Introduction
This guide offers a comprehensive overview of Veneta, focusing on his abilities, item builds, and high-level gameplay strategies. Despite current meta shifts making him slightly weaker, understanding his kit and playstyle remains valuable for mastery.
Veneta's Abilities Explained
1. Consecrating Grenade
- Fires a bouncing grenade dealing weapon damage on explosion.
- Applies a burning effect dealing continuous damage scaling with his boon.
- Applies significant healing reduction (up to 50%), crucial for controlling fights.
- Can be bounced off surfaces to hit multiple targets or enemies behind cover.
- Upgrade points reduce cooldown, increase radius, extend burn duration, and enhance healing reduction.
2. Gut Shot
- Fires a shotgun blast dealing weapon damage and pushing enemies back.
- Stuns enemies near walls, allowing follow-up melee attacks.
- Pushes Veneta back if airborne, offering a unique movement tool.
- Can be combined with wall bounces to reposition aggressively or defensively.
- Upgrades increase stun duration, damage, and reduce cooldown.
3: Hexline Snaptrap
- Deploys a trap that pulls enemies in and immobilizes them.
- Deals spirit damage and reveals trapped enemies for 6 seconds.
- Upgrades reduce cooldown, increase immobilize duration, and deal bonus damage to revealed targets.
4: Iradomani (Ultimate)
- Equips a crossbow loaded with three stakes dealing massive weapon damage.
- Final stake is "blessed," applying bonus damage and execute at low HP.
- Grants movement speed while active.
- Upgrades increase damage, reduce cooldown, and bless all stakes.
Item Build Strategy
Core Build Components
- Rapid Recharge: Increases trap charges, enhancing control and uptime.
- Cultist Sacrifice: Provides weapon damage, health, and ability range, boosting farming and combat effectiveness.
- Battle Vest: Offers weapon damage, fire rate, resistance, and regeneration for survivability.
- Vampiric Burst & Blood Tribute: Enhance sustained damage and survivability with lifesteal and fire rate.
- Additional Items: Berserker, Spellslinger for reload speed; situational items like Ricochet Inhibitor, Silencer, and Armor-Piercing Rounds.
Ability Point Distribution
- Prioritize maxing Consecrating Grenade first for damage and healing reduction.
- Put two points into Gut Shot early for stun duration and burst potential.
- Max Hexline Snaptrap next to maximize control and damage.
- Finish leveling Gut Shot.
- Max Ultimate for damage and execute potential.
Gameplay Insights from High Elo VOD
Positioning and Combat
- Play tight to cover (veils) to maximize ability effectiveness.
- Use Gut Shot strategically for both mobility and offensive stun setups. For mastering movement tactics similar to this, see the Comprehensive Mina Guide: Mastering Mobility and Burst Damage.
- Apply traps around confined areas to control enemy movement. To deepen your understanding on trap control and related builds, check out the Comprehensive Guide to Items and Builds in Deadlock.
- Engage with combos: trap to immobilize, grenade and gut shot for damage, then melee finish.
Item Usage and Timing
- Use ultimate aggressively but thoughtfully; missing shots wastes significant damage.
- Leverage rapid recharge's cooldown reductions to maintain consistent ability usage.
- Toggle Blood Tribute to maintain weapon damage stacks without sacrificing survivability. For alternative approaches to weapon power and survivability optimization, see the Deadlock Build Guide: Master Weapon, Vitality & Spirit Power.
Team Play and Strategy
- Coordinate with teammates for combo setups (e.g., Dynamo ult with Veneta follow-up).
- Adapt positioning based on ally and enemy movements; know when to trade damage or disengage.
- Prioritize farming and soul acquisition before high-stakes team fights.
- Use teleportation to maintain map presence and contest objectives.
Conclusion
Veneta is a versatile carry character with a nuanced kit emphasizing positioning, timing, and ability synergy. While currently less prominent in the meta, mastering his grenade bouncing, gut shot mobility, trap control, and ultimate execution can significantly raise your gameplay level. Focus on smart itemization, positioning around cover, and coordinated team play for maximum impact. For broader strategies on adapting builds and maximizing effectiveness beyond DPS, explore Master Deadlock Builds: Adapt to Win, Not Just Max DPS.
For continuous improvement, study high-level replays, practice ability combos, and adapt your build based on match dynamics and meta shifts.
