Charnok
Charnok is a playable Hero in Gigantic. The Draconic Sorcerer, he is a ranged caster who uses his pyromancy skills to burn his enemies. He is one of the first heroes to be revealed, debuting in the Pre-Alpha.
Hero | Lore | Cards | Skins | Responses | Changelogs | Miscellaneous | Gallery |
Charnok |
Fire Mage |
The drakkor wield fire with the skill of mages and the ferocity of monsters. | |
HEALTH One full segment of in-game health bar represents 500 health points. 2000 ARMOR Reduces incoming DAMAGE by 1% to 1 point of armor. Heroes with light armor have 15 points of FRONT ARMOR and 7 points of BACK ARMOR. Heroes with heavy armor have 25 points of FRONT ARMOR and 18 points of BACK ARMOR. 15 SPEED Base speed value. Heroes can move faster by SPRINTING, JUMPING or DODGING, sometimes at the cost of STAMINA. 630 | |
ROLE | |
ARCHETYPE | |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
[[Category:]][[Category:]]
Abilities
FIREBALL LMB / RT
Basic attack | ||
Base DAMAGE value, per hit, uncharged/charged. Against heroes with LIGHT ARMOR: Front: 119/191 Back: 130/210 Against heroes with HEAVY ARMOR: Front: 105/168 Back: 115/185 140/225 Base RANGE value; base RADIUS of impact: 1m (uncharged)/ 1.4m (charged). 60m |
Projectile that explodes on impact. HOLD [LMB/RT] to power up. | |
Projectile that explodes on impact. HOLD [LMB/RT] to power up. |
Big Ball of Fire | Burn Notice | |||
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Gain a third charge stage.
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When fully charged, direct hits BURN
Deals damage over time.burn foes. (3s duration) | |||
Bigger Ball of Fire | Bombastic | Extended Notice | Stoke the Fire | |
When fully charged, increases the DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage and size of the explosion radius. |
When fully charged, hitting an enemy gives +4% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage. (Maximum: +12%) Lose this bonus if any FIREBALL attack misses. |
Increases the duration of the BURN
Deals damage over time.burn. (5s duration) |
Hitting a foe that is BURN
Deals damage over time.burning deals extra DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage. (Stage 1: +45, Stage 2: +70) |
Burn Notice | |
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When fully charged, direct hits BURN Deals damage over time.burn foes. (3s duration) | |
Extended Notice | Stoke the Fire |
Increases the duration of the BURN Deals damage over time.burn. (5s duration) |
Hitting a foe that is BURN Deals damage over time.burning deals extra DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage. (Stage 1: +45, Stage 2: +70) |
DRAGON'S BREATH RMB / LT
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Default ability COOLDOWN. 8-12s Base DAMAGE value, per tick (0.2s). Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? 30 Base RANGE value. 6m |
HOLD [RMB/LT]: Short-range cone of flame. Cooldown increases the longer it's used. | |
HOLD [RMB/LT]: Short-range cone of flame. Cooldown increases the longer it's used. |
Turning up the Heat | Fire Shelter | |||
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Channel DRAGON'S BREATH longer.
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Gain front projectile DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.deflection and +20% front DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction. | |||
Scorching Flames | Back Burner | Fire Wall | Backdraft | |
Increase DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage as you hit enemies. (Maximum: +30% damage) |
Hitting an enemy BACK ATTACK
Doing DAMAGE to an enemy from behind will deal an additional 10% damage. For melee heroes, a JUMP attack that hits an enemy in the back will deal even MORE DAMAGE and apply CRIPPLE to the target.in the back ignores all ARMOR Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.armor. |
Gain +40% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction. |
On release of DRAGON’S BREATH: Send out a flame wave that PUSH
Knocks enemies back. This does not stop them from using skills.pushes enemies. |
Fire Shelter | |
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Gain front projectile DEFLECTION Deflects incoming projectiles away in random directions from the source of deflection.deflection and +20% front DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction. | |
Fire Wall | Backdraft |
Gain +40% front DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction. |
On release of DRAGON’S BREATH: Send out a flame wave that PUSH Knocks enemies back. This does not stop them from using skills.pushes enemies. |
DETONATE Q / LB
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Default ability COOLDOWN. 12s Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? 200 Base RADIUS of impact. 3m |
Propel yourself up, forward, or back. DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.Damages and PUSH Knocks enemies back. This does not stop them from using skills.pushes nearby enemies. | |
Propel yourself up, forward, or back. DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.Damages and PUSH Knocks enemies back. This does not stop them from using skills.pushes nearby enemies. |
Blast Off | Dive Bomb | |||
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Deals additional DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage. (+100) |
[Q/LB],[Q/LB]: Dive down. On landing, BURN
Deals damage over time.burn nearby foes. (3s duration) | |||
Parting Gift | Make it Rain Fire | Time of Impact | Superheat | |
PUSH
Knocks enemies back. This does not stop them from using skills.Pushes enemies farther. |
[Q/LB],[LMB/RT]: FIREBALL starts at charge stage 2 for 3s.
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[Q/LB],[Q/LB]: For each enemy you hit, cooldown is reduced by 3s. (Minimum cooldown 3s)
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[Q/LB],[Q/LB]: For 3s after, any burning you inflict deals +30% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage. Adds +3s to cooldown. |
Dive Bomb | |
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[Q/LB],[Q/LB]: Dive down. On landing, BURN Deals damage over time.burn nearby foes. (3s duration) | |
Time of Impact | Superheat |
[Q/LB],[Q/LB]: For each enemy you hit, cooldown is reduced by 3s. (Minimum cooldown 3s)
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[Q/LB],[Q/LB]: For 3s after, any burning you inflict deals +30% DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage. Adds +3s to cooldown. |
HOT HAIL E / RB
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Default ability COOLDOWN. 15s Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? 200 Maximum TARGET RANGE; base RADIUS of impact: 3m. 17m BURN Deals damage over time.110 dmg/s |
Targeted Area: Bombard target location with flaming rocks for 4s. | |
Targeted Area: Bombard target location with flaming rocks for 4s. |
Hot Coals | Hunka Burning Love | |||
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SLOW
Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.Slows enemies by 25%. |
After 2s, a meteor strikes enemies in the targeted area. (375 dmg)
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Burnination | Hotter and Hotter | Crater | Meteoric Fall | |
Affects a larger area.
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SLOW
Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.Slows enemies by 50%. |
Enemies hit by the meteor are STUN
Interrupts and prevents skill usage and movement for the duration of the stun.stunned. (1s duration) |
Meteor no longer has a delay before falling.
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Hunka Burning Love | |
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After 2s, a meteor strikes enemies in the targeted area. (375 dmg)
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Crater | Meteoric Fall |
Enemies hit by the meteor are STUN Interrupts and prevents skill usage and movement for the duration of the stun.stunned. (1s duration) |
Meteor no longer has a delay before falling.
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FLAME ON F,LMB / LS+RT,RT
Focus ability | ||
Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: Back: Against heroes with HEAVY ARMOR: Front: Back: 300/450/600 Base RANGE value. 12m BURN Deals damage over time.150/175/200 dmg/s |
Flames erupt in front of you, PUSH Knocks enemies back. This does not stop them from using skills.pushing up enemies and creating BURN Deals damage over time.burning areas. (4s duration) | |
Flames erupt in front of you, PUSH Knocks enemies back. This does not stop them from using skills.pushing up enemies and creating BURN Deals damage over time.burning areas. (4s duration) |
Dominator | Blazing Fast | |||
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[LMB/RT]: +5% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage for each kill without dying. (Maximum: +15% damage) |
[LMB/RT]: Fireball charges faster.
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Battle Fury | Remorseless | Penetrating Flame | Precision Flame | |
Gain 10% FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults. Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.Focus for each kill or death. |
+10% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.speed and +10% DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage boost after killing an enemy. (6s duration, does not stack) |
[LMB/RT]: Charged shots have 30% ARMOR PIERCE
Deals DAMAGE while ignoring target's ARMOR on certain percentage.armor penetration. |
[LMB/RT]: Charged shots automatically CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance. Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.crit. |
Blazing Fast | |
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[LMB/RT]: Fireball charges faster.
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Penetrating Flame | Precision Flame |
[LMB/RT]: Charged shots have 30% ARMOR PIERCE Deals DAMAGE while ignoring target's ARMOR on certain percentage.armor penetration. |
[LMB/RT]: Charged shots automatically CRITICAL HITS Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance. Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.crit. |
Talents
Burning Breath | |
[RMB/LT]: DRAGON'S BREATH inflicts BURN Deals damage over time.burning (25 dmg/s, 4s duration). CLASH: 50 dmg/s. |
Propulsion | |
[Q/LB]: DETONATE propels you farther and hits a larger area. CLASH: Gain SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it.speed boost on landing. (+12%, 3s duration) |
Hail Yes | |
[E/RB]: HOT HAIL has longer range. (+10m) CLASH: Gain FOCUS Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults. Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.Focus when a foe dies from burning. |
Strategy
Charnok is incredibly powerful, and this simply can't be overstated. This is the character of choice for DPS dealers, largely because his primary is hugely damaging and his secondaries have huge area of effect and conal areas of damage. Charnok can carry an entire team if used properly, but because he's DPS and not a tank, don't expect him to soak up too much damage. Even a well-coordinated team of two can easily take down Charnok if you're not paying attention, so you really need to pay attention.
You can mitigate a lot of that threat by making sure Charnok is constantly SHIELD
Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value).shielded, though, or at least HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.healed by the likes of Uncle Sven or Vadasi.
Tips and Tricks
- Charnok is a team focused hero. He deals AoE damage and should try to be near the back line of his team and to avoid being alone as he is squishy.
- Stay near your team, as you can take quite a bit more damage and distract enemies with your increased damage output.
- Keeping Charnok out of the main fight until enemies are low health is an effective strategy, as it can turn the tide of combat extremely quickly (especially if your team is low in health as well).
- [RMB/LT] DRAGON'S BREATH pierces, so use this to your advantage and always try to hit more than one opponent. If a tank character is in between you and another squishy, shoot right through him.
- [RMB/LT] DRAGON'S BREATH, when upgraded, has a good PUSH
Knocks enemies back. This does not stop them from using skills.pushback, which is a good push neutralizer. You can also use this skill to temporarily push back DPS or Tank role enemies, negating a lot of their early benefit. - [Q/LB] DETONATE:
- Detonate is a great escape skill as well as a damage skill.
- Detonate is also a great "shock and awe" skill. Use it, then immediately chase down enemies to wipe out even strong teams.
- FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.Focus skill might be strong, but it's dodgeable. Push enemies against the walls or corner them to deal huge damage.
Heroes of Gigantic | |
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