack your team in a corridor he has pre-puddled, because that is the setup for Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling
  • The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) Ability 2

    A second source of hard control: the cubed target cannot take new actions for the duration; this applies to the person being cubed, ally or self.

    • Hold your burst ultimate until The Cube is already spent — it is on a 22-42s cooldown and it only saves one person
    • Force it out on a non-critical target (a frontliner you were pressuring anyway), then commit your real damage during the downtime
    • Since the cast range dropped to 20m in the 09-16-2026 patch, killing or displacing Viscous himself, or pressuring the target from beyond 20m, denies the save
  1. 1 The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base)

    The Cube first, always — it is the highest-value single cooldown in his kit and only protects one hero; forcing it early is the whole game plan against Viscous

  2. 2 Puddle Punch Puddle Punch 40m Range24s Cooldown Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage

    Puddle Punch second: with the 09-16-2026 nerf to 24s (1 charge at base), spending it means your channels are safe for over 20 seconds

  3. 3 Splatter Splatter 26s Cooldown Throws a ball of goo that damages what it hits and bounces a couple of times, leaving behind puddles that slow any enemy standing in them for around ten seconds. Crowd Control -28% movement slow to enemies standing in the puddles Damage 55 base (about 0.7x spirit scaling); Defensive The puddles slow chasers, which is a soft disengage 1 +36 damage and +1.5m radius 2 -14s cooldown (26s base) 5 one additional bounce and improved spirit scaling

    Splatter third: it is his cheapest ability and mostly a zone tool; walking around the puddles is better than baiting it

