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Viscous vs Venator

Viscous's team wins 49.9% Venator's team wins 50.1%, across 29,454 games

Written for the Viscous player. Playing Venator? See Venator vs Viscous →

Viscous has the edge

Viscous usually wins 46.9% of games. Against Venator that is 3.0% higher, over 29,454 games.

  • Whole match 49.9% +3.0% vs usual 29,454 games
  • Sharing a lane 49.8% +2.9% vs usual 9,855 games
  • Oracle and above 48.8% +1.0% vs usual 969 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 Viscous's usual win rate at that rank.

The fight at a glance

If you're Viscous

Has the edge
Hex-Lined Snap Trap 28s Cooldown Kicks out a trap that arms after a short delay and then sits on the ground for up to 30 seconds. Crowd Control 1.25s immobilize (T2 pushes it to 2.25s) Damage 80 spirit (about 2.2x spirit scaling); Defensive Acts as a tripwire behind Venator so flankers cannot reach him unpunished 1 -11s cooldown (28s base) 2 +1s immobilize duration 5 +1 charge and +30% damage dealt to revealed targets

Wait out Hex-Lined Snap Trap 28s cooldown

ThenIt is his only reliable hard lock and it has 2 charges on an 8s recharge, so trip both with a wave before rotating.

Watch out
Consecrating Grenade 25s Cooldown Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x… 1 -5s cooldown (25s base) 2 +1.5m radius and +1s burn duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges Consecrating Grenade applies 30-50% healing reduction before his team commits, so your Restorative Shot Restorative Shot 800 souls Tier 1WeaponPassive +6s Cooldown +100% Proc Chance +50 Healing From Heroes +20 Healing From NPCs / Orbs +6% Weapon Damage , Healing Rite Healing Rite 800 souls Tier 1ArmorPress +70s Cooldown +0.2s Cast Delay +20s Regen Duration and Lifesteal all stop mattering for 3.5-4.5 seconds.
Your edge
Viscous has more healing than Venator, so you recover between fights and they do not.
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 Buy it against Venator's Hex-Lined Snap Trap.

If you're Venator

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)

Wait 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
Venator has more burst damage than Viscous.
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 Buy it against 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 +45 damage and +1.5m radius 2 -14s cooldown (26s base) 5 one additional bounce and improved spirit scaling .

The full plan for Viscous, phase by phase, is below. Venator's side in full →

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 Hex-Lined Snap Trap looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • Below-average movement speed (6.4 m/s) means he cannot dodge-dance in lane or rotate away from a gank the way Vindicta or Yamato can
  • No self-heal or barrier at all, so once an enemy anti-heals him back he has no answer
  • Splatter's bounces and puddles clear minion waves and hold a lane choke without him needing to step forward

Avoid

  • Consecrating Grenade denies the enemy laner's Healing Rite and regen trades in a fixed 1v1 lane where the 4.5m burn is hard to fully avoid
  • Hex-Lined Snap Trap placed behind the enemy's own guardian or on their retreat path punishes any greedy last-hit push

Do

  • Their first real spike is laning 0-10min — respect it from that point, not before.
  • Your spike is The Cube unlock: A 3s full invulnerability save for any ally changes the maths of every early skirmish and gank

Avoid

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

Do

  • Watch for Gutshot Gutshot 10m Range23s Cooldown A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed . Fight Venator away from walls and railings — in open ground Gutshot is a 10m nudge with no Stun attached
  • Bait the trap with a minion wave, a summon or a zipline arrival before you walk any choke he has been defending

Avoid

Venator’s abilities

  • Gutshot Ability 2

    Being moved is the damage here, because of what follows it: knockback on everyone hit; 0.6s Stun on targets driven into a wall (T2 adds +0.4s, so up to 1.0s).

    • Fight Venator away from walls and railings — in open ground Gutshot is a 10m nudge with no Stun attached
    • Divers with Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer (Abrams' Siege, Yamato's Shadow Transformation Shadow Transformation 5s Duration160s 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 -30s cooldown (160s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist status immunity) walk through the shove and the Stun
    • Do not back yourself into a corner while pressuring him; the shove has no value if there is nothing behind you
  • A second source of hard control: 1.25s immobilize (T2 pushes it to 2.25s).

    • Push a minion wave, a Seven stormcloud drone, an Ivy ally or any summon down a choke first — the trap springs on the first thing through
    • Vary your rotation path; traps cover fixed geometry, so take the zipline or the roof instead of the same Haunt Haunts Neutral camps Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute -camp door twice
    • On Graves, shoot the trap: since the 09-29-2026 patch her gun destroys it outright
  • 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 Ultimate

    His kill-confirm. After a Root, a wall Stun or an anti-heal burn he loads up and converts, and the blessed final stake takes a target that thinks it has escaped at low HP.

    • Ira Domini is a loud, visible transformation — the moment you see him load stakes, break line of sight for the 15s window instead of trading
    • Bullet Resist items (Enduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots line, Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale , Bullet Armor) cut the 120-per-stake body damage, though not the blessed pure-damage portion
    • At low HP, the 8% execute means a Restorative Shot or Colossus Colossus 6,400 souls Tier 4ArmorInstantCast +37s Cooldown +7s Duration +25% Base Health +15% Weapon Damage +35% Bullet Resist +35% Spirit Resist +24% Move Speed -22% Dash Distance +20% Model Scale +30% Melee Damage Builds from Extra Health that puts you over the threshold is worth more than a damage item
  1. 1 Hex-Lined Snap Trap

    Hex-Lined Snap Trap first — it is his only reliable hard lock and it has 2 charges on an 8s recharge, so trip both with a wave before rotating

  2. 2 Gutshot

    Gutshot second — it is his self-peel; once it is on a 13-23s cooldown a melee diver can sit on him with impunity