Hey folks, over here. Today's video is about Veneta. As always, we'll be going over abilities, then items, and we'll
hop into a vod review to talk about how he plays. Now, a bit differently from previous videos is this is the first
time where I struggled to find a very, very high Elo player who's currently playing Veneta on this patch. As a
result, he's been a little bit weaker than he has been previously, so people seem to be drifting away from him at the
moment. I'll try and find the best quality match that I can, but without further ado, let's get into his
abilities, and then as always, we'll crack on with the rest of it. For his abilities, we've got Consecrating
Grenade as one. Uh this fires a grenade that bounces before exploding. It does weapon damage, and it sets enemies on
fire. So, that's two different types of damage here as well. So, the damage on the explosion is scaling off of your
weapon damage, but then the fire effect is scaling off of your boon. So, you can see currently it says 10 damage per
second. If I level [snorts] up a little bit here, you can now see it's 18 damage per second. So, bear in mind the burn
isn't going to do like an insane amount of DPS overall, but as you gain souls, as you level up throughout the game,
that burn will continue to scale nicely. And most importantly, it applies a healing reduction effect. So, for the
points, you've got minus 5 seconds cooldown, radius and plus 1 second to burn duration, and then it gives a
further minus 20% healing reduction, so it's now 50% healing reduction. This is actually like an awful lot, and it's
comparable to sort of late game items, and something we'll talk about in a bit when we go on to builds is this is often
maxed first regardless of whether his other abilities being strong. It also gives you charges on the the grenade,
meaning that you can synergize that with items that you purchase, so that you can cast this a lot of times during a fight
to just have AoE healing reduction on lots of enemy targets. And of course, the upfront damage scaling at a a one
time scale with your weapon damage stat is actually really, really great scaling. Okay. So, how we can use this
is a little bit more nuanced than other abilities we've discussed in the series so far because it's got a lot of physics
involved. So, it'll bounce off a wall like nicely like so. You can bounce it on the floor.
And for example, if you're near a camp, if I hit one of them without any ability range, it's only
going to hit two on the camp, but I can bounce it up in the center like this and hit all three. So, as I come into the
camp, I can do this and then I can start mailing and clearing like so. So, that's the first thing to note with
this ability. And of course, as you get more and more experience with it, you can pop it around corners into pieces of
cover that an enemy may be hiding behind, etc., etc. So, for his second ability, gut shot, he
fires a blast with your shotgun dealing weapon damage, pushing enemies back, and if enemies near a wall receive a stun
and take bonus weapon damage. Notably, it also pushes you back a little bit. If you're grounded, it won't push you back,
but if you're in the air, it will. Now, before we look over the points here, the one thing that you can
do outside of using this to hit enemies is you can combine this with a wall bounce and you can gain a lot more
movement than you otherwise would. Now, his other abilities being a trap and Dominus which swaps out his main weapon,
this is his only movement tool in his kit. So, how this looks is as follows. So, if I jump up into the sort of wall
bounce ready position where you can see that my character's up against the wall, then all I do is I press my two and then
I press space. That looks like so. And the reason being is cuz when you press two, there's a bit
of a delay before it goes off. You just want to time it. It's really, really easy to time. You just use the two, then
wall bounce. And as you're wall bouncing away, you'll hit off walls like so.
And this is, to be honest in my opinion, like the funnest part of his kit. Being able to choose whether or not use it
aggressively or defensively like this to create space and reposition is really, really nice. Okay, so for the upgrade
points here, we've got bonus damage and that's the upfront damage, so not the on wall hit damage. And then it's got 10
seconds ability cool down and plus 0.4 stun duration. Now, this is important because when you have two points into
it, it means I can stun somebody into a wall and I can get a melee off before they have time to react with a parry. Of
course, when enemy heroes are buying debuff reduction, this will no longer be the case, but it guarantees a melee. So,
often times in builds, you'll see that two points are used in your gut shot early so that you can
play around veils confidently and you can get a nice big burst of damage with the melee off, etc. And then the final
one is your melee is now blessed. Now, if we quickly look over to what being blessed means, Iridomy are stakes also
have this blessed status effect. We can see here that while blessed, it has a bonus damage effect and there is an
execute threshold. So, that basically means is if the enemy is below 8% HP when you're hitting them
with your heavy melee now that you've maxed out your two, they will just be executed. It doesn't
matter how much damage you need, if they're below 8%, you can pop them. And of course, it means they'll get you'll
get a bonus 115 blessed damage on your melee. You can see here.
It wasn't a perfect example of like just on the cusp, but we're easily able to pop this this venator dummy. Do it again
so he's half HP here and we're able to execute them. So, that's like 500 HP. Really a little bit less actually, quite
a bit less cuz he's only 600 souls. Okay, anyway, let's move on. Hexline Snaptrap. So, this ability you
just kick a trap on the floor like so. Now, if an enemy walks near this circle, this outer circle, they'll be pulled
into the center of the trap and they'll be held in place. So, we'll just look look at what that looks like first.
They here as they get to the edge, they get pulled into the center, and they're trapped for a little bit. A bit like a
warden cage, if you will. Okay. Now, for the for the general text on it, it deals spirit damage, it
applies the immobilize effect, and it reveals them for a duration afterwards. The reveal duration is 6 seconds. It's
really, really nice, especially if you're playing around pieces of cover using your gut shot, and somebody gets
hit by a trap, you're able to then have perfect vision of them, which of course can inform your movement around them,
and can help you set up a gut shot, etc., etc. Okay. And then for the upgrade points, we've got 11 seconds
cool down reduction, plus one immobilize duration, and then deal 20% bonus damage against revealed targets. So, of course,
the reveal duration is 6 seconds, so that's how long they will be taking bonus damage from you, once it's maxed.
