vs zoning and area denialEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsFleetfootFleetfoot1,600 soulsTier 2WeaponInstantCast+16sCooldown+5sDuration+100move speed penalty while shooting reduction+35%Slide Distance+6%Bullet Resist+40%Slow Resist+6%Weapon DamageRestorative LocketRestorative Locket1,600 soulsTier 2ArmorInstantCast+20sCooldown+0.1sCast Delay+8%Spirit Resist+25Max Stacks+3Max Stamina Restore
vs stuns and hard ccExtra StaminaExtra Stamina800 soulsTier 1ArmorPassive+1Stamina+12%Stamina RecoveryDebuff ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus HealthReactive BarrierReactive Barrier1,600 soulsTier 2ArmorPassive+55sCooldown+10sDuration+1Out of Combat RegenBuilds from Grit
vs pulls and knockbacksUnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer
Bait The CubeThe Cube20m Range3s Duration42s CooldownEncases a target in a cube of restorative goo.Crowd ControlThe cubed target cannot take new actions for the duration;MobilityNone directly; the cubed hero can escape early via Jump/mantleDefensiveComplete invulnerability to all incoming damage for 3s (T2 adds +1s), plus…1increases Move Speed and Stamina Recovery (on exit)2+25 health regen and +1s duration5removes 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
Attack from beyond 20m of Viscous himself — since the 09-16-2026 range nerf, a target further than that from him cannot be cubed
Spread your formation so Goo BallGoo Ball11s Duration150s CooldownViscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into.Crowd Control0.5s stun on impact (T3 adds +0.3s);Damage110 base (about 1.0x spirit scaling);MobilityHigh-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 resists5+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
Save a Hard CC (Warden's Binding WordBinding Word15m Range34s CooldownCurses a targeted enemy hero.Crowd Control1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the…Damage110 (about 2.44x spirit scaling) when it landsDefensiveRooting a diver in place is a strong self-peel1Warden deals +20% bullet damage to trapped heroes for 5s2+0.75s immobilise duration5-14s cooldown (34s base) and silences the target until they escape or are immobilised, Vindicta's StakeStake40s CooldownThrows a stake that embeds where it lands.Crowd ControlTether for 1.75s (T3 adds +0.75s) restricting movement to a 9m leash, plus a…Damage40 spirit base, scaling with Spirit Power;Mobilitynone for Vindicta1+45 damage2-22s cooldown (40s base down to 18s)5+0.75s tether duration and +2m capture radius, Vyper's Petrifying BolaPetrifying Bola115s CooldownThrows an explosive bola.Crowd Control2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s);Damage50 area damage (about 0.74x spirit scaling);DefensivePetrifying an incoming diver removes them from the fight for over two…1+49.5 petrify damage2-20s cooldown5+1s petrify duration and petrifies all enemies in the area, not just direct hits, Wraith's TelekinesisTelekinesis10m Range2.3s Duration150s CooldownLifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses.Crowd Controlstunned during the 1.25s channel, then the target is airborne and unable to…Damage100 spirit base (about 1.0x spirit scaling);Mobilitynone for Wraith — she channels for 1.25s while aiming the throw1+100 damage2-45s cooldown (150s base down to 105s)5+1.5s debuff duration and +6m throw and cast range) specifically for the Goo Ball roll rather than spending it early
Do not fight inside his SplatterSplatter26s CooldownThrows 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 puddlesDamage55 base (about 0.7x spirit scaling);DefensiveThe puddles slow chasers, which is a soft disengage1+45 damage and +1.5m radius2-14s cooldown (26s base)5one additional bounce and improved spirit scaling puddles; route around them, because the 28% slow is the setup for everything else he does
The Cube makes your committed burst vanish — an AssassinateAssassinate55s CooldownScopes in for a long-range rifle shot.Damage90 base spirit plus up to 90 bonus against targets under 50% health (T2 adds…Mobilitynone — she is scoped and stationary during the charge1-15s cooldown (55s base)2+80 maximum bonus damage5+4% weapon damage per kill (from +6% to +10%), Ira DominiIra Domini15s Duration160s CooldownFor a limited window Venator loads three heavy stakes instead of normal bolts.Damage120 per stake (about 1.5x weapon scaling);MobilityT1 grants +1.2 m/s move speed while active1+1.2 m/s move speed while Ira Domini is active2-15s cooldown (160s base) and +65 bonus damage5all three stakes become blessed blessed stake, Telekinesis slam or Petrifying Bola aimed at a cubed ally deals literally nothing, and they come out healed
