Sticky

A transmutation-damage snowball: it boosts the stat outright, doubles its own corrosion buildup, and every [Corrosion] trigger permanently (for the stage) adds more transmutation damage. In dedicated acid builds it compounds all stage long; outside them most of its text does nothing.

QUICK ANSWER

Identify the object first, then decide whether its trigger is already alive in your run.

  • Read the practical pick rule
  • Check the connected tags and related items
  • Test the slot in the Planner
VISUAL INDEX04 ICONS
Weapon
Weapon
Relic
Relic
Skill
Skill
Tarot
Tarot

Identify the object first, then read the decision behind it.

Weapon

Sticky

Common / Rare / Epic / Legendary / Mythic · acid element · Updated for patch 1.0.479

Quick answer

PICK IT WHEN

Keep it when acid is the Transmutation your current relics and Tarot already reference. Its firing rhythm and effect matter more than the rarity label.

WATCH OUT

Switching weapons can abandon element progress. Only make the move when the new effect fixes a real problem or the old engine has stopped appearing.

Editorial read: what this entry is trying to do

Sticky is not a universal upgrade. Its recorded identity is corrosion, acid, boss, and that combination tells you what kind of problem the entry is meant to solve. Start with the current effect, then check whether your run is already producing the event that gives the entry value.

This page treats the current planner record as a decision aid, not as a promise of a fixed ranking. The entry is listed as cross-checked; the effect record currently reads: “A transmutation-damage snowball: it boosts the stat outright, doubles its own corrosion buildup, and every [Corrosion] trigger permanently (for the stage) adds more transmutation damage. In dedicated acid builds it compounds all stage long; outside them most of its text does nothing.” That wording matters because a rarity label can stay the same while the route around it changes after a patch. The practical question is whether Stickyimproves the run you have, at the moment you can actually take it.

What the recorded effect means in a run

A weapon changes the rhythm of the whole run. Judge it by element, reload time, target coverage, and the effects that its shots can repeatedly trigger.

corrosion entries are strongest when the route can keep the status moving through a room instead of applying it once acid entries want repeated application and enough room for their effect to accumulate before the target disappears the boss tag points toward durable single targets, where uptime and a clear finishing window matter more than one impressive room clear

The current connections point to durable targets and boss windows. It is also connected to the current Hunter routes do not assign this entry to one named Hunter. Those connections are clues, not automatic instructions: a skill can be listed for a Hunter and still be the wrong answer when that run has a different immediate bottleneck. Compare the entry with the other offers on screen before spending the slot.

Early, middle, and late run decisions

Early run: prove the trigger

Early in a run, take Sticky only when you can say what it will do in the next few rooms. Keep it when acid is the Transmutation your current relics and Tarot already reference. Its firing rhythm and effect matter more than the rarity label. If the entry needs a second item, a particular element, or a later checkpoint, mark that dependency and keep a simple fallback in mind. An early pick is valuable when it starts a route or removes a failure that is already happening; it is fragile when it asks the run to become something entirely different.

Middle run: check whether the route paid back

In the middle of the run, stop judging Sticky by the promise of its text. Look for the event it was supposed to improve: more useful shots, more controlled rooms, a cleaner boss window, or a safer route through the next checkpoint. If that event is not showing up, the correct move can be to keep the item as a placeholder while changing a support slot, or to pivot before the run spends another choice on the same idea.

Late run: protect the win condition

Late in the run, Sticky should have a job that can be named in one sentence. Keep it if it contributes to durable targets and boss windows and the effect is still active in the actual loadout. Replace or ignore it when the route has already solved that problem and a missing survival, reload, or target-coverage answer is now more likely to end the run.

Boss, crowd, and fallback use

For bosses, ask whether the entry improves sustained access to the target or only creates a brief high roll. For crowds, ask whether it reduces the number of dangerous enemies that remain after one action. Sticky is recorded toward boss pressure; keep a separate room-clear answer if the weapon or skill cannot cover packs.

If Sticky does not appear, use a replacement that preserves the same job rather than chasing the exact name. Related entries include Godhunter Bow, Conquest Dominator, Scroll of Disintegration, Fire Curse. A lower-ceiling option that keeps the element, trigger, or survival plan intact is usually a better fallback than an unrelated rare drop. Switching weapons can abandon element progress. Only make the move when the new effect fixes a real problem or the old engine has stopped appearing.

How to test this pick without inventing DPS

  1. Write down the current Hunter, weapon, active tags, and the reason the run is considering Sticky. Do not change several slots at once; otherwise the result cannot tell you what helped.
  2. Open the Planner with Sticky selected and read the synergy explanation. Confirm that the entry is connected to a real trigger, not only to a shared word in the tag list.
  3. Test one crowded room and one durable target when the route reaches them. Record uptime, missed triggers, reload gaps, and the moment the run becomes safer or more fragile. A single run is an observation, not a universal damage measurement.
  4. Reopen this page after the next patch and compare the current effect with the recorded one. If the tooltip changes, downgrade the advice until the interaction has been checked again.

Limitations and the next decision

The planner does not claim a measured DPS ranking for Sticky. It explains route fit from the current effect, tags, element, Hunter links, and evidence label. That is deliberately narrower than saying the item is always best. The useful output is a reasoned next choice that you can verify in the run.

If this entry fits, load it into the Planner and compare the next skill, relic, and Tarot choice. If it does not fit, return to the item library, filter by the missing trigger, and choose a replacement that fixes the failure you can actually see. That loop is more reliable than copying a static tier list without checking the run state.

What this entry connects to

Need to see the interaction in a full loadout? The Planner scores the tags and element together, then flags conflicts instead of pretending it has measured DPS.

Test this decision in the Planner →

Related picks

This entry is part of the English planner database. Effects and labels are checked against the current patch baseline; if the game text changes, use the new tooltip and revisit the route. See how the sources are used.