Okay, and I think that's everything covered with it. Of note is it is a 2.2 spirit scaling.
Nothing else in his kit scales with spirit, except for the fact that as you gain spirit, you gain a small amount of
resistance based on how much resi- um spirit you have. If we go here, it's 0.122
spirit scaling for bullet and spirit resist. Um but generally speaking, you're not
going to get crazy amount of damage on the traps. It's It's just something to know.
Okay, Iradomani, his last his ultimate ability. He loads a crossbow with three stakes dealing massively increased
weapon damage. The final stake is blessed, dealing bonus damage, as we covered previously. Now, first point is,
while active, you gain move speed. Second point is minus 15 seconds ability cool down, and plus 65 bonus damage. And
then finally, all stakes are blessed. So, when you cast this, you get given a crossbow.
You can see here there's a little bit of a a laser on the crossbow, just to show where you're aiming at, a bit like a
vindicta sniper, if you will. So, enemies will be able to see that. Something to note as well is enemies who
get hit by it get knocked back. They don't get interrupted like a Billy Bash down or anything like that, but the
knockback is enough to cut somebody's momentum really heavily. And of course, um once they're in execute threshold on
your final stake or once you've maxed the ability, um
you're able to pop people really heavily and just naturally with um with Venita's kit, he does a lot of um a
lot of weapon damage. That's what he likes to buy. So, during the mid and late game, uh the base damage combined
with the bonus damage that scales off off of your boons, as you can see the little Venita picture next to it as
opposed to a little like um target symbol in signifying weapon damage scaling,
um you do end up really chunking people. And for example, in a recent game that I
played on on the previous patch when he was a little bit stronger admittedly, I did um have a game where I was slightly
ahead and I was doing quite well. We were fighting a mid boss and I was able to two shot a page with my Iradomni and
that was electric. That felt really really awesome. So, for me, I think he's a really satisfying character. We'll go
on to items now and discuss sort of how he builds. There's only really one build currently that I would say is like meta
and that's OC's build. It just seems to be like as mentioned before, the current meta meta shifting away from him having
a lot of strength where to where everybody was wanting to play him. Mostly, um the people who are making
build up-to-date builds on this patch are people um like Paz's build. It's pretty decent. I'm not going to say
anything's um particularly wrong with it. Paz especially from the NAC in my opinion is one of the best at builders
in Hi-Rez low and in NA. But then we've got players like uh FT Fades who's passionate um Venita
one trick. Um but they're not necessarily playing at the highest level and scrimming etc. So, we'll just look
at OC's build for today. Now, for ability points like I mentioned, two points into gut shot seems to be the
trend and then maxing grenade into ulti and then maxing trap and then putting that final point in gut shot last. Now,
with the max trap, the bonus damage is really really nice, especially because we're going to buy items like rapid
recharge, which gives us phenomenal amount of traps as we get two base. So once we have rapid recharge,
that's four, and then we also often buy recharging rush, which means after we did a set amount of weapon damage
Oh, don't have quite enough base and to make it proc just cuz we're a little bit too low. We'll have to buy
some more gun items and then we'll be able to get that. Okay, so we can see here once I've done
enough weapon damage, my grenade and my hexline trap refresh. Once the grenade maxes max, of course it's now a charged
ability, but with rapid recharge, that basically means you've got five traps you can comfortably throw around on a
pretty low cool down between charges as well. So setting up for things like mid boss becomes really really easy and
skill expressive and fun as well um thanks to abilities like rapid recharge. So like I mentioned, although
we don't necessarily scale with spirit, picking up an item like this that synergizes so heavily with our kit just
makes sense. Other things that Venator's going to love picking up is cultist sacrifice.
Cultist sacrifice now gives weapon damage. When it was initially released, I believe it gave fire rate, which just
made it way too strong and way too versatile for pretty much everybody to want to pick this up. Now that it's a
weapon damage scaling and it scales with our boons and we get some health and ability range. Of
course, we like ability range on our grenade, on our gutshot. It's not necessarily disliked on our trap. So we
get a lot of synergy out of this item and of course where everything we're doing is weapon damage, especially
against camps, 30% bonus weapon damage, it just massively increases our farming speed. And then of course, things like
weakening headshots at the moment where shred is a little bit over like more valued than it has been on
previous recent patches. So going weakening headshots and hollow point is definitely like a meta specific thing.