The matchup in detail

  • Currently underperforming (around 47-48% win rate on current-patch samples) Strong evidence
  • Nerfed across the board in the 09-16-2026 patch: Cube range 26m to 20m, Puddle Punch Puddle Punch 40m Range24s Cooldown Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage 21s to 24s, alt-fire damage growth -10% Strong evidence
  • Very low personal damage output — he needs a team to convert his setups Strong evidence
  • The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) makes your committed burst vanish — an Assassinate Assassinate 55s Cooldown Scopes in for a long-range rifle shot. Damage 90 base spirit plus up to 90 bonus against targets under 50% health (T2 adds… Mobility none — she is scoped and stationary during the charge 1 -15s cooldown (55s base) 2 +80 maximum bonus damage 5 +4% weapon damage per kill (from +6% to +10%) , Ira Domini Ira Domini 15s Duration160s Cooldown For a limited window Venator loads three heavy stakes instead of normal bolts. Damage 120 per stake (about 1.5x weapon scaling); Mobility T1 grants +1.2 m/s move speed while active 1 +1.2 m/s move speed while Ira Domini is active 2 -15s cooldown (160s base) and +65 bonus damage 5 all three stakes become blessed blessed stake, Telekinesis Telekinesis 10m Range2.3s Duration150s Cooldown Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range slam or Petrifying Bola Petrifying Bola 115s Cooldown Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits aimed at a cubed ally deals literally nothing, and they come out healed Strong evidence
  • Puddle Punch Puddle Punch 40m Range24s Cooldown Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage reaches 40m and knocks you up, cancelling Assassinate Assassinate 55s Cooldown Scopes in for a long-range rifle shot. Damage 90 base spirit plus up to 90 bonus against targets under 50% health (T2 adds… Mobility none — she is scoped and stationary during the charge 1 -15s cooldown (55s base) 2 +80 maximum bonus damage 5 +4% weapon damage per kill (from +6% to +10%) 's scope, Warden's Last Stand Last Stand 6s Duration180s Cooldown After a two-second charge-up, Warden pulses damage in a wide radius around himself twice a second, healing for a large share of the damage he deals. Crowd Control none directly — its power comes from being paired with Binding Word Damage 70 DPS base (about 1.3x spirit scaling) over 6s in a 12m radius; Mobility none, and he is channelling 1 +4m radius (12m base up to 16m) 2 +40.5 DPS and -30s cooldown (180s base) 5 +4s duration and Unstoppable plus +30% resists while channelling charge, Yamato's Power Slash Power Slash 12s Cooldown Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling , or any channel you are committed to Strong evidence
  • Splatter Splatter 26s Cooldown Throws a ball of goo that damages what it hits and bounces a couple of times, leaving behind puddles that slow any enemy standing in them for around ten seconds. Crowd Control -28% movement slow to enemies standing in the puddles Damage 55 base (about 0.7x spirit scaling); Defensive The puddles slow chasers, which is a soft disengage 1 +36 damage and +1.5m radius 2 -14s cooldown (26s base) 5 one additional bounce and improved spirit scaling puddles sit on the ground for 10 seconds applying a 28% slow, which is what makes his Knockup and his team's follow-up land on a target that thought it was leaving Strong evidence
  • Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling chain-stuns a clumped team for 0.5-0.8s per impact across 11-18 seconds, while he takes 35-55% less damage from everything Strong evidence
  • With Cube T3 he cleanses all non-ultimate debuffs off an ally — your anti-heal, Vyper dagger stacks, Crow bleed and slows all disappear in one cast Strong evidence
  • Your mobility is a real advantage here, and Viscous's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
  • Bait The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) out on a target you were going to pressure anyway, then commit your real burst during the 22-42s it is down Strong evidence
  • Attack from beyond 20m of Viscous himself — since the 09-16-2026 range nerf, a target further than that from him cannot be cubed Strong evidence
  • Spread your formation so Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling can only hit one person per bounce, and fight in open ground where wall bounces do not exist Strong evidence
  • Save a Hard CC (Warden's Binding Word Binding Word 15m Range34s Cooldown Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised , Vindicta's Stake Stake 40s Cooldown Throws a stake that embeds where it lands. Crowd Control Tether for 1.75s (T3 adds +0.75s) restricting movement to a 9m leash, plus a… Damage 40 spirit base, scaling with Spirit Power; Mobility none for Vindicta 1 +45 damage 2 -22s cooldown (40s base down to 18s) 5 +0.75s tether duration and +2m capture radius , Vyper's Petrifying Bola Petrifying Bola 115s Cooldown Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits , Wraith's Telekinesis Telekinesis 10m Range2.3s Duration150s Cooldown Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range ) specifically for the Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling roll rather than spending it early Strong evidence
  • Do not fight inside his Splatter Splatter 26s Cooldown Throws a ball of goo that damages what it hits and bounces a couple of times, leaving behind puddles that slow any enemy standing in them for around ten seconds. Crowd Control -28% movement slow to enemies standing in the puddles Damage 55 base (about 0.7x spirit scaling); Defensive The puddles slow chasers, which is a soft disengage 1 +36 damage and +1.5m radius 2 -14s cooldown (26s base) 5 one additional bounce and improved spirit scaling puddles; route around them, because the 28% slow is the setup for everything else he does Strong evidence
  • Viscous contributes through abilities, which makes a hard Silence worth more against them than any amount of resist. Focus Lens Focus Lens 6,400 souls Tier 4TechPress +45s Cooldown +4.5s Duration +0.1s Cast Delay +35% Damage On Expire +10% Fire Rate -9% Spirit Resist -30 Spirit Power +12s Resist Reduction Duration Builds from Spirit Sap is the sharpest version: 4.5 seconds of single-target Silence at 20m, plus 30% of all damage dealt during the window applied when it expires, on a 45-second cooldown. Against a caster that is not a defensive purchase — it deletes their entire fight participation and then charges them for it. Strong evidence
  • While Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling is active he cannot cast The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) , Splatter Splatter 26s Cooldown Throws a ball of goo that damages what it hits and bounces a couple of times, leaving behind puddles that slow any enemy standing in them for around ten seconds. Crowd Control -28% movement slow to enemies standing in the puddles Damage 55 base (about 0.7x spirit scaling); Defensive The puddles slow chasers, which is a soft disengage 1 +36 damage and +1.5m radius 2 -14s cooldown (26s base) 5 one additional bounce and improved spirit scaling or Puddle Punch Puddle Punch 40m Range24s Cooldown Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage — that is the window to delete his carry, not to chase the ball Strong evidence
  • The 22-42s after The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) is spent: his team has no save and his own escape is gone Strong evidence
  • After Puddle Punch Puddle Punch 40m Range24s Cooldown Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage 's single base charge is used (24s cooldown post-09-16-2026), any channelled ability is safe Strong evidence
  • In open terrain with no walls, Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling 's trajectory is predictable and largely dodgeable Strong evidence
