McGinnis vs Viscous
McGinnis's team wins 55.1% Viscous's team wins 44.9%, across 10,547 games
Written for the McGinnis player. Playing Viscous? See Viscous vs McGinnis →
McGinnis has a big edge
McGinnis usually wins 50.9% of games. Against Viscous that is 4.2% higher, over 10,547 games.
- Whole match 55.1% +4.2% vs usual 10,547 games
- Sharing a lane 55.2% +4.3% vs usual 3,004 games
- Oracle and above 55.1% +3.2% vs usual 352 games
"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above, against McGinnis's usual win rate at that rank.
The fight at a glance
If you're McGinnis
Has the edgeWait out The Cube 42s cooldown
ThenThe Cube first, always — it only protects one hero, so forcing it out early is the plan against Viscous.
- Watch out
- The Cube makes your committed burst vanish.
- Your edge
- McGinnis has more sustained damage than Viscous, so longer fights favour you.
- Buy
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy it against Viscous'
Splatter
Splatter 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 +45 damage and +1.5m radius 2 -14s cooldown (26s base) 5 one additional bounce and improved spirit scaling .
If you're Viscous
Wait out Spectral Wall 50s cooldown
ThenFake an engage to force the wall, then commit when it is on cooldown.
- Watch out
- Spectral Wall drops between you and your team mid-fight, splits your team in two, and slows anyone who forces through it (+24% slow at Tier 3).
- Your edge
- Viscous is more mobile than McGinnis, so you choose when to fight.
- Buy
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing Buy it against the unkillable frontline from McGinnis.
The full plan for McGinnis, phase by phase, is below. Viscous's side in full →
What should I do right now?
Do
- Plan for
Majestic Leap
Majestic Leap +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 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 laners with faster bullets
The Cube's cast range was cut to 20m in the 09-16-2026 patch, so cross-lane saves are harder- A 66-round magazine plus
Mini Turret
Mini Turret Places a small automated turret that fires spirit damage at nearby enemies for a limited lifetime. Damage 24 DPS per turret with 100 turret health (deadlock.one). Defensive Turrets act as a tripwire and a damage sponge; 1 +10 turret DPS, +10m attack range. 2 +25% turret fire rate, +12s turret lifetime. gives her sustained fire and turret pressure in lane.
Avoid
Do
- Their first real spike is
The Cube unlock — respect it from that point, not before. - Your spike is
Spectral Wall unlock (level 1 priority): Her defining tool is online immediately.
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 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 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 is on cooldown.
Viscous’s abilities
-
Goo Ball 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 is unavailable; that is the window to burst his carry, because he cannot save them
-
Puddle Punch
Puddle Punch 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 20 damage base plus 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 +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer effects (Yamato's
Shadow Transformation
Shadow Transformation 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 -30s cooldown (160s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist status immunity) ignore the Knockup entirely
-
Splatter 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
-
The Cube 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
The Cube The Cube first, always — it only protects one hero, so forcing it out early is the plan against Viscous
- 2
Puddle Punch 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
Splatter 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
- Nerfed across the board in the 09-16-2026 patch: Cube range 26m to 20m,
Puddle Punch 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
-
Goo Ball is much weaker in open ground where there is nothing to bounce off and no clumped target Strong evidence - You out-lane Viscous and they out-scale the lane phase, so the whole matchup lives in the first six minutes. The lead you build there has to be spent before Guardians fall and the map turns into grouped objectives — souls banked are not a lead against a hero who is better in the format that follows. Convert into their Guardian, into the Urn at 10:00, or into map control ahead of the first Rift around 11:00, and treat any minute where your advantage is sitting unspent as a minute given back. Strategic
- Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Viscous is one anti-heal, one shred, and damage after that. Strong evidence
-
The Cube makes your committed burst vanish — an
Assassinate
Assassinate 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 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 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 stunned during the 1.25s channel, then the target is airborne and unable to… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 1.25s 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 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 reaches 40m and knocks you up, cancelling
Assassinate's scope, Warden's
Last Stand
Last Stand 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 +50 DPS and -40s cooldown (180s base) 5 +4s duration and +30% resists while channelling charge, Yamato's
Power Slash
Power Slash 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 1.96x 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 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 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
- Bait
The Cube 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 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 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 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, Wraith's
Telekinesis) specifically for the
Goo Ball roll rather than spending it early Strong evidence - Do not fight inside his
Splatter 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 +40s 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 is active he cannot cast
The Cube,
Splatter or
Puddle Punch — that is the window to delete his carry, not to chase the ball Strong evidence - The 22-42s after
The Cube is spent: his team has no save and his own escape is gone Strong evidence - After
Puddle Punch'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's trajectory is predictable and largely dodgeable Strong evidence - His slow projectile weapon means constant lateral strafing at range makes his chip damage miss 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
- You have real objective damage, which makes the Guardian your win condition in this lane rather than Viscous's health bar. Guardian resistance scales from +50% down to −50% across roughly the first twelve minutes since 05-22-2026 — it gets softer, not harder, so the pressure you can apply grows every minute from about 6:00. Guardians also have no ability-damage reduction, so spirit works on them at full value. Older guides claiming Guardians toughen over time are wrong. Documented