Puddle PunchPuddle Punch40m Range24s CooldownMaterialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward.Crowd ControlKnockup on everyone in the 4m radius plus a -24% movement slow for 3sDamage20 damage base plus about 0.6x melee scaling;MobilityGrants Viscous and allies increased air control when caught in it1+1 charge and +20 damage2+1.5m radius and +60% lifesteal5-14s cooldown and deals Heavy Melee damage reaches 40m and knocks you up, cancelling Assassinate's scope, Warden's Last StandLast Stand6s Duration180s CooldownAfter 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 Controlnone directly — its power comes from being paired with Binding WordDamage70 DPS base (about 1.3x spirit scaling) over 6s in a 12m radius;Mobilitynone, and he is channelling1+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 SlashPower Slash12s CooldownYamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash.Crowd ControlT1 adds a 32% movement slow for 3sDamage145 spirit at full charge (about 1.96x spirit scaling), with T3 adding +150…Mobilitynone — she is channelling1+32% movement slow for 3s2-4s cooldown (12s base)5+8m cast range, +150 damage, and increased Spirit Power scaling, or any channel you are committed to
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
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
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
The Cube first, always — it only protects one hero, so forcing it out early is the plan against Viscous
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
Splatter third: it is his cheapest ability and mostly a zone tool; walking around the puddles is better than baiting it
Goo Ball is not baitable as such (it is 11-18s of commitment) but it CAN be wasted — spread out so he rolls through empty space, and remember he cannot Cube anyone while he is a ball
Single-target save: The Cube is invulnerability, not a shield, so it absorbs any ultimate outright
Three separate forms of disruption (slow puddles, Knockup, ball stuns) across three slots
Goo Ball's 35-55% resists give him real durability on a support-shaped hero
Strong in terrain-heavy fights: bounces, puddles and corridors all multiply his effectiveness
Remote 40m Puddle Punch means he interrupts channels without exposing himself
Weak to
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%
Very low personal damage output — he needs a team to convert his setups
Goo Ball is much weaker in open ground where there is nothing to bounce off and no clumped target
The Cube disables the ally it saves, so misused it can cost a teammate their own damage window
In lane, good at
Splatter's bounces and puddles clear minion waves and hold a lane choke without him needing to step forward
The Cube on himself is a 3-4s invulnerability window that protects him from an early 2-man gank attempt
Puddle Punch's 40m range lets him interrupt an enemy laner's channel or heal from complete safety
In lane, weak to
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
Low personal damage — he cannot solo-kill a competent laner and relies on setting up a partner
The Cube unlock — A 3s full invulnerability save for any ally changes the maths of every early skirmish and gank
Goo Ball unlock — Gives him teamfight initiation, repeated stuns and a durable escape all at once
The Cube T3 — Debuff removal turns the Cube from a save into a hard cleanse for anti-heal, Vyper dagger stacks and Crow bleed
Late 35min+ — Goo Ball T3 (18s duration, 0.8s stuns, 55% resists) is a full-teamfight disruption window on a roughly 125s cooldown
Projectile Goo Launcher (Deep Sea Interpreter)
Medium RangeProjectile
49.2DPS
Falloff Range 20m → 58m
A slow-travelling projectile weapon with an alt-fire mode, so it requires leading targets at range and is poor at punishing fast strafing heroes. It is a wave-clearing and chip tool rather than a duelling weapon; his alt-fire damage growth was reduced by 10% in the 09-16-2026 patch and raised by 5% on 30 October 2026.
10.34Bullet Damage
1Pellets per Shot
4.76Bullets per sec
20Ammo
2.50sReload Time
254m/sBullet Velocity
63Light Melee
116Heavy Melee
Vitality and movement
780Health
2Health Regen
7.20m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Viscous wins most with, against what their two win rates would predict.
