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Viscous

SupportControllerInitiator Spirit Damage Mid Game Medium Difficulty

Patch 10-30-2026, 138,833 matches. Updated daily.

How to counter and play Viscous

Items to buy

  • vs zoning and area denial Enduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots Fleetfoot Fleetfoot 1,600 souls Tier 2WeaponInstantCast +16s Cooldown +5s Duration +100 move speed penalty while shooting reduction +35% Slide Distance +6% Bullet Resist +40% Slow Resist +6% Weapon Damage Restorative Locket Restorative Locket 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore
  • vs stuns and hard cc Extra Stamina Extra Stamina 800 souls Tier 1ArmorPassive +1 Stamina +12% Stamina Recovery Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Reactive Barrier Reactive Barrier 1,600 souls Tier 2ArmorPassive +55s Cooldown +10s Duration +1 Out of Combat Regen Builds from Grit
  • vs pulls and knockbacks Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer
  • 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
  • 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 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
  • 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 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 ) specifically for the Goo Ball roll rather than spending it early
  • 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 +45 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
  • The Cube 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 slam or Petrifying Bola aimed at a cubed ally deals literally nothing, and they come out healed
  • 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 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 reaches 40m and knocks you up, cancelling Assassinate'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 +50 DPS and -40s cooldown (180s base) 5 +4s duration and +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 1.96x 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
  • 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
  • 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
  • The 22-42s after The Cube is spent: his team has no save and his own escape is gone
  • After Puddle Punch's single base charge is used (24s cooldown post-09-16-2026), any channelled ability is safe
  • In open terrain with no walls, Goo Ball's trajectory is predictable and largely dodgeable
  • His slow projectile weapon means constant lateral strafing at range makes his chip damage miss

Plan a game against Viscous and the rest of their team →

Good at

  • 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

49.2 DPS

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.

  • 10.34 Bullet Damage
  • 1 Pellets per Shot
  • 4.76 Bullets per sec
  • 20 Ammo
  • 2.50s Reload Time
  • 254m/s Bullet Velocity
  • 63Light Melee
  • 116Heavy Melee
Vitality and movement
  • 780 Health
  • 2 Health Regen
  • 7.20m/s Move Speed
  • 1.60m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina 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.

  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 55.2% together +3.1% above expected
  • Deadman Danny Deadman Danny SkirmisherInitiatorMid rangeHybrid damage Free flight: he picks his angles and reaches heroes others can't Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) 52.4% together +1.6% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 52.4% together +1.2% above expected
  • Lady Geist Lady Geist BruiserSkirmisherClose rangeHybrid damage Personal sustain between 100% Life Drain conversion and lifesteal itemisation Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing very high (3/3) 50.8% together +1.0% above expected

Every Viscous duo →

Every Viscous matchup

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 struggles Viscous 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%).

Only matches whose average rank was Oracle and above, where Viscous wins 47.8% overall.

Abilities

Pick an ability to see what it does and how to play around it.

Splatter

Ability 1 · Bouncing Goo Projectile Leaving Slowing Puddles

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 Auto Full Auto 5s Duration45s Cooldown For 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 damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited 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 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) 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 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) 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)
Defensive
35% Bullet Resist and 35% Spirit Resist while in ball form (T2 adds +20% to both)

How to play against it

  • 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.

40% 45% 50% 55% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 46.2% over 749 games (few games, read with care) 46.2% 15–20 min: 43.5% over 1,684 games 43.5% 20–25 min: 42.8% over 4,818 games 42.8% 25–30 min: 42.0% over 15,029 games 42.0% 30–35 min: 45.9% over 31,525 games 45.9% 35–40 min: 48.0% over 36,863 games 48.0% 40–45 min: 48.5% over 25,104 games 48.5% 45–50 min: 48.9% over 13,321 games 48.9% 50–55 min: 48.7% over 6,352 games 48.7% 55–60 min: 48.7% over 2,589 games 48.7% 60+ min: 52.8% over 1,348 games 52.8% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
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.

Difficulty rating: DramaLock hero guide rates Viscous complexity 2 of 3 (medium)