Build file · 25 Oct to 2 Nov

Viscous build and item order

What Viscous players buy, what a long game ends with, what changes against each enemy, and the in-game builds they pick.

Matches

141.1k

last 7 days

Finished build

≈11 items

40k souls held in items at the end

Build type

Caster

56% of item souls in spirit

Games past 35 min

51%

the finished build is read from these

The Viscous build in brief

Most Viscous players open with Mystic Burst and High-Velocity Rounds, then pick up Spirit Snatch (around 20 minutes, 55% of games) and Tankbuster (around 23 minutes, 58% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Spirit Snatch (31%), Express Shot (27%) and Tankbuster (25%).

In games past 35 minutes, a finished Viscous carries about 11 items, 40.3k souls, 55% of them spirit; most end with Tankbuster (72%), Greater Expansion (72%) and Spirit Snatch (66%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (31% of games); the late-game duel sets it against Rapid Recharge (21% of games).

In long games, players pick Improved Spirit or Melee Charge: of those who buy either, 10% buy both.

The clearest change by opponent: against Haze, Viscous players buy Metal Skin at about ×2.93 the usual rate (3,749 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Viscous - Spirit-Burst [56% WR] [tracklock.gg]" by Tracklock, picked in 9,605 games (43% won).

SpiritWeaponVitality
Caster56% of item souls in spiritWeapon 17% · vitality 28% · spirit 56%. The diamond is the average hero.7 days · games over 35 min (51%)

The finished build 7 days · games over 35 min (51%)

AgainstPick up to 6 enemies to see what players change. Enemies that move the finished build come first.

What Viscous games of 35 minutes or more end with, slot by slot: the share of those games still holding each item at the end, and when it's bought. Pick an item for its upgrade chain and numbers.

  • usually empty
  • usually empty
  • usually empty
  • usually empty
  • usually empty

Games over 35 minutes end with about 11 items, so 5 sockets read “usually empty”. Solid frames: held at the end of at least half of those games; dashed: fewer. Flex slots take any slot type, and each flex item keeps its own slot colour. From 72,000 long games (51% of Viscous games).

Show as table
The finished Viscous build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponExpress Shot38%41%6%~13:283,200
WeaponCrushing Fists38%38%1%~29:006,400
WeaponMystic Shot29%35%17%~10:211,600
VitalityLifestrike40%41%2%~20:023,200
VitalityRescue Beam30%32%4%~19:063,200
SpiritTankbuster72%73%2%~23:453,200
SpiritGreater Expansion72%72%1%~27:103,200
SpiritSpirit Snatch66%67%2%~21:023,200
SpiritTranscendent Cooldown51%52%1%~34:306,400
Flex (spirit)Rapid Recharge46%47%1%~25:043,200
Flex (spirit)Boundless Spirit40%40%1%~31:576,400
Weapon, alternateBallistic Enchantment20%21%2%~25:063,200
Vitality, alternateTrophy Collector27%33%18%~10:441,600
Vitality, alternateHealbane17%21%18%~21:021,600
Vitality, alternateSpirit Resilience17%18%4%~31:313,200
Spirit, alternateSpirit Burn28%28%1%~35:176,400
Spirit, alternateSuperior Duration21%22%2%~29:113,200
Spirit, alternateMystic Reverb21%21%1%~34:336,400

Against other heroes 21 days

What players change, not proof it works. ★ marks an item whose buyers win at least 1 point more against that enemy than buyers of other items of its tier, after checking for chance, over 21 days: ★ all pools every hero's buyers, ★ Viscous is Viscous players only.

The 8 clearest changes in what Viscous players buy, across every enemy. Pick enemies above the board to see one lineup.

Lifts compare how often Viscous players buy an item in games against a hero with how often they buy it otherwise, over 21 days, with the build's usual items set to ×1 and small samples pulled towards ×1. Cells need 200 buyers. Several enemies are combined from separate match-ups (a weighted average of their lifts), not games against that exact team.

Show as table
What Viscous players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×2.933.7k—
Deadman DannyKnockdown×1.7012k—
HazePlated Armor×1.914.5k—
ApolloSlowing Hex×2.043.5k—
LashCounterspell×1.923.1k—
HazeDisarming Hex×1.773.6k—
VictorHealbane×1.3512k—
BabaRebuttal×1.832.7k—

What you hold, minute by minute 7 days

Each band is one item: the share of Viscous games still going at that minute that hold it. The bands stack, so the top edge is the whole inventory. Press play, or drag the slider, to watch a game fill up. Hover a band for its numbers.

45:00about 11.7 items51,434 souls15% of games still going2.1 weapon3.4 vitality6.2 spirit
81% of games still going at 30:00481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon2.1 itemsVitality3.4 itemsSpirit6.2 items
81% still going at 30:004812items0m10m20m30m40m60k souls

At 45:00 you'd typically hold

Estimated from when players buy and sell; assumes what they buy doesn't depend on how long the game will last. Hatched minutes rest on fewer than a quarter of games. The 12-item line is where the base slots are full and flex slots start.

