T-MAT
From Gigantic Wiki
T-MAT is a playable hero in Gigantic. She is a mobile and heavy armored robot with long-ranged arsenal. She was released on January 31st, 2018 with game's final, January update.
Hero | Lore | Cards | Skins | Responses | Changelogs | Miscellaneous | Gallery |
T-MAT |
Long range artillery |
If she was only programmed for battle, why does she desire something more? | |
HEALTH One full segment of in-game health bar represents 500 health points. 1700 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. 650 | |
ROLE | |
ARCHETYPE | |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
[[Category:]][[Category:]]
Abilities
ENERGY BLAST LMB / RT
Basic attack | ||
Base DAMAGE value, per shot. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? 150 Base RANGE value. 50m |
Fire an instant blast of energy. | |
Fire an instant blast of energy. |
Show/Hide upgrades
Damage Calibration | Flame Blasted | |||
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Each successful hit increases basic DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage by 5%. (Max +15%, resets on miss) |
Deal 15% increased DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage to BURN Deals damage over time.burning targets. | |||
Racks on Stacks | Cool Your Jets | Fire Cracker | Extreme Combustion | |
With maximum damage, each hit restores 1 ammo for [RMB/LT] HOMING MISSILES.
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With maximum damage, each hit reduces cooldown of [Q/LB] THRUSTERS by 1s.
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Hitting BURN
Deals damage over time.burning targets with ENERGY BLAST CRACKED ARMOR Reduces armor by 10 and damages enemies over time.cracks armor. (2s) |
Killing a target with ENERGY BLAST causes an explosion (500 damage) and creates a BURN
Deals damage over time.burning area. (50 dmg/s, 6s) |
Flame Blasted | |
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Deal 15% increased DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage to BURN Deals damage over time.burning targets. | |
Fire Cracker | Extreme Combustion |
Hitting BURN Deals damage over time.burning targets with ENERGY BLAST CRACKED ARMOR Reduces armor by 10 and damages enemies over time.cracks armor. (2s) |
Killing a target with ENERGY BLAST causes an explosion (500 damage) and creates a BURN Deals damage over time.burning area. (50 dmg/s, 6s) |
HOMING MISSILES RMB / LT
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Default ability COOLDOWN. 5s Base DAMAGE value, per missile. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? 75 Base RANGE value. 50m BURN Deals damage over time. 50 dmg/s |
HOLD [RMB/LT]: Lock onto enemy targets. Release to fire your homing missiles. (Costs 1 ammo each) Missiles inflict BURN Deals damage over time.burning. (50 dmg/s, 3s) | |
HOLD [RMB/LT]: Lock onto enemy targets. Release to fire your homing missiles. (Costs 1 ammo each) Missiles inflict BURN Deals damage over time.burning. (50 dmg/s, 3s) |
Show/Hide upgrades
High Priority Target | Enhanced Targeting Systems | |||
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Landing 3 or more missiles on the same target STUN
Interrupts and prevents skill usage and movement for the duration of the stun.stuns them. (0.5s) |
Target acquisition area increased.
Locks onto multiple targets simultaneously. Only locks onto unique targets. | |||
Overkill | On Lockdown | Missile Fire | Auto Repeater | |
3rd, 4th, and 5th missiles deal +50 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage each. |
Landing all 5 missiles on the same target increases STUN
Interrupts and prevents skill usage and movement for the duration of the stun.stun duration to 1s. |
BURN
Deals damage over time.Burning duration increased by 2s. |
Firing at 3 or more targets fires an extra missile at each target
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Enhanced Targeting Systems | |
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Target acquisition area increased. Locks onto multiple targets simultaneously. Only locks onto unique targets. | |
Missile Fire | Auto Repeater |
BURN Deals damage over time.Burning duration increased by 2s. |
Firing at 3 or more targets fires an extra missile at each target
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THRUSTERS Q / LB
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Default ability COOLDOWN. 15s |
Flies 8m forward quickly for 2s. | |
Flies 8m forward quickly for 2s. |
Show/Hide upgrades
Booster Pack | Thruster Beam | |||
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After landing, gives a SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.speed boost. (15%, 4s) |
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.Damage enemies below you with a beam of energy. | |||
Defense Boost | Hyperdrive | Slow Beam | Scorched Earth | |
After landing, increases your 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. (+10, 4s) |
Increases travel distance dramatically.