But the general trend of picking up a battle vest that gives us weapon damage, fire rate, and resistance, and regen, of
course, this makes a lot of sense for our character. Extra health has been a really, really strong item for a long
time, and giving us that little bit more HP to play with when we do need to play around cover and play close quarters
sometimes to get the full value out of our kit. It's a really nice addition. Things like Enchanter's Emblem giving us
a bit of cool down and spirit power actually giving us resist is um quite an interesting mechanic, but it does lend
probably one or two points of resist. Yeah, so 4% resist one so at 11k souls and I pick up enchanters. So, it's not
nothing. It's not nothing to scoff at. So, whilst we're at above 65% HP, we get that little bit of extra resist, which
is cool. Okay. So, generally speaking, with this understanding that we've got so far as
we're specking into our grenade, we're giving us a means to farm with cult sacrifice. And then, once we've got all
of our grenade items and general utility items, then we sort of transition into a more traditional gun carry build. So,
previously, it would be things like glass cannon and maybe even lucky shot that just give you raw gun damage, which
Ven turn naturally loves. But, in the current meta where he's a little bit too squishy to pick up glass cannon, his HP
scaling isn't necessarily the best. Let me double-check it here. So, yeah, it's plus 50 health um per
boon. It's not nothing. It's definitely better than some carries, um but it is a little bit on the weak side, and buying
buying glass cannon, although it synergizes with our kit so nicely, it can leave us feeling like we're a little
bit lacking, and it's it's a bit of a risky buy oftentimes. Okay. So, then of course, vampiric burst makes a lot of
sense for us in terms of being able to just chunk people while sustaining ourself with a lot of fire rate, a lot
of bullet life steal. Some bonus health is always appreciated as well. And then, something like blood tribute, again, it
just makes sense for for us as a character. Realistically, picking up green items is
always going to be a part of any good build. Um, but being able to toggle this on and off and have a tremendous amount
of fire rate, I don't know if this works with Eredomni, so I'll test this now. So, yeah, it feels very much the same.
So, there's no real benefit in the sense of using it for Eredomni. What I will say is it does give bonus move speed, so
plus two. If you're already in combat and you're casting Eredomni, being able to zoom around with Eredomni like so,
and just line up your shots perfectly, and make sure that you're able to acquire your target, is obviously a nice
benefit that the item gives us outside of things like debuff resistance and fire rate.
Okay. So, that about sums it up for the build. Um, like I say,
generally speaking, how the best builds work on Venator and how they have for quite a while since the the the melee
damage has sort of been dialed back a little bit. It's a little bit more reasonable now is have this core of
getting a means to farm into things like ballistic enchantments to give you even further range on your grenades and rapid
recharge, and then you go into a more traditional weapon carry route of these sorts of items, a vamp purse, blood
tribute, a berserker, spellslinger as well. So, you've got lots of good reload time again synergizing with the fact
that we've got lots and lots of spells we can cast. Um, spellslinger seems like a bit of a no-brainer, but then of
course, you've just got your ricochet inhibitor, silencer, maybe crippling headshots if you need even more
anti-heal, and then of course, siphon bullets is always a nice have, and then your classic situationals, things like
armor-piercing rounds, unstoppable, spellbreaker, and then the tier three greens as well.
Okay, let's hop into the VOD review now. Okay, so, like I mentioned a a bit earlier, in terms of uh VODs and having
a look at a really high Elo player and how they choose to play the character, I'm unable to find a perfect VOD, but we
are watching OC's and they're in a full Eternals lobby. It's just not everybody's E6. Now, first thing we can
see is we've got um our gut shot leveled up first and we're playing around the veil, making sure that we can benefit
from the close quarters environments that that provides for us. Now, as always, playing really tight to
cover, using our spells when we're given the opportunity to do so. Once the wave has been cleared, we're
backing up to buy our first item as Monster Hunter's a really, really great item for us in general, like I
mentioned, but of course, it enables us to shove out the waves just on any hero, right?
So, again, we're back to the veil here. Yes, um Mow gets free scorned on us because he knows that we're going to be
playing veil, but it's just such a great position for us to clear the wave from
that although we'll be taking some damage from Mow and Grill, we're able to just reliably sort out the
waves and then we can back up and sort of reset. And I would imagine with a battle vest, we'll have enough HP re-
regen to sort of resist any scorn poke that we're unable to trade back on. Let's skip ahead a little bit ahead now.
We'll see what the next sort of play that we can talk about is. For the next play, it happens almost immediately
after what we just looked at. Now, something to note here is I don't think the way OC's plays this is
fundamentally wrong. I think it's a little bit unfortunate in that we have a Dynamoes a lane partner, so they're not
going to have much damage and much trading potential in an early skirmish. Um but what they do is they use their
two abilities that they've got together to guarantee that they're getting the consecrain consecrating grenade off.
And then once they've used their spells, they look to disengage. Now, because their positioning isn't perfect here and
the enemies are fighting in a really awkward area of the map, they're able to get a much better trade, but it is still
still worth taking a look at here. Like I said, like we're giving the high ground to the Infernus, which really
sucks. But we get our two off, we get our grenade off. And then we climb up onto the high
ground to avoid the Infernus's flame dash. We just managed to squeeze out of there. Now,
like I say, this isn't perfect. This is a bad trade, but I see the vision that OG's has with making this play.