Show as table
Share of Viscous games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
High-Velocity Rounds24%39%17%5%5%5%5%5%
Express Shot0%14%31%35%37%38%39%39%
Mystic Shot4%22%30%33%34%34%35%33%
Melee Charge1%8%19%28%31%17%12%12%
Crushing Fists0%0%1%3%11%22%30%36%
Other weapon items0.40.60.80.90.90.80.80.9
Melee Lifesteal24%36%36%19%5%4%4%4%
Lifestrike0%2%9%23%33%37%38%40%
Other vitality items0.51.11.51.61.92.22.42.7
Mystic Burst53%63%65%53%19%10%9%10%
Tankbuster0%1%8%26%44%57%66%71%
Extra Charge7%28%39%45%27%14%14%14%
Rapid Recharge0%1%5%12%25%35%41%44%
Spirit Strike8%28%45%29%8%5%5%5%
Spirit Snatch0%1%14%32%50%59%63%65%
Mystic Expansion8%32%54%64%45%17%14%14%
Greater Expansion0%0%2%9%27%49%62%69%
Improved Spirit1%10%22%32%36%27%16%16%
Boundless Spirit0%0%0%1%6%17%27%36%
Superior Cooldown0%0%3%11%25%41%37%32%
Transcendent Cooldown0%0%0%1%3%11%27%45%
Spirit Burn0%0%0%0%1%6%13%23%
Other spirit items0.10.30.60.70.90.80.91.1
Items held, in all2.34.96.97.98.38.99.810.8

Items show the share holding them; other items show the average number held.

Buy windows: clock against souls 7 days

When Viscous players buy each big item, and how its buyers did. Bars are buyers; the line is the share of them who won, with its 95% band. Switch to souls at purchase to see how much of the early-buyer edge is just being ahead.

  • buyers
  • won, 95% band
  • 200–500 buyers
  • the item's own overall

Lifestrike by the clock: 60% → 41%. By souls at purchase: 46–54%.

  1. Express Shot

    49,635 buyers · 45.3% won overall

    most buy it 9–14 min

    45.3% of all its buyers won.

    Show as table
  2. Lifestrike

    47,865 buyers · 48.8% won overall

    most buy it 15–22 min

    By the clock: 60% → 41%. By souls at purchase: 46–54%.

    Show as table
  3. Spirit Snatch

    77,577 buyers · 47.6% won overall

    most buy it 15–24 min

    By the clock: 58% → 43%. By souls at purchase: 44–53%.

    Show as table
  4. Tankbuster

    81,571 buyers · 46.3% won overall

    most buy it 18–27 min

    46.3% of all its buyers won.

    Show as table
  5. Rapid Recharge

    51,053 buyers · 48.7% won overall

    most buy it 19–28 min

    48.7% of all its buyers won.

    Show as table
  6. Greater Expansion

    75,631 buyers · 48.0% won overall

    most buy it 22–30 min

    48.0% of all its buyers won.

    Show as table
  7. Boundless Spirit

    37,307 buyers · 49.6% won overall

    most buy it 26–35 min

    49.6% of all its buyers won.

    Show as table
  8. Transcendent Cooldown

    44,105 buyers · 50.5% won overall

    most buy it 29–37 min

    50.5% of all its buyers won.

    Show as table

For Lifestrike and Spirit Snatch, buying early wins more mostly because early buyers are already ahead: by souls at purchase the line is much flatter. Win rates describe; they don't say an item wins games.

Two late games, side by side 7 days

What Viscous players buy after 30 minutes, split by the big item they took at 20–30 minutes. Bars are the share of each side's games reaching 30 minutes that bought the item. Pick the two sides to compare.

Superior Cooldown at 20–30 min

43,807 games · 48.3% won · 74% reach 30 min

Rapid Recharge at 20–30 min

29,865 games · 48.4% won · 75% reach 30 min

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Rapid Recharge at 20–30 min: share of each side's games reaching 30 minutes that bought each, and how they did
A wonA buysLate itemB buysB won
52.0%52.3%
50.0%49.4%
52.8%
48.1%
49.9%49.9%
50.9%50.1%
53.2%53.1%
44.6%47.5%
50.7%48.6%
49.5%49.4%
52.1%

Shares are of each side's games reaching 30 minutes; an item a side doesn't list was bought by fewer than its smallest listed share. ⇄: both sides buy it in 15% or more of games. Win dots run from 40% to 60%, with a tick at 50%, adjusted for souls at purchase where upstream gives it, with 95% whiskers, hollow under 2,000 buyers. They describe; they don't prove.

Either/or, and sets 7 days · games over 35 min (51%)

Items Viscous players choose between in games over 35 minutes, and items they buy as a package. Every number is printed under its cards; click a card to outline the item in every chart.

Either/or

  • Improved Spirit or Melee Charge: 10% buy both.

    Only Improved Spirit47.3% won · 25,941 games

    Both10%

    Only Melee Charge49.0% won · 24,618 games

    Melee Charge-only buyers won 1.7 pts more than Improved Spirit-only buyers. Out of 56,330 long games with either.

