Tripp

From Gigantic Wiki

Tripp is a playable hero in Gigantic. Also known as ‘The Blue Bolt’, she is a melee assassin that can cloak herself and shank her foes. She is one of the first heroes to be revealed, debuting in the Pre-Alpha.

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Tripp
Stealthy assassin
Once she learned to channel the lightning, Tripp stopped being an outcast and became a killer.
HEALTH
One full segment of in-game health bar represents 500 health points.
1500
     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 Melee DPS
ARCHETYPE Assassin
OFFENSE
DEFENSE
MOBILITY
UTILITY

Abilities

LIGHTNING STRIKES
LMB / RT
Basic attack
Base DAMAGE value, per normal hit/final strike.
Against heroes with LIGHT ARMOR:
Front: 46/80
Back: 51/88
Against heroes with HEAVY ARMOR:
Front: 41/71
Back: 45/78
 55/95

Base RANGE value. Melee
Lightning-fast 7 hit combo. Last hit strikes twice with increased DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
Lightning-fast 7 hit combo. Last hit strikes twice with increased DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
Show/Hide upgrades
Left path
Power Surge
Unseen Strike
Each hit of LIGHTNING STRIKES grants +5% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (Maximum: +25%, 3s, duration refreshes on hit)
[E/RB],[LMB/RT]: From STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
, deals bonus DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
(240 base) and 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.
crits
.
Hitting a foe 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
STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stuns
them for 0.5s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Overload Full Charge Assassin's Credo Arterial Rout
Each hit of LIGHTNING STRIKES also grants +5% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
movement speed
. (Maximum: +25%, 3s)
JUMP
Lets hero to get up platforms, over ledges, across gaps, and away from enemies.
OUT OF COMBAT jumping is free, but after entering COMBAT it begins to consume STAMINA by portions.
When stamina bar reaches 0, hero will perform short-hops instead of jumps.
Melee Heroes also gain a special attack by using their primary attack after jumping, which consumes additional stamina, but hitting an enemy IN THE BACK will apply CRIPPLE.
Jump
and 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
attacks give max Power Surge stacks (+25% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 3s)
with a single hit.
Killing target hit by Unseen Strike (within 3s) resets cooldown for FLASHDANCE.
[E/RB],[LMB/RT]: From STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
, inflict
BLEED
Deals armor-ignoring damage over time.
bleeding
on foes 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
. (85 dmg/s, 3s)
Right path
Unseen Strike
[E/RB],[LMB/RT]: From STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
, deals bonus DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
(240 base) and 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.
crits
.
Hitting a foe 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
STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stuns
them for 0.5s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Assassin's Credo Arterial Rout
Killing target hit by Unseen Strike (within 3s) resets cooldown for FLASHDANCE.
[E/RB],[LMB/RT]: From STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
, inflict
BLEED
Deals armor-ignoring damage over time.
bleeding
on foes 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
. (85 dmg/s, 3s)
PLASMA BLADES
RMB / LT
Default ability COOLDOWN. 6s
Base DAMAGE value, per hit.
Against heroes with LIGHT ARMOR:
Front: 36
Back: 40
Against heroes with HEAVY ARMOR:
Front: 32
Back: 35
 43