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)55.2% together+3.1% above expected
Deadman DannyDeadman DannySkirmisherInitiatorMid rangeHybrid damageFree flight: he picks his angles and reaches heroes others can'tDurabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healinglow (1/3)52.4% together+1.6% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)52.4% together+1.2% above expected
Lady GeistLady GeistBruiserSkirmisherClose rangeHybrid damagePersonal sustain between 100% Life Drain conversion and lifesteal itemisationDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healingvery high (3/3)50.8% together+1.0% above expected
Viscous wins 46.9% of games overall.
Who counters Viscous and who Viscous counters: all 43 opponents, from Viscous' hardest to easiest, with how far each sits from that average. Viscous strugglesViscous does well
Graves and Paige are strong against almost every hero this patch, so they sit near the top here too.
The counters that are about Viscous in particular: McGinnis (Viscous wins 44.9%).
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.
Purpose: Poke and area denial. The bounces let him cover a whole corridor or stairwell with slow zones, which is how he sets up Puddle Punch and Goo Ball hits and how he holds a lane against a push.
Damage
55 base (about 0.7x spirit scaling); T1 adds +45
Crowd control
-28% movement slow to enemies standing in the puddles
Defensive
The puddles slow chasers, which is a soft disengage
How to play against it
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
Movement speed items and dashes push through the 28% slow cheaply; it is a soft slow, not a Root
Interactions
Puddles last 10s, far longer than the ability's own effect duration, so he can pre-place zones before a fight starts
The 09-16-2026 patch cut the detonation cooldown from 0.15s to 0.12s and trimmed the T1 radius bonus from +2m to +1.5m
Clears minion waves efficiently, which is a large part of why he is a comfortable lane hero
Slow zones plus Puddle Punch's Knockup is his main self-created combo: slowed targets cannot walk out of the fist's 4m radius
Upgrade tiers
T1: +45 damage and +1.5m radius
T2: -14s cooldown (26s base)
T3: one additional bounce and improved spirit scaling
The Cube
Ability 2 · Targeted Invulnerability Stasis with Regeneration
Encases a target in a cube of restorative goo. The cubed hero cannot act for the duration but takes no damage at all and regenerates health rapidly, with a lingering buff after they break out. It can be cast on allies or on himself.
Purpose: His save. Viscous cubes an ally the instant a lethal burst is committed, so the enemy ultimate hits nothing, and the ally comes out with health back.
Crowd control
The cubed target cannot take new actions for the duration; this applies to the person being cubed, ally or self
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 40 health regen (T2 adds +25) and an 8s post-exit buff
How to play against it
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
The cubed ally cannot act — so if you are bursting a target mid-channel (Warden's Last Stand, Yamato's Power Slash, Venator's Ira Domini window), cubing them costs them the channel
3-4s is not long: reposition to re-engage as the cube pops rather than walking away from the fight
Interactions
Because it grants outright invulnerability rather than a shield, it eats an entire Assassinate, Telekinesis slam, Ira Domini stake or Goo Ball hit regardless of how much damage those would do
It also stops the cubed ally from acting, so cubing your own carry mid-Assassinate or mid-Full AutoFull Auto5s Duration45s CooldownFor a short window Wraith's fire rate increases and every bullet carries bonus spirit damage.Damage+2 spirit damage per bullet on top of her weapon damage1-20s cooldown (45s base down to 25s)2+10% fire rate and +3s duration5unlimited ammo and increased scaling on spirit damage per bullet wastes their damage window — it is a save, not a buff
The T3 upgrade removes all non-ultimate debuffs from the cubed target, making it a hard cleanse for anti-heal, slows, Vyper dagger stacks and Vindicta's Crow bleed
The cubed target can break out early by jumping/mantling, so a good ally exits the moment the threat passes
Cast range was reduced from 26m to 20m in the 09-16-2026 patch, meaningfully tightening how far back he can stand while saving someone
Upgrade tiers
T1: increases Move Speed and Stamina Recovery (on exit)
T2: +25 health regen and +1s duration
T3: removes all non-ultimate debuffs from the target and -20s cooldown (42s base)
Puddle Punch
Ability 3 · Remote-Placed AoE Knockup
Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Viscous and his allies caught in the effect gain increased air control instead of being tossed.
Purpose: His interrupt and anti-dive tool. The Knockup cancels channels, breaks a dive on a backliner, and buys the seconds his team needs to disengage or reposition.