And at least we're alive for a little while. Now, it looks like we're going to die here, so I imagine just Monocrill's
going to burrow and score nears or Infernus can dash past us. Not really much they can do in this situation.
What might have been better is looking to brute force a trade and dying quicker. I think dying here
kind of sucks. Or we can sort of greed our positioning. Uh let me just go back to Dynamo.
We could have greeded our positioning and played around the truck a little bit, so we're a little bit further away
from the Monocrill and he has to come into line of sight for a longer period of time with the tower.
But overall, it's um it's one of those unfortunate things where realistically, the respawn timer at this
point in the match is way shorter than going back to base, so making the decision to go back to base can be a
really challenging one, especially if your lane partner's low HP as well. You're almost just leaving them dead in
the water whilst you try and get full HP and then they'll be one HP by the time you get back and and the cycle repeats,
right? So here again, playing in the veil. We're stunning Monocrill out of burrow,
which is always nice, denying him any damage from the uh the spin he does after he comes out of
burrow. And then once we've used our spells, we're backing up and positioning a
little bit more safely. Now, this is nice to see. Like I mentioned, with regen from battle fists
is always nice, but this is a tough lane. It's not gone swimmingly so far. They're a little bit up on souls. We're
picking up extra regen so that we can keep fighting and keep trading with them. Something to note is if you're
buying survival items and not fighting with the enemies, to some extent, it's not necessarily
using them to the benefit. You want to always be trading when you have extra regen cuz in theory, whilst you're in
combat, you're gaining more HP than the enemy is. Of course, it does have plus one out of regen combat, so
if you do a box run, you'll gain plus one out of regen combat whilst you're doing so.
But, the core principle of extra regen is your in-combat regen is good and you can take trades a little bit
more favorably than you otherwise could. Again, um
Mo here gets stuck in a trap. We try and nade him off of it. As the general rule of thumb with venator grenades is
doing them when you know you're going to be able to get the damage off is really, really key. If you're whiffing a lot of
grenades, you're going to find that the enemies are just going to see you with grenade and then look to trade. And
then, you've only got your gut shot and trap and obviously trap can be shot and is a lot more predictable to deal with
generally. Plus, you can get some nice angles on it and good placements, but overall, um
playing around that is much more more easy. Mo here again,
we get really nice angle to gut shot. The infernus is right with the Mo, so even though Mo used his parry, it's a
bit hard to try and sort of squeeze in the heavy melee. We do have the two points in gut shot though. But, if we're
close enough to an enemy when we land the gut shot, we are able to pretty easily, um get that heavy melee off.
Okay, so here, like we just shot saw, we were able to shoot the Mo and credit as he went for casting buff and we've
shoved and crashed the wave. Now that we've crashed that wave, we're able to go and get our buy-off. We've got a lot
of souls in green, but also by virtue of Battle Vest giving us combat stats as well, we're able to fight a little bit
more reliably here. Now, Moon Clan Burrow's seemingly forgetting that we're able to
gut shot him out of it. He greed for the combo, which just lets the Dynamo come in and ult you both of
them. Of course, generally speaking when you're playing carry characters, you
want to position further back and a little bit more safely. But when you've got something like gut shot and you know
you've got something like Dynamo ult you backing you up, taking the center of the tension there enables Dynamo to set up
the play perfectly and then you're just in a position where you have to do follow-up damage. It's not always the
right play and it is really really risky, so I definitely wouldn't suggest you actively try and do that until
you've got the fundamentals of positioning down. But as we can see in this instance, it
worked a treat and they got fooled to grouping together and Dynamo got a nice ult off of it as a result.
Fire saves more lives than it Let them come. We can see that we've just done a tier two camp and we're
positioning getting ready for the wave to come towards our tower whilst we take it safely.
The Infernos walks up a little bit wait well, way too greedily actually. We get the gut shot off, he's half HP and we
rip our ult. This is something that's like really really rough when you start playing Vindicator is
having the sort of fear that um you don't want to waste your ult and you don't want to just sort of like use
it and then they just hide can be really really frustrating to deal with, but what I would say is as a rule of thumb,
use it slightly more than you think you should to to start. See what the value is, don't over commit
and sort of like ruin your positioning for it, but just start to get a feel and don't be scared to whiff a few shots if
you have to take them quickly, but generally take your sweet time with aiming. Make sure that you're guaranteed
landing a shot cuz you've only got three, so missing one is a third of your ult's damage. So, it's much more
important to just use it confidently when you think you've got opportunity to land a couple of shots. Even if they're
full HP, it's better to use it, get it on cool down, get it in use, if you will, than never using it cuz that can
be a really, really frustrating pitfall that some players can fall into the habit of doing if you're not careful.
So, we're at 8 minutes now. Soon as they're spawning. Now, I think Krul's trying to contest
ours. A little bit greedy by him, but we've got the infernus there to back us up
when we combo. Now, our Dynamo's one HP and we're sort of left trying to one V two.