Base RANGE value. 50m
BLEED
Deals armor-ignoring damage over time.
20 dmg/s
Throw 2 daggers, both inflict BLEED
Deals armor-ignoring damage over time.
bleeding
. (5s)
Throw 2 daggers, both inflict BLEED
Deals armor-ignoring damage over time.
bleeding
. (5s)
Show/Hide upgrades
Left path
Hidden Daggers
Marked for Death
HOLD [RMB/LT]: Throw more daggers. (Shorter cooldown if you throw fewer daggers, minimum 4s, maximum 7s)
[RMB/LT],[LMB/RT]: On hit, next hit of LIGHTNING STRIKES on the same target within 5 seconds deals +150 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
Precision Blades Hidden Killer Shattering Blades Binding Blades
HOLD [RMB/LT]: Daggers can 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
.
Hitting increases LIGHTNING STRIKES and PLASMA BLADES 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
by +20%.
[E/RB],HOLD [RMB/LT]: Throwing daggers does not break STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
.
[RMB/LT],[LMB/RT]: On hit, next hit of LIGHTNING STRIKES on the same target within 5 seconds CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracks armor
. (10 dmg/s, -10 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
, 4s)
[RMB/LT],[LMB/RT]: On hit, next hit of LIGHTNING STRIKES on the same target within 5 seconds SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slows
for 3s.
Right path
Marked for Death
[RMB/LT],[LMB/RT]: On hit, next hit of LIGHTNING STRIKES on the same target within 5 seconds deals +150 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
Shattering Blades Binding Blades
[RMB/LT],[LMB/RT]: On hit, next hit of LIGHTNING STRIKES on the same target within 5 seconds CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracks armor
. (10 dmg/s, -10 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
, 4s)
[RMB/LT],[LMB/RT]: On hit, next hit of LIGHTNING STRIKES on the same target within 5 seconds SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slows
for 3s.
ELECTRIC SLIDE
Q / LB
Default ability COOLDOWN. 13s
Base DAMAGE value, of kick attack.
Against heroes with LIGHT ARMOR:
Front: 318
Back: 350
Against heroes with HEAVY ARMOR:
Front: 281
Back: 309
 375

Of kick attack. Melee
Slide forward rapidly for 1s. CAN I KICK IT?
[Q/LB],[Q/LB]: Perform a deadly kick that PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
foes 5.5m upwards and INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
cancels
them (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Slide forward rapidly for 1s.
CAN I KICK IT?
[Q/LB],[Q/LB]: Perform a deadly kick that PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
foes 5.5m upwards and INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
cancels
them (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Show/Hide upgrades
Left path
Heel Blade
Light Speed
[Q/LB],[Q/LB]: 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.
crits
on hit.
Pass through foes, dealing 100 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and inflicting INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
cancel
and 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
to enemies within 1m of you. (210 damage over 3s, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
)

Removes CAN I KICK IT? .
Kicking Into Gear Beneficial Kickbacks Light On Your Feet Phantom Slide
[Q/LB],[Q/LB]: Hitting raises LIGHTNING STRIKES 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%.
[Q/LB],[Q/LB]: Hitting 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

LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launches
foes for 1s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
If you don't pass through an enemy, gain a 30% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
for 3s.
[E/RB],[Q/LB]: Using ELECTRIC SLIDE does not break STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
.
Right path
Light Speed
Pass through foes, dealing 100 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and inflicting INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
cancel
and 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
to enemies within 1m of you. (210 damage over 3s, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
)

Removes CAN I KICK IT? .
Light On Your Feet Phantom Slide
If you don't pass through an enemy, gain a 30% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
for 3s.
[E/RB],[Q/LB]: Using ELECTRIC SLIDE does not break STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
.
FLASHDANCE
E / RB
Default ability COOLDOWN. 20s
After a 1s delay, gain STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
for 6s.
After a 1s delay, gain STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
for 6s.
Show/Hide upgrades
Left path
Storm Surge
Starburst
+25% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
move speed
during STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
.
After a short delay, DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
nearby foes for 1.5s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
In a Flash Flash Step Electrical Storm Disorienting Flash
FLASHDANCE triggers instantly and CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
purifies
you of STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stun
, LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launch
, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupt
and DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
.
Upon activation, teleport up to 6m to a targeted location.
After a short delay, 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
on nearby foes. (120 damage over 3s)
After a short delay,
SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slows
nearby foes for 3s.
Right path
Starburst
After a short delay, DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
nearby foes for 1.5s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Electrical Storm Disorienting Flash
After a short delay, 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
on nearby foes. (120 damage over 3s)
After a short delay,
SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slows
nearby foes for 3s.
BLADESTORM
F,LMB / LS+RT,RT
 Focus ability
Base DAMAGE value, for the 6 hits and finisher, combined.
Against heroes with LIGHT ARMOR:
Front: 495/734/936
Back: 539/796/1016
Against heroes with HEAVY ARMOR:
Front: 437/648/826
Back: 474/703/899
 577.5/855/1132.5