  • His slow projectile weapon means constant lateral strafing at range makes him miss most of his own chip damage Strong evidence
  • Being stunned by Viscous now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their Stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Documented
  • Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Viscous's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Documented
  • Splatter Splatter 26s Cooldown Throws a ball of goo that damages what it hits and bounces a couple of times, leaving behind puddles that slow any enemy standing in them for around ten seconds. Crowd Control -28% movement slow to enemies standing in the puddles Damage 55 base (about 0.7x spirit scaling); Defensive The puddles slow chasers, which is a soft disengage 1 +36 damage and +1.5m radius 2 -14s cooldown (26s base) 5 one additional bounce and improved spirit scaling 's bounces and puddles clear minion waves and hold a lane choke without him needing to step forward Strong evidence
  • The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) on himself is a 3-4s invulnerability window that beats almost any early 2-man gank attempt Strong evidence
  • Slow projectile weapon means he loses raw last-hit and harass duels against hitscan laners Strong evidence
  • The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) 's cast range was cut to 20m in the 09-16-2026 patch, so cross-lane saves are harder Strong evidence
  • Strix Salvo Strix Salvo 35m Range30s Cooldown Danny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging. Crowd Control A 40% slow that fades over 1.5s each time a charged shot consumes a mark. Damage 27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast. Defensive A line of missiles across a street or a doorway punishes anyone who chases… 1 -12s cooldown 2 +20 damage and +35 marked damage 5 +2 missiles, longer range, and better Spirit scaling zones the lane and marks a laner for extra damage from his charged shots Strategic
  • The first Unstable Rift lands around 11:00 and then every 7 minutes, and Viscous beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Strong evidence
  • The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) unlock — A 3s full invulnerability save for any ally changes the maths of every early skirmish and gank Strong evidence
  • Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling unlock — Gives him teamfight initiation, repeated stuns and a durable escape all at once Strong evidence
  • The Cube The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base) T3 — Debuff removal turns the Cube from a save into a hard cleanse for anti-heal, Vyper dagger stacks and Crow bleed Strong evidence
  • Late 35min+ — Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling T3 (18s duration, 0.8s stuns, 55% resists) is a full-teamfight disruption window on a roughly 125s cooldown Strong evidence
  • Close The Deal Close The Deal 10m Range135s Cooldown Danny grabs a nearby enemy and flies them high into the air, then crashes back to the ground. Crowd Control The grab itself takes the target out of the fight, then a 0.5s stun on… Damage 70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09… Mobility Flies Danny and the target high into the air and lands them nearby. 1 +50 damage 2 -35s cooldown 5 +0.5s stun and +8 damage per metre unlock — Adds a grab that carries one enemy out of a fight and stuns them Strategic
  • Chimera Mk1 Chimera Mk1 21s Cooldown Danny holds the jump key to fly on his jetpack, building heat as he goes. Crowd Control The landing launches nearby enemies into the air. Damage The landing explosion deals 70 spirit damage (+1.5 per Spirit) plus 70… Mobility Sustained flight for as long as his heat allows, and air dashes cost heat… 1 heat vents faster while grounded 2 on hero hit, heal and take no self-damage 5 on hero hit, -40% cooldown and +120 spirit damage T2 — A dive that lands heals him and costs no health, so he can dive again and again Strategic
  • Your habit of taking the fight vertical to reset spacing against Viscous is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Documented
  • Riding a zipline in Viscous's line of sight is worse than walking. Enemy hero damage while you are riding knocks you off for 15% of your max health, a 2.5-second Stun and a fall — for a hero with your health pool that is most of a death handed over for free. You gain knockoff immunity only after 3 consecutive seconds of riding, signalled by a blue particle effect, so the dangerous part is the first three seconds. Mount out of their sight line, not near it. Documented
  • Being knocked up against Viscous is worse than being slowed because it removes your inputs and, since 09-16-2026, slows now bite in the air at 35% value so even the landing is compromised. Your mobility is your defence, so position with the airborne failure case in mind: stand where being launched leaves you above your own team rather than above theirs, and keep a dash in reserve for the landing rather than spending both on the approach. Strategic
  • Viscous wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
  • Viscous heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied ( Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -35% Incoming Healing -35% Incoming Healing , T3) builds up through gunfire, and spirit-applied ( Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill , T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented
  • Do not assume Viscous shrugs off your anti-heal by going immune. Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer explicitly does not suppress healing reduction — if you have the debuff on them before they pop it, they are still healing at the reduced rate through the whole window. Documented
  • Majestic Leap Majestic Leap 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration (vitality T3) — Viscous' Splatter Splatter 26s Cooldown Throws a ball of goo that damages what it hits and bounces a couple of times, leaving behind puddles that slow any enemy standing in them for around ten seconds. Crowd Control -28% movement slow to enemies standing in the puddles Damage 55 base (about 0.7x spirit scaling); Defensive The puddles slow chasers, which is a soft disengage 1 +36 damage and +1.5m radius 2 -14s cooldown (26s base) 5 one additional bounce and improved spirit scaling — that is the zoning and area denial this answers. Buy to escape ground-based lockdown and to rotate across the map quickly. Documented
  • Stamina Mastery Stamina Mastery 3,200 souls Tier 3ArmorPassive +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Builds from Extra Stamina (vitality T3) — Viscous' Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling — that is the stuns and Hard CC this answers. Buy when dodging telegraphed abilities and disengaging is how you survive. Strong evidence
  • Warp Stone Warp Stone 3,200 souls Tier 3ArmorInstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration (vitality T3) — Viscous' Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling is what you are buying against here. Buy when you are repeatedly getting caught and killed out of position, or to close a gap onto a fleeing target. Documented
  • Your instinct is to jump on Viscous's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast or after the Stomp has just gone off. Strong evidence
  • The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Viscous. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their Area Damage land on empty bridge. Strategic

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Sources and method for this page

Everything on this page is generated for Deadlock patch 09-29-2026 from Viscous's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Viscous's kit and counterplay were compiled from 6 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Deadman Danny's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

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