We need get pretty solid damage off the start with. We're able to gut shot them, dash jump, or bounce, and
space. Dynamo's shoved out the wave as well, which is nice. And our allied Viscous has showed up to
help. So, this is pretty good play. I think um this is definitely something I've seen
in a lot of OC's replays is he's pretty happy to be in amongst it. Uh more so than other players who play carry
characters, I would say. Um now, as as always, my advice is try and play as reliable and as consistent as
you can. If you're confident that you're able to outmaneuver enemies, Vain is definitely a character that excels at
doing so because he's got so much outplay potential with his gut shot and with his
excellent trap if you manage to get a nice positioning off or you're able to time it so that as it arms an enemy's
walking through, etc. Um but yeah, just just bear in mind that these plays that he's making
are very, very high skill and very, very risky. But, of course, they do seem to be
paying off for him at the moment, especially with the Viscous room there to help him out.
And now we're able to just get the kill on the infernus who's trying to flame dash the wave. They've come into our
space so we're able to get shut them for free. Something to always know is when you're playing a character like
Veneta who has some elements of like front liner mentality of like if they are coming into your space, you should
be defending it aggressively and making sure that you're using your cool downs, but make sure you're not overextending
too much when you're trying to use your abilities aggressively yourself and be in their space. Understanding where you
are and who's entitled to the space is definitely a a skill set that greatly benefits this character.
As we're coming into the mid game here, we've played a little bit far back and just let the waves come to our guardian
as the enemy were stacking to get the earn. Now the earn's on the other side of the map
and we're choosing to take this farm close to our guardian tower and just try and get as many reliable souls as we can
at this point in the game. Like I mentioned, he can be a little bit weak at times in the meta especially
when global gun nerfs come through, in theory Veneta's the character that's going to feel them the most out of the
cast. Um so it's really important that we make sure that we're playing to our strengths and
not getting too sort of focused on trying to push a lead that we have. We have a small lead over this infernus, we
could in theory fight him and our odds wouldn't be awful at winning.
But we can hear that there are other people around us as we've aggressively taken their camps. It's not time to
fight, it's time to back up and spend the souls that we've just stolen from them.
This is always really great to see is we know that there's multiple people on this guardian
and we're in a two v three right now. So we're being super patient waiting for the Billy to come in first and then
we're looking to pop our ulti and try and get a a couple trades off whilst we're casting two ultis at the same
time. Bit of synergistic play that maybe they're not expecting. Now, it doesn't
work out. It was a 3 V 2, so these things do happen. Viscas is able to show up and
uh hopefully help out a little bit or at the very least delay them taking the walker. So, with two on side lane, we're
just going to go ahead and take over the blue lane for a little while, push out a few waves. Now, at the
12-minute 30 mark 30 marker, sinners will start to respawn very soon. So, we can look towards doubles or just
the the single sinners around the dotted line to make sure that we're getting as much
money as we can. With this tower being up, especially with us having cultist sacrifice, we're
able to do a lot of tower tower damage. So, looking for the kill on the tower here, in my opinion,
it's risky, but he's definitely the sort of character that can do it quite confidently.
But now, as we can see, sinners are starting to respawn. We'd like to see that we go for a little
bit of reliable play as we are playing a carry character. Like I mentioned, can be quite squishy at times, especially if
you're not specking into like a melee build, which is definitely now becoming an off-meta build. Um it's important
that we're able to get our souls and get our spike where we have all of our items that synergize with our grenade before
we get to mid-boss fights and high-stakes end fights, etc. I'm just going to pop the video in a 1.5
times speed here for a little bit. We can see that our allies are heavily weighted to the left side. Of course,
that's going to draw a lot of attention from the enemies. So, we sort of pocket on blue wave if he shoved that out
aggressively. It would be pretty reasonable to expect that the pocket has shoved that wave
into us aggressively cuz he wants to go and roam and play somewhere else on the mini map. And we can see now that he's
picking up the side lane. So, we're able to crash a wave aggressively in return as a result of the pocket roaming.
And now we're able to get a buy-off comfortably and we've got plenty of time to walk around the map.
As I mentioned before, these doubles have been up for about I'll say a minute and a half. I can see
somebody's pinging them. Um Hopefully we're able to grab them
shortly after we contest this. Thanks. Yeah, okay. So, don't know who helps us
out while we're doing the the doubles. Of course, the enemy knows that these doubles are
up and they should be contesting them, trying to make it hard for them to take. Doesn't work out, we just play simply.
We stun off the the Mo and Krill so that he's not able to combo his foot like in the first few seconds of the fight,
which would, of course, net Calico pretty free burst damage on us. We just get ourselves out of that room
and then the Dynamo comes in with the ulti. We're able to sort of clear our head, pop our ulti, and get ready to
start dealing as much damage as we can and positioning safely. See the Calico here. We've got a gut
shot, so we try and get a little stun off. Just a little cheeky damage, push her
away. Doesn't work out. Once our gut shot's on cool down, we're repositioning, getting the wave shift
back out again. And then we'll see what we can do from here.
