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.
What it is for: 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 +36
- 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: +36 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.
What it is for: The single best save in his kit and arguably one of the best in the game. 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 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.
What it is for: 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
- About 58 melee damage (about 0.6x melee scaling); T1 adds +20, T3 makes it Heavy Melee damage
- 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 (Warden's T3 Last Stand, Yamato's Shadow Transformation 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 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.
What it is for: 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