Tripp
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.
Hero | Lore | Cards | Skins | Responses | Changelogs | Miscellaneous | Gallery |
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. |
Power Surge | Unseen Strike | |||
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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.
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[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) |
Unseen Strike | |
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[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.
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[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
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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) |
Hidden Daggers | Marked for Death | |||
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HOLD [RMB/LT]: Throw more daggers. (Shorter cooldown if you throw fewer daggers, minimum 4s, maximum 7s)
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[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. |
Marked for Death | |
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[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
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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). |
Heel Blade | Light Speed | |||
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[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. |
Light Speed | |
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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
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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. |
Storm Surge | Starburst | |||
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+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.
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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. |
Starburst | |
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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. |
Skirmishing | Killer Instinct | |||
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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) |
Killer Instinct | |
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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!
- Tripp has the second fastest SPRINT
- 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.
Heroes of Gigantic | |
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