Damage
20 damage base plus about 0.6x melee scaling; T1 adds +20, T3 makes it deal Heavy Melee Damage instead
Crowd control
Knockup on everyone in the 4m radius plus a -24% movement slow for 3s
Mobility
Grants Viscous and allies increased air control when caught in it
Defensive
Interrupts enemy channels and breaks chases
How to play against it
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 effects (Yamato's Shadow TransformationShadow Transformation5s Duration160s CooldownYamato 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…DamageNo direct damage; the power is in refreshed abilities cast 60% fasterMobilityT2 adds +4 m/s move speed during the transformation, on top of her already…DefensiveInitial invincibility during the 1.5s transformation channel, immunity to…1+7 weapon damage2+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
At base he has only 1 charge on a 24s cooldown; after it is used, channels are safe for over 20 seconds
Interactions
40m cast range means he can throw the interrupt at a fight he is not standing in, which is why he is a strong Vindicta and Warden counter
Knockup cancels channelled abilities — Assassinate's scope, Warden's Last Stand charge-up, Yamato's Power Slash, Wraith's Project MindProject Mind25m Range50s CooldownAfter a brief channel, Wraith teleports to a chosen location at range.MobilityTeleport up to 25m (T1 adds +15m, so up to 40m) after a 1s interruptible…DefensiveT2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power1+15m cast range (25m base up to 40m)2300 barrier for 5s on arrival, scaling with Spirit Power5-32s cooldown (50s base down to 18s) cast
The ally air-control effect is what lets a team use it to reposition upward rather than being disrupted by it
Cooldown was increased from 21s to 24s in the 09-16-2026 patch, a direct nerf to how often he can interrupt
Upgrade tiers
T1: +1 charge and +20 damage
T2: +1.5m radius and +60% Lifesteal
T3: -14s cooldown and deals Heavy Melee Damage
Goo Ball
Ultimate · Self-Transformation into a Rolling, Bouncing, Stunning Ball
Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. The ball is heavily resistant to both bullet and Spirit Damage, bounces off walls, and can double jump.
Purpose: Teamfight initiation and objective disruption. He rolls into a grouped enemy team, stunning through them repeatedly, or uses it as a high-durability escape/rotate.
Damage
110 base (about 1.0x spirit scaling); T2 adds +70
Crowd control
0.5s Stun on impact (T3 adds +0.3s); repeatable on every collision for the duration
Mobility
High-speed rolling with wall bounces and a double jump, for 11s (T3 adds +7s, up to 18s)
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
Hard CC and displacement interrupt or misdirect the roll; a Warden Binding Word or Vyper Petrifying Bola landed on the ball ends the threat
35-55% resists mean chasing him with raw damage is a waste; let the 11-18s expire and fight him as a 780 HP support instead
Interactions
Bouncing off walls means the ball is far more dangerous in tunnels and enclosed areas than in open ground, where its trajectory is easy to sidestep
The Stun repeats on each new impact, so a single Goo Ball in a corridor can chain-Stun a whole grouped team
The 35-55% resists make it a legitimate escape tool from a lost fight, not just an engage
T3 received +0.2 spirit scaling in the 09-16-2026 patch
He cannot shoot or cast his other abilities while in ball form, so an unpunished Goo Ball is still 11-18s of no Cube for his team
Upgrade tiers
T1: -25s cooldown (150s base)
T2: +70 damage and +20% to both resists
T3: +7s duration, +0.3s Stun duration, and +0.2 spirit scaling
Viscous' win rate by game length
Viscous gets stronger the longer the game goes: 43.3% in games under 25 minutes (#37 of 44), 48.8% in games past 40 (#25 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch the long games are where Viscous pulls ahead of other heroes.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
46.2%
−0.7%
749
15–20
43.5%
−3.4%
1,684
20–25
42.8%
−4.1%
4,818
25–30
42.0%
−4.9%
15,029
30–35
45.9%
−1.0%
31,525
35–40
48.0%
+1.1%
36,863
40–45
48.5%
+1.6%
25,104
45–50
48.9%
+2.0%
13,321
50–55
48.7%
+1.8%
6,352
55–60
48.7%
+1.8%
2,589
60+
52.8%
+5.9%
1,348
"vs usual" is against Viscous's 46.9% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Viscous won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.