Base RANGE value. 20m
Surge forward, STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stunning
and DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damaging
the first target you collide with for 1.5 seconds.
During the surge and combo, you are INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
invulnerable
.
If no enemy is hit, you return to your original location.
Surge forward, STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stunning
and DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damaging
the first target you collide with for 1.5 seconds.
During the surge and combo, you are INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
invulnerable
.
If no enemy is hit, you return to your original location.
Show/Hide upgrades
Left path
Skirmishing
Killer Instinct
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
regen 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
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
regen starts 2s sooner.
LIGHTNING STRIKES inflicts +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
against foes with less than 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
.
Acrobatics Cloak of Shadows Will to Power Remorseless
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.
Dodging
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
.
+25 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
while stealthed.
+10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
and +10% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
after using BLADESTORM. (Lasts until you die)
+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 for 6s after killing an enemy. (Does not stack)
Right path
Killer Instinct
LIGHTNING STRIKES inflicts +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
against foes with less than 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
.
Will to Power Remorseless
+10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
and +10% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
after using BLADESTORM. (Lasts until you die)
+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 for 6s after killing an enemy. (Does not stack)

Talents

Cutting Edge
PLASMA BLADES BLEED
Deals armor-ignoring damage over time.
bleeding
deals double DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (40 dmg/s)

CLASH: After hitting PLASMA BLADES, LIGHTNING STRIKES gains 30% ARMOR PIERCE
Deals DAMAGE while ignoring target's ARMOR on certain percentage.
armor penetration
for 5s.
Storm Rider
ELECTRIC SLIDE has reduced cooldown. (10s)

CLASH: Gain INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
debuff Immunity
during ELECTRIC SLIDE.
Back in a Flash
FLASHDANCE has reduced cooldown. (15s)

CLASH: Gain 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 LIGHTNING STRIKES when breaking STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
.

Strategy

Playing Tripp is a bit like riding a motorcycle – barely maintaining control, seconds from death. Because her mobility and offensive ratings are high, she is great for attacking from the shadows, and her skill, [E/RB] FLASHDANCE, lets her go STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
invisible
for these types of attacks. This comes with the caveat, though, that invisibility is not permanent, and though she might be fast, if she's faced with any significant amount of damage, she's like a paper cup in a typhoon.

Consider your attacks, and move with a group. Surviving as Tripp just requires a bit more planning than other heroes, but once you get the rhythm down, she is possibly one of the most powerful and extensible characters on the hero roster.

Tips and Tricks

  • Tripp can unleash loads of damage, but never stay in the same place too long because she's very squishy and can easily be taken down.
  • While Tripp is burdened with very low base hp, she has great 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
    regen, allowing her to constantly SPRINT
    Provides a significant boost to hero's movement speed.
    OUT OF COMBAT sprinting is free, but after entering COMBAT it begins to consume STAMINA every second.
    sprint
    and 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
    around fights.
    • Tripp has the second fastest SPRINT
      Provides a significant boost to hero's movement speed.
      OUT OF COMBAT sprinting is free, but after entering COMBAT it begins to consume STAMINA every second.
      sprinting speed
      in the game next to Tyto. Use this to avoid damage and make up for her low base health.
    • In addition, to this, her swiftness makes her great at reaching areas before other heroes. Try to sneak a capture points or behind enemy guardian.
    • Tripp needs to make good use of her 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.
      dodges
      to weave in and out of danger. Don't hesitate to to dodge if needed!
  • Attack easy targets. The whole point of Tripp is to do quick, high amounts of damage, so attacking low 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
    enemies and doing damage quickly is the best use of your talents.
  • Stay on the edge of the fight like Griselma, as getting in the center is pretty pointless given your skillset.
  • Avoid engaging tank enemies. Your damage is not high enough to take them down, and their interrupts can very easily negate you entirely.
  • Use [Q/LB] ELECTRIC SLIDE to engage enemies, but keep it in reserve as well for quick escapes from combat.
  • [E/RB] FLASHDANCE
    • Don't waste your invisibility. Pick your engagements and plot your movements.
    • If players are paying attention, your stealth movements can easily be tracked, especially if you have a status effect like POISON
      Reduces incoming HEALING by 50% and damages targets over time.
      HEAVY POISON reduces healing by 75%.
      poison
      . Use sporadic, strange movements to shake them.