  • Improved Spirit or Lifestrike: 10% buy both.

    Only Improved Spirit47.4% won · 26,172 games

    Both10%

    Only Lifestrike49.3% won · 23,835 games

    Lifestrike-only buyers won 1.9 pts more than Improved Spirit-only buyers. Out of 55,547 long games with either.

  • Boundless Spirit or Crushing Fists: 10% buy both.

    Only Boundless Spirit48.8% won · 23,693 games

    Both10%

    Only Crushing Fists49.8% won · 22,413 games

    Players who bought only one won about the same either way. Out of 51,257 long games with either.

Sets

  • 2.1× as likely together

    41% of long games · 29,656 games

  • 2.0× as likely together

    40% of long games · 28,943 games

  • 2.2× as likely together

    40% of long games · 28,423 games

Descriptive: players who pick one may play differently from those who pick the other. Pairs that are one item's upgrade path are left out.

How players get there, 0–30 min 7 days

The items most bought in each phase of the game, and what their buyers bought next. Pick a mid-game item to follow only the players who bought it. Hover an item for its numbers.

  • Weapon
  • Vitality
  • Spirit
0–9 min9–20 min20–30 min30 min +Mystic BurstHigh-Velocity RoundsMelee LifestealMystic ExpansionExtra ChargeMonster RoundsMystic ExpansionSpirit SnatchSpirit StrikeExpress ShotTankbusterImproved SpiritGreater ExpansionSuperior CooldownTankbusterSpirit SnatchCompress CooldownRapid RechargeTranscendent CooldownSuperior CooldownGreater ExpansionBoundless SpiritSpirit BurnCrushing FistsEvery game100% reach 9 min96% reach 20 min68% reach 30 min
Show as table
Viscous's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minMystic Burst63%45.3%88,514
0–9 minHigh-Velocity Rounds43%45.6%61,340
0–9 minMelee Lifesteal35%48.5%50,094
0–9 minMystic Expansion26%47.4%37,303
0–9 minExtra Charge24%47.8%34,196
0–9 minMonster Rounds24%44.6%34,142
9–20 minMystic Expansion40%46.9%55,989
9–20 minSpirit Snatch31%48.6%43,856
9–20 minSpirit Strike30%47.0%42,340
9–20 minExpress Shot27%45.4%38,160
9–20 minTankbuster25%45.0%35,539
9–20 minImproved Spirit25%44.4%35,381
20–30 minGreater Expansion37%47.7%51,675
20–30 minSuperior Cooldown31%47.1%43,805
20–30 minTankbuster30%46.3%41,762
20–30 minSpirit Snatch25%47.5%35,751
20–30 minCompress Cooldown22%47.8%30,765
20–30 minRapid Recharge21%48.5%29,862
30 min +Transcendent Cooldown25%48.8%35,145
30 min +Superior Cooldown15%49.9%21,893
30 min +Greater Expansion15%49.0%20,567
30 min +Boundless Spirit14%49.0%20,451
30 min +Spirit Burn13%51.1%18,884
30 min +Crushing Fists10%49.3%13,892

Bar heights compare how often items are bought within a phase; fewer items are bought late, and the row underneath shows how many games last that long. Win rates are adjusted for the buyer's souls at purchase, so players who are already ahead don't make an item look better than it is; they still describe, not prove.

Ability order

Splatter1257
The Cube391011
Puddle Punch481213
Goo Ball61415

The most played full upgrade path (3% of matches, 48.0% won). Splatter is maxed first in 44% of matches.

In-game builds players pick 7 days

  1. Viscous - Spirit-Burst [56% WR] [tracklock.gg]by Tracklock · 6,968 players8 of 11 board items
    9,605 games
    43.2% won

    Core Build

    Early

    Late

    Defensives

    Counter Picks

    Actives

  2. Concerns of The Deep? I'm Punchin'by Vinyl Mix · 4,490 players11 of 11 board items
    7,114 games
    48.6% won
  3. Lomein VISCOUS editby 6Friday · 3,733 players9 of 11 board items
    5,750 games
    43.7% won
  4. AndrewChicken's NEW Fistcous Build (Annotated)by AndrewChicken · 2,164 players7 of 11 board items
    3,504 games
    49.4% won
  5. Concerns of The Deep? I'm Goopin'by Vinyl Mix · 1,909 players9 of 11 board items
    2,922 games
    45.5% won

The build each player had selected when the match started; known for 34% of Viscous games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.

About these numbers

7 days
25 Oct to 1 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked Viscous matches.
21 days
11 Oct to 1 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
72,000 (51% of Viscous games). The finished build, choices and the soul split read only these.
Patch
The latest big patch was 29 Sept; no window reaches back before it.
Sample sizes
5,000+ games 1,000 to 5,000 200 to 1,000Nothing under 200 is drawn.
Win rates
Shown with their 95% range and the games behind them. They describe rather than prove: players who buy an item may differ in other ways.

Via deadlock-api. Updated 2 Nov. Not affiliated with or endorsed by Valve.