So, we've got plenty of souls. We should just look for a buy. Really unfortunate hyperline here. We do
get cubes, so it's not super over. Should be able to play around our cool
downs. We've got Walker resist, and yeah, lovely. We just use our gut shot for
movement there to escape. We're able to connect the zip line before he's able to shoot us.
Yeah, perfect. That's really nice gameplay to see. Like I mentioned before, gut shot can be used offensively
and defensively in the sense that gives you that massive wall Unfortunately here, we can see that we
are struggling in this game. This is not a free game by any means. Like I mentioned, it's a little bit of a Elo
game. It's probably like a tennis three average or something. Maybe a tennis four.
But they're they're putting in the lord's work, if you will. They're
they're showing up for the fights here. Now that it's an important fight, we're making sure that we're showing up on
time. Doing as much as we can. Naughty little parry from our Billy, so
that's able to get us a two for two whilst we were in a disadvantage state. We're quite down on souls as a team
here. Yeah, TPing always really important, right? TPs generally are definitely
underutilized by pretty much everybody except like top top players. So, yeah, just having that presence of
mind to hopping your TP and move to the other side of the map when the enemies think that you're on one side is just
really really great. We're able to pick up a free kill on the pocket as a result. So, going ahead and
skip loads of farm in there. Um, realistically, we're just clearing all the camps off the map, making sure
that we're entering the waves on the side lane. Our team is grouped looking for a pick and it seems like we've got
the shiv. Um, but not enough to sort of warrant going mid boss or anything like that.
Since we've been sat under this walk of quite some time, the enemy knows that we're stacked on
the other side of side of the map, so it's really really risky to walk up here because this wave has probably got at
least two people on it waiting to see if Venice is going to overextend. Now, at this timing, we're sort of
eking forwards trying to start clearing the wave as our teammates are coming up to us. So, we're able to get that cube
for the moe combo, which just means we're full HP. We're pretty happy to continue fighting. We do get hit with
affliction, which really sucks, but again, we can use our gut shot for movement and just back up here, let our
team look for trades. Unfortunately, our Viscous dies. We'll be able to get back up to full HP, get our bio off, and then
re-engage in the fight. Okay, so as we're coming back into the fight here, we can see that the Paradox has taken a
bit of chip damage. We're able to sort of hook up to here, here, get a nice gut shot off, use our use our grenade that's
refreshed its cool down as we were hitting the gut shot. And now that people are low HP, we're
really happy to pop our ulti. Like I said before, get in the habit of using it sooner rather than later. It's okay
if people are full HP. You can do a lot of damage with it. Now, unfortunately, as we are behind and we're struggling,
our team isn't able to help us there, but we are positioned quite well. We're behind our walker. In theory, our
teammates should be able to come help us. There was a great talent bird that came in. Unfortunately, it didn't look
like it was enough to kill the Paradox or maybe it missed. But we move on. Okay, so we've respawned here and
the enemy's holding the favor down against us. We've not got Dynamo ulti. We've not got Warden ulti.
This isn't something that we're going to be able to contest easily. We push out this wave so that the wave is going to
crash on the enemy and we'll get a fair bit of damage done. You can see here that blue lane's being
shoved in as well. So rather than rotating to this fight and looking for I don't know, like hero
plays, picks, we're fixing the waves before we show up and in this instance, we're just using our consecrating
grenade there to just make sure that that wave is slowly but surely being pushed out.
We see here our team wasn't able to position perfectly to get deny the souls or anything like that. Playing under our
walker safe as they can. And now we're in a position where you can see the minions here on the left
lane. They're basically taking the walker. Blue lane is still okay. We're not going
to lose guardian towers. And we're also here helping the team. The team is struggling.
Realistically, going in and full sending it right now is probably just going to mean that
we're like one V sixes as our team runs away. So we're just playing around the edges of the fight, seeing if we can't
get any nice grenades off, any gut shots that are on enemies who are overexposing themselves or who are them way too far.
But unfortunately, none of that happens. The enemies take the walker, which they're kind of able to do because
they're just a little bit ahead in souls. But we're now transitioning into sort of
gun items as opposed to like nades nade specifics energy with our items. So as mid bosses becoming a
a more and more of a a real potential for the enemy or our team to look at doing.
We know that we're going to be able to use all of our cool downs um with rapid recharge and recharging rush alongside
having a lot of left click damage as well. As we're approaching this right side now, we can see that our Billy
dies. We see two on the mini map here alongside a third on blue lane. So worst case scenario with pocket dead, there's
two people here. Now we see a half HP Calico. So we're able to just sort of
comfortably trade on them. They've got ulti up, so we're not trying to
sort of like full send it until that ulti's gone. And unfortunately for the Calico,
their positioning was not good enough. They needed to respect the Venator way more than they did.
And they took way too much damage, enough to where popping your Iridomani's basically a guaranteed kill.