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On hit, SLOW
Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slows enemies. (3s) |
On hit, inflicts BURN
Deals damage over time.burning. (50 dmg/s, 3s) |
Thruster Beam | |
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DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.Damage enemies below you with a beam of energy. | |
Slow Beam | Scorched Earth |
On hit, SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slows enemies. (3s) |
On hit, inflicts BURN Deals damage over time.burning. (50 dmg/s, 3s) |
EMP 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: ? 100 Base RANGE value; base RADIUS of impact: 2m. 15m SHOCK Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful. 20 dmg/s + 60 |
Fire an electric ball that explodes on impact. Inflicts SHOCK Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful.major shock to enemies hit. | |
Fire an electric ball that explodes on impact. Inflicts SHOCK Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful.major shock to enemies hit. |
Show/Hide upgrades
EM Signature | De-Stabilizer | |||
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Hits apply SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful.massive shock. |
Fires a cluster of 3 smaller orbs in a spread.
Reduces explosion size and DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage per orb. | |||
Extra Static | Disruptor Module | Shell Shocked | Magnetic Field | |
Initial explosion deals +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage and increases your 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 to 100%. |
Direct hits DAZE
Interrupts and prevents skill usage for the duration of the daze.daze for 1s. |
Final burst from SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful.major shock also inflicts CRACKED ARMOR Reduces armor by 10 and damages enemies over time.cracked armor. (2s) |
Fires two additional orbs in a wider spread.
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De-Stabilizer | |
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Fires a cluster of 3 smaller orbs in a spread. Reduces explosion size and DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage per orb. | |
Shell Shocked | Magnetic Field |
Final burst from SHOCK Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful.major shock also inflicts CRACKED ARMOR Reduces armor by 10 and damages enemies over time.cracked armor. (2s) |
Fires two additional orbs in a wider spread.
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OVERCLOCKED F,LMB / LS+RT,RT
Focus ability | ||
Base DAMAGE value, shots (dmg/s) + per missile. Against heroes with LIGHT ARMOR: Front: Back: Against heroes with HEAVY ARMOR: Front: Back: 75+75/100+110/125+150 Base RANGE value. 50m BURN Deals damage over time. 50 dmg/s |
Engage thrusters and rapidly fire a series of energy blasts and homing missiles. | |
Engage thrusters and rapidly fire a series of energy blasts and homing missiles. |
Show/Hide upgrades
Dominator | Empty Shells | |||
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[LMB/RT]: ENERGY BLAST deals +5% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage for each kill without dying. (Maximum: +15% damage) |
Your [RMB/LT]: HOMING MISSILES begin reloading 1 second faster after firing.
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Battle Fury | Remorseless | Skirmishing | Pure Escapism | |
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, does not stack) |
Faster 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 regeneration while COMBAT A state in which characters enter while using their DAMAGE dealing skills and taking damage from enemies. During combat active movements (SPRINT, JUMP and DODGE) consume STAMINA. In 7 seconds after not performing attacks and taking damage, character is OUT OF COMBAT and begins to regenerate his HEALTH and STAMINA.in combat. Out of combat health regeneration starts 2s sooner. |
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).Loose debuffs when you 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. (Once every 20s) |
Empty Shells | |
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Your [RMB/LT]: HOMING MISSILES begin reloading 1 second faster after firing.
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Skirmishing | Pure Escapism |
Faster 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 regeneration while COMBAT A state in which characters enter while using their DAMAGE dealing skills and taking damage from enemies. During combat active movements (SPRINT, JUMP and DODGE) consume STAMINA. In 7 seconds after not performing attacks and taking damage, character is OUT OF COMBAT and begins to regenerate his HEALTH and STAMINA.in combat. Out of combat health regeneration starts 2s sooner. |
CLEANSED Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).Loose debuffs when you 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. (Once every 20s) |
Talents
Missile Enhancements | |
[RMB/LT]: HOMING MISSILES now deal splash DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage. CLASH: Splash damage is increased. (+25 per missile) |
Vigorous Thrusting | |
[Q/LB]: THRUSTERS restores 2 ammo after landing. CLASH: Gives +15 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 on start. |
Recharger | |
[E/RB]: EMP cooldown reduced. (-3s) CLASH: Hitting an enemy reduces cooldown even further. (-2s) |
Strategy
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You can help the Gigantic Wiki by expanding it.
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T-Mat is the last hero brought into the game, and along with HK-206 is one of the only shooter-type robots in Gigantic.
Tips and Tricks
Heroes of Gigantic | |
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