Beckett

From Gigantic Wiki

Beckett is a playable Hero in Gigantic. She is a ranged shooter, focusing on her fast and explosive approach to enemies. Armed to the teeth with machine pistols, grenades, and even a cannon – and her one-of-a-kind jetpack ensures she'll live to fight another day.

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Beckett
Tactical Shooter
An adventurer needs quick reflexes and quicker wits. A jetpack doesn't hurt either.
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.
670
ROLE Ranged DPS
ARCHETYPE Shooter
OFFENSE
DEFENSE
MOBILITY
UTILITY

Abilities

FIRE WEAPON
LMB / RT
Basic attack
Base DAMAGE value, per bullet.
Against heroes with LIGHT ARMOR:
Front: 25     Back: 28
Against heroes with HEAVY ARMOR:
Front: 22     Back: 24
 30

Base RANGE value. 20m
Shoot from your current weapon (MACHINE PISTOLS or CANNON). Requires Ammo.
Statistics and upgrades for FIRE WEAPON refer to MACHINE PISTOLS.
Shoot from your current weapon (MACHINE PISTOLS or CANNON). Requires Ammo.
Statistics and upgrades for FIRE WEAPON refer to MACHINE PISTOLS.
Show/Hide upgrades
Left path
Clip Service
Sharp Shooter
Gain more ammo. (+12)
Changes attack to burst-fire. (5 shots)
Builds 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
faster. Removes spread and recoil.
Close Quarters AP 'em Painfully Accurate Tactical Shooter
Deal increased DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
at close range. (+10%)
Gain 30% ARMOR PIERCE
Deals DAMAGE while ignoring target's ARMOR on certain percentage.
armor penetration
.
Gain +10% to 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
damage. (+30% total damage for critical hits)
Deal extra DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
from the 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.
back
. (+15%)
Right path
Sharp Shooter
Changes attack to burst-fire. (5 shots)
Builds 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
faster. Removes spread and recoil.
Painfully Accurate Tactical Shooter
Gain +10% to 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
damage. (+30% total damage for critical hits)
Deal extra DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
from the 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.
back
. (+15%)
GRENADE
RMB / LT
Default ability COOLDOWN. 15s
Base DAMAGE value, on direct hit.
Against heroes with LIGHT ARMOR:
Front: 276     Back: 303
Against heroes with HEAVY ARMOR:
Front: 243     Back: 268
 325

Maximum LAND RANGE of horizontal throw; base RADIUS of explosion: 4m. 15m
Throws a grenade that detonates after 1 second if it's in