After we get that kill, Shiv showed up to defend the walker and we're out. This is
the unfortunate truth of Venator and I think part of the reason as to why he's a little bit rough to play right now is
with characters generally being a little bit tankier now. Once you get like Colossus as especially anybody who's
buying Colossus at the moment, it's just phenomenally tanky. Venator does struggle a little bit
because he's not a spirit character, but he does benefit from people being squishy. And
which is normally a trait that spirit characters have of they like characters to be squishy so they can like one shot
them. Um he does have sustained DPS and access to it through grenades and just like an
M1 build like we covered with Aussie's light build at the moment. But on the whole, his Iradicate just
enabling him to chunk people with three shots is a core part of the gameplay loop. So, in pubs, of course, that's
still going to be really, really good, but generally that it's not quite enough sustained DPS over on the whole when
we're looking at how his kit performs in like a super high ELO or competitive setting.
So, now we've got our blood tribute and our vamp burst, we've got an insane amount of fire rate and also a lot of
damage with berserker. As you can see here, he's got 10 stacks. This item gives you 7% weapon damage per
stack. So, that's 70% weapon damage. And I imagine they'll be toggling on and off blood tribute to keep their stacks
up. You can see here that just refreshes the stack, so that always at 70% weapon
damage. >> [music] >> If you're playing with a Dynamo or a
healer, it's always nice cuz they'll see that you're doing this and try and help keep your yourself as
healthy as possible. We do drop our stacks here cuz we're not in combat, so we're unable to do that
little trick. Dynamo gets a massive black hole. All we have to do is pop a grenade into them
and left click away. So, of course, we'll watch this mid-boss fight, but that about sums it up for the
Venator. I think realistically he's a pretty straightforward carry character and he's got some nice utility when
people are up close and in your face. The means of sort of >> [music]
>> spacing well and getting them to back back off you. As you can see here, just something to note is throwing some traps
around the veils is always a really good habit to get in the habit into on Venator as he benefits from those small
rooms and being able to duke around them and have an enemy get stuck in a trap if you need to get out, etc. It's always
really nice. So, thank you very much for watching. As always, any feedback, let me know down
below. Like, comment, subscribe always really appreciated. Take care. Have a good day.
>> Oh.
Veneta's kit includes Consecrating Grenade, which deals initial weapon damage plus a burning effect that reduces healing by up to 50%, great for controlling fights. Gut Shot provides burst weapon damage, stuns enemies near walls, and offers unique mobility by pushing Veneta back if airborne. Hexline Snaptrap immobilizes and reveals enemies, enhancing crowd control. His ultimate, Iradomani, is a crossbow with three powerful shots that deal massive damage and apply executes, boosting damage output and mobility. Together, these abilities emphasize positioning, control, and burst damage.
Focus on core items like Rapid Recharge to increase trap charges, enhancing crowd control uptime, and Cultist Sacrifice for weapon damage, health, and ability range to balance offense and durability. Battle Vest provides survivability through resistance and regeneration. Vampiric Burst and Blood Tribute improve sustained damage and lifesteal, increasing survivability. Complement with Berserker and Spellslinger for reload speed, and situational items like Ricochet Inhibitor or Silencer based on enemy team composition. This build prioritizes consistent ability use, damage output, and survivability.
Max out Consecrating Grenade first to enhance damage and healing reduction, crucial for controlling engagements. Allocate two early points into Gut Shot to increase stun duration and burst potential, enabling aggressive plays. Next, max Hexline Snaptrap to boost crowd control and damage. Finish leveling Gut Shot for its mobility and stun benefits, and finally, invest in the ultimate Iradomani to maximize its damage and execute effect. This distribution balances damage, control, and mobility effectively.
Position Veneta close to cover (veils) to maximize ability effectiveness and safety. Use Gut Shot strategically for movement and to set up stuns near walls, enabling follow-up attacks. Place traps in confined enemy pathways to control movement and force engagements on your terms. Execute combos by immobilizing targets with traps, following with grenade and gut shot damage, and finishing with melee attacks. Timing your ultimate carefully to avoid missing shots ensures maximum damage output and impact in fights.
Coordinate ultimate usage and crowd control abilities with allies; for example, combo Dynamo’s ultimate with Veneta’s follow-up attacks for devastating damage. Adapt positioning dynamically based on ally and enemy locations to decide when to engage, trade damage, or retreat. Prioritize farming and soul acquisition before initiating high-risk fights, ensuring resource and level advantage. Employ teleportation abilities to maintain map pressure and contest objectives efficiently, supporting overall team strategy.
Although Veneta is currently seen as slightly weaker in the meta, mastering his nuanced kit—including grenade bouncing, Gut Shot mobility, trap control, and ultimate execution—can elevate gameplay by enhancing positioning, timing, and ability synergy skills. This mastery allows players to leverage his versatile carry potential effectively, outmaneuver opponents, and adapt builds to shifting meta conditions, offering a strategic edge in competitive play.
Heads up!
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