  3. 3 Consecrating Grenade

    Consecrating Grenade third — force it out on a frontliner so your support can heal freely for the next 20-25s

The matchup in detail

  • Zero sustain, zero barrier and no escape ability — the entire kit is offense and control Strong evidence
  • 6.4 m/s base speed makes him the slowest of this group and an easy gank target Strong evidence
  • Gutshot's Stun is conditional on terrain, so his Hard CC evaporates in open-field fights Strong evidence
  • Consecrating Grenade applies 30-50% healing reduction before his team commits, so your Restorative Shot, Healing Rite and Lifesteal all stop mattering for 3.5-4.5 seconds Strong evidence
  • Hex-Lined Snap Trap sitting invisible-until-triggered on your flank route roots you for 1.25-2.25s and reveals you for 6s Strong evidence
  • Gutshot into a wall is a 0.6-1.0s Stun plus 90 damage, and in corridors or around the Patron that is a free chain into his whole kit Strong evidence
  • Ira Domini stakes hit for 120 each with a blessed stake adding 95 pure damage and executing anyone under 8% max health — running away at low HP does not work Strong evidence
  • Since the 09-16-2026 patch his stakes Ricochet Ricochet 6,400 souls Tier 4WeaponPassive +65% Ricochet Damage +18% Fire Rate and split, so standing in a line behind a focused ally now shares the ultimate damage across your team Strong evidence
  • Bait the trap with a minion wave, a summon or a zipline arrival before you walk any choke he has been defending Strong evidence
  • Fight him in open ground — away from walls, Gutshot is only a knockback and he has no Hard CC left Strong evidence
  • Punish his 6.4 m/s speed: he cannot disengage, so gap-closers (Yamato's Flying Slash Flying Slash 23m Range36s Cooldown Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 23m base (T3 adds +8m, up to 31m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +8m cast range, and +1 charge , Abrams' Shoulder Charge Shoulder Charge 1.4s Duration33s Cooldown Abrams barrels forward, scooping up any hero he contacts and carrying them along. Crowd Control Stun on wall impact only. Damage 30 base impact damage (deadlock.one). Mobility Forward charge with a speed bonus after connecting with a hero. 1 applies a 32% move-speed slow for 3s, giving the ability value even when no wall is… 2 +0.8s wall-slam stun duration 5 roughly -18s cooldown and +1.5 weapon damage for 6s after hitting a hero , Wraith's Project Mind Project Mind 25m Range50s Cooldown After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 1s interruptible… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (50s base down to 18s) ) reach him and he cannot leave Strong evidence
  • Delay big heals until his grenade burn expires rather than healing into 30-50% reduction Strong evidence
  • Bullet-resist items blunt his weapon-scaling kit far more than Spirit Resist does, since Consecrating Grenade, Gutshot and Ira Domini all scale off weapon damage Strong evidence
  • You have an immunity window and Venator has a burst combo, which makes this a timing matchup rather than a damage one. Their combo has a commit point; your window has to cover that point rather than open before it. Using it early is the same as not having it. Strategic
  • The moment Gutshot and both Snap Trap charges are on cooldown, he has no CC and no escape — that is the all-in window Strong evidence
  • During the 2.8s weapon reload (33-round magazine at nearly 8 shots/sec empties fast) Strong evidence
  • The arming delay on a freshly kicked trap: the trap does nothing for that brief period, so pushing through immediately after you watch him kick it is safe Strong evidence
  • After all three Ira Domini stakes are spent, his damage collapses back to a 63.5 DPS bolt gun for the next ~145 seconds Strong evidence
  • Any moment he is in open ground away from walls: his Hard CC is trap-only and traps must be pre-placed Strong evidence
  • Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Venator specifically, because their bullets fly more than twice as fast as yours. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant their bullet arrives first. Strong evidence
  • Consecrating Grenade denies the enemy laner's Healing Rite and regen trades in a fixed 1v1 lane where the 4.5m burn is hard to fully avoid Strong evidence
  • Hex-Lined Snap Trap placed behind the enemy's own guardian or on their retreat path punishes any greedy last-hit push Strong evidence
  • Below-average movement speed (6.4 m/s) means he cannot dodge-dance in lane or rotate away from a gank the way Vindicta or Yamato can Strong evidence
  • No self-heal or barrier at all, so once an enemy anti-heals him back he has no answer Strong evidence
  • Splatter's bounces and puddles clear minion waves and hold a lane choke without him needing to step forward Strong evidence
  • Laning 0-10min — Consecrating Grenade's 30% healing reduction makes him a strong counter-laner against any regen-based opponent Strong evidence
  • Hex-Lined Snap Trap T2 (+1s immobilize) — A 2.25s Root is long enough to chain a full Gutshot plus weapon burst without help Strong evidence
  • Ira Domini unlock — Gives him an execute for the first time, converting his CC chain into confirmed kills Strong evidence
  • Late 35min+ with Ricochet — Post 09-16-2026 Ira Domini bounces and splits, turning the ultimate from a single-target execute into a teamfight nuke 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 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
  • Venator decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Strong evidence
  • Venator 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
  • Majestic Leap (vitality T3) — Venator's Hex-Lined Snap Trap — 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) — Venator's Gutshot — 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) — Venator's Gutshot 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 usual error against Venator is treating Gutshot as something to react to rather than something to pre-empt. By the time it is on you, the decision has already been made. Strategic

Next

Viscous’s other hard matchups

Every Viscous matchup →

All of Venator

Who beats Venator, the items that shut Venator down, and every ability.

How to counter Venator →

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Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from Venator's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 49.9% of these, which is 3.0% above your overall win rate (29,454 matches). The kit-based model agrees.

Venator's kit and counterplay were compiled from 7 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Viscous'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%.

Full source register →