- Viscous will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Strategic
- You are a strong laner, so know where the income actually goes. Trooper souls are split among players within roughly 45m of the orb or 30m of the killer, and two players nearby take 54% each rather than 50% — a duo lane is slightly net-positive for the team and clearly negative for you individually. If you are winning the lane against Viscous, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Uncertain
-
Splatter's bounces and puddles clear minion waves and hold a lane choke without him needing to step forward Strong evidence -
The Cube on himself is a 3-4s invulnerability window that protects him from an early 2-man gank attempt Strong evidence - Slow projectile weapon means he loses raw last-hit and harass duels against laners with faster bullets Strong evidence
-
The Cube's cast range was cut to 20m in the 09-16-2026 patch, so cross-lane saves are harder Strong evidence
- A 66-round magazine plus
Mini Turret gives her sustained fire and turret pressure in lane. Strong evidence
- Your objective damage is the lever in this matchup and the Walker timing is where it pays. Walkers sit around 65% damage resistance early and decay toward −65% by minute 18, so the same rotation that accomplishes nothing at 12:00 kills one outright at 17:00. Each Walker your team destroys also unlocks an extra item slot for the whole team, so the take is a build spike for five other people, not just souls. Remember a Walker is invulnerable unless someone is within 22m. Strong evidence
-
The Cube unlock — A 3s full invulnerability save for any ally changes the maths of every early skirmish and gank Strong evidence -
Goo Ball unlock — Gives him teamfight initiation, repeated stuns and a durable escape all at once Strong evidence -
The Cube 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 T3 (18s duration, 0.8s stuns, 55% resists) is a full-teamfight disruption window on a roughly 125s cooldown Strong evidence
-
Spectral Wall unlock (level 1 priority) — Her defining tool is online immediately. Strong evidence -
Spectral Wall T2 (mid game) — -20s cooldown means she can wall every fight rather than every other fight, which changes how the whole map is contested. Strong evidence
- Against Viscous's knockups,
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health is a live answer where it used to be a dead one: Knockup durations were brought under debuff reduction on 05-22-2026, so the +25% from a 1,600 Tier II item genuinely shortens the airborne time. That matters more for you than for most, because you have no exit and the airborne window is when their follow-up lands. Worth pairing with the fact that
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius -style effects going the other way still cannot be shortened at all. Documented - Fights against Viscous recur on the objective clock — the Rift every 7 minutes from about 11:00, the Urn every 5 from 10:00 — which means the question is not whether your ultimate is strong but whether it is up for the next one. Ultimate Cooldown Reduction is a new stat introduced on 09-16-2026, first appearing on
Diviner's Kevlar
Diviner's Kevlar +40s Cooldown +40 Spirit Power +1000 Barrier +20s Buff Duration +15% Ability Duration +10% Ultimate Cooldown Reduction at +10%. Against a team-fight hero, buying into a recurring ultimate is a different and often better purchase than buying into a bigger one. Documented
- 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 has to lead you and you are too slow to make that hard by strafing, so buy the miss with geometry instead of movement. A corner, a pillar or a doorway edge means the projectile has to be in flight before you are visible — travel time works against them the moment the sight line is short-lived. Hold positions where your exposure is measured in fractions of a second per peek, and never cross an open space on a straight line at a constant speed, which is the one input their weapon is designed to punish. Strategic
- When you go for their Walker against a team with Viscous peeling, the 22m rule is your positioning constraint: a Walker is invulnerable while no enemy is within 22m, so somebody has to be inside that ring for any of your damage to count. Being that body is a commitment, not a poke. Backdoor protection also gives the Walker 65% damage reduction and 65 HP/s regeneration until your trooper wave arrives, so going without the wave is not a faster take, it is no take at all. Strong evidence
- 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 -40% Incoming Healing , T3) builds up through gunfire, and spirit-applied (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing , 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 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 (vitality T3) — Viscous'
Splatter — 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 +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Builds from Extra Stamina (vitality T3) — Viscous'
Goo Ball — 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 +16s Cooldown +30% Bullet Resist +6s Buff Duration (vitality T3) — Viscous'
Goo Ball 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
- The instinct here is to buy
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount as your answer to Viscous and then find it greyed out at the exact moment you need it.
Dispel Magic cannot be cast while you are stunned or asleep, and it cannot remove a Stun at all — it purges what comes with the Stun, not the Stun itself. Against Viscous the item you actually want is the pre-cast kind (
Unstoppable, which also cannot be activated once you are already stunned) or the automatic kind (
Indomitable
Indomitable +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier , which cleanses the next Hard CC with no input from you). Documented - The losing pattern against Viscous is deciding to leave, walking to the zipline and finding you cannot attach. Any damage from an enemy hero or objective blocks zipline attachment for 3 seconds, and Viscous has the chip range to keep that 3-second timer rolling indefinitely. Break line of sight first, wait out the lockout, then attach — do not walk to the rope while still taking fire. Documented
- The specific error is walking into Viscous's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Strategic
- 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
Next
McGinnis’s other hard matchups
All of Viscous
Who beats Viscous, the items that shut Viscous down, and every ability.
Facing more than Viscous?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 10-30-2026 from Viscous's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 55.1% of these, which is 4.2% above your overall win rate (10,547 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.
Viscous's kit and counterplay were compiled from 7 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against McGinnis'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%.