Roland
From Gigantic Wiki
Roland is a playable Hero in Gigantic: Rampage Edition. Also known as the Bounty Hunter, he is armed with shotgun and gadgets. He was one of the first heroes revealed with announcement of Gigantic in 2014, but undergone heavy rework and wasn't finished before game's shutdown.
Hero | Lore | Cards | Skins | Responses | Changelogs | Miscellaneous | Gallery |
Roland |
The bounty hunter |
He was just as hard-hearted before he lost the arm. Now he just has more reach. | |
HEALTH One full segment of in-game health bar represents 500 health points. 1750 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. | |
ROLE | Ranged DPS |
ARCHETYPE | Shooter |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
Abilities
BLUNDERBUSS LMB / RT
Basic attack | ||
Base DAMAGE value, per projectile. Against heroes with LIGHT ARMOR: Front: 10 Back: 11 Against heroes with HEAVY ARMOR: Front: 9 Back: 9 12 Base RANGE value. 30m |
Shotgun blast, fires 20 projectiles. | |
Shotgun blast, fires 20 projectiles. |
Show/Hide upgrades
Slug Shells | Trigger Pull | |||
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Replaces blast with accurate shot. Increases damage to 250 per/shot and firing distance up to 50m.
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Increases basic attack speed. Approx. from 1.1s per shot to 0.9s.
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Hot Head Shells | Gas Propelled Shells | Targeting Shell | Flechette Shell | |
Each consecutive hit, deals +3% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage, till miss. Stacks x4. |
No fall-off damage. Gains +30% bullet speed.
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Deals +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage to drone targets from the last 2s. |
When all pellets hit, applies BLEED
Deals armor-ignoring damage over time.bleed 30dmg/s for 3s. |
Trigger Pull | |
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Increases basic attack speed. Approx. from 1.1s per shot to 0.9s.
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Targeting Shell | Flechette Shell |
Deals +10% DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage to drone targets from the last 2s. |
When all pellets hit, applies BLEED Deals armor-ignoring damage over time.bleed 30dmg/s for 3s. |
ENTANGLING BOLAS RMB / LT
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Default ability COOLDOWN. 10s Base DAMAGE value, on trigger. Against heroes with LIGHT ARMOR: Front: 127 Back: 140 Against heroes with HEAVY ARMOR: Front: 112 Back: 123 150 Base TARGET RANGE value; base RADIUS OF IMPACT: 1m. 40m Default ability DURATION. 45s |
Shoots a 1m radius trap that can trigger after 0.5s and lasts for 45s. ⬩ Maximum amount of active traps 3 ⬩ SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.Slows enemies, -20% move speed for 4s. | |
Shoots a 1m radius trap that can trigger after 0.5s and lasts for 45s. ⬩ Maximum amount of active traps 3 ⬩ SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.Slows enemies, -20% move speed for 4s. |
Show/Hide upgrades
Precision Throw | Skilled Hunter | |||
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On direct hit, reduces cooldown by 3s.
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Increases trap duration up to 135s.
⬩ On trigger, CRIPPLE Reduces movement speed by 40% and limits jump height.cripples enemy for 4s. | |||
Burning Bolas | Booster Bolas | Trap Engineering | Hunter Killer | |
On direct hit, applies BURN
Deals damage over time.burn, 120dmg/s for 3s. |
On direct hit, STUN
Interrupts and prevents skill usage and movement for the duration of the stun.stuns enemies for 0.85s (INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.interrupts). |
Increases trap size from 1 to 1.5 m.
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On trigger, deals 250 dmg and reduces cooldown by 3s.
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Skilled Hunter | |
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Increases trap duration up to 135s. ⬩ On trigger, CRIPPLE Reduces movement speed by 40% and limits jump height.cripples enemy for 4s. | |
Trap Engineering | Hunter Killer |
Increases trap size from 1 to 1.5 m.
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On trigger, deals 250 dmg and reduces cooldown by 3s.
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ATTACK DRONE Q / LB
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Default ability COOLDOWN. 30s Base DAMAGE value, per shot. Against heroes with LIGHT ARMOR: Front: 12 Back: 12 Against heroes with HEAVY ARMOR: Front: 11 Back: 11 15 Base RANGE value. 10m |
Deploys ATTACK DRONE and changes its target. | ATTACK DRONE Shoots every 0.5s enemies near Roland. ⬩ Every 5th hit, deals +35 DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage. | |
Deploys ATTACK DRONE and changes its target. | |||
ATTACK DRONE Shoots every 0.5s enemies near Roland. ⬩ Every 5th hit, deals +35 DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage. |
Show/Hide upgrades
Gatling Drone | Hardened Plates | |||
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Drone shoots every 0.33s.
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Drone has +450 HEALTH
Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight. The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green). Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies. Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.health. | |||
Armor Piercing Shots | Conveyor Belt | Efficient Propeller | Defensive Maneuver | |
Every 10th hit, applies CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.cracked armor, -10 armor and 10dmg/s for 1.5s. |
Every 5th hit, WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakens enemies, -25% damage for 3s. |
Drone attacks 3 enemies near Roland.
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Every 5th hit, gives +5 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 to allies and Roland for 5s. |
Hardened Plates | |
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Drone has +450 HEALTH Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight. The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green). Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies. Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.health. | |
Efficient Propeller | Defensive Maneuver |
Drone attacks 3 enemies near Roland.
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Every 5th hit, gives +5 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 to allies and Roland for 5s. |
GRAPPLING HOOK E / RB
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Default ability COOLDOWN. 15s Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: 153 Back: 168 Against heroes with HEAVY ARMOR: Front: 135 Back: 148 180 Base RANGE value. 17m |
Rapidly pulls self towards target area. ⬩ On direct hit, INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.cancels enemy for 0.35s (INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.interrupts). ⬩ On miss, activates after 2s cooldown. | |
Rapidly pulls self towards target area. ⬩ On direct hit, INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.cancels enemy for 0.35s (INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.interrupts). ⬩ On miss, activates after 2s cooldown. |
Show/Hide upgrades
Fast Feet | Electrical Grapple | |||
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Gains +15% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.move speed for 5s. (Doesn't work with a direct hit.) |
On direct hit, SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful.shocks enemy, 75dmg/s for 3s, ends with 105 damage shock to 2m radius. | |||
Aggressor | Escape Mechanism | Tesla Coil | Big Voltage | |
Gains 100% 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 chance for 3s. (Doesn't work with a direct hit.) |
CRIPPLE
Reduces movement speed by 40% and limits jump height.Cripples enemies within a 3m radius of the point of leaving. |
On direct hit, SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful.shocks target and enemies within 5m, 75dmg/s for 3s, ends with 105 damage shock to 2m radius. |
On direct hit reduces cooldown by 5s.
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Electrical Grapple | |
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On direct hit, SHOCK Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful.shocks enemy, 75dmg/s for 3s, ends with 105 damage shock to 2m radius. | |
Tesla Coil | Big Voltage |
On direct hit, SHOCK Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful.shocks target and enemies within 5m, 75dmg/s for 3s, ends with 105 damage shock to 2m radius. |
On direct hit reduces cooldown by 5s.
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MEGA BLAST F,LMB / LS+RT,RT
Focus ability | |||
Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: Back: Against heroes with HEAVY ARMOR: Front: Back: 800/1000/1300 Base RANGE value. 10/12/14m |
Charges for 0.6s and fires a massive blast. ⬩ PUSH Knocks enemies back. This does not stop them from using skills.Pushes enemies 10m away (INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.interrupts). ⬩ Applies BURN Deals damage over time.burn. |
Each 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 point increases: ⬩ Blast DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage, 800/1000/1300. ⬩ Blast range, 10/12/14m. | |
Charges for 0.6s and fires a massive blast. ⬩ PUSH Knocks enemies back. This does not stop them from using skills.Pushes enemies 10m away (INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.interrupts). ⬩ Applies BURN Deals damage over time.burn. | |||
Each 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 point increases: ⬩ Blast DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage, 800/1000/1300. ⬩ Blast range, 10/12/14m. |
Show/Hide upgrades
Killer Instinct | Acrobatics | |||
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BLUNDERBUSS deals +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage to enemies below 50% HEALTH Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight. The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green). Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies. Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.health. |
DODGE
Gives character a chance to completely avoid incoming attack and gain invulnerability for a brief moment (does not apply to damage from ground effects or debuffs). One dodge always costs 25 points of STAMINA. When stamina bar reaches 0, hero still can dodge, but will lost chance to gain invulnerability. Melee Heroes also gain a special attack by using their primary attack after dodging at the cost of additional stamina, but charging forward and deal damage.DODGE costs 20% less STAMINA Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina. | |||
Will to Power | Blood hunter | Bolstering Companion | Pain is Power | |
After using MEGA BLAST gains +4% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage and +4% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction till death. Stacks 3x. |
On kill, deals +20% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage for 6s and restores +25 STAMINA Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina. |
While ATTACK DRONE is active, gains +5 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. |
Increases +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 gain from kills and deaths. |
Acrobatics | |
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DODGE Gives character a chance to completely avoid incoming attack and gain invulnerability for a brief moment (does not apply to damage from ground effects or debuffs). One dodge always costs 25 points of STAMINA. When stamina bar reaches 0, hero still can dodge, but will lost chance to gain invulnerability. Melee Heroes also gain a special attack by using their primary attack after dodging at the cost of additional stamina, but charging forward and deal damage.DODGE costs 20% less STAMINA Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina. | |
Bolstering Companion | Pain is Power |
While ATTACK DRONE is active, gains +5 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. |
Increases +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 gain from kills and deaths. |
Talents
Spin to Win | |
Reduces ENTANGLING BOLAS' cooldown to 8s. CLASH: On direct hit, ENTANGLING BOLAS gains +1.2% total 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. |
Chip Update | |
ATTACK DRONE triggers consecutive shot buff 1 hit faster. CLASH: Each ATTACK DRONE hit restores 1 point of STAMINA Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina. |
Extended Cord | |
Increases GRAPPLING HOOK's range to 27m. CLASH: On direct hit, GRAPPLING HOOK deals additional +300 DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage. |
Strategy
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Tips and Tricks
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Heroes of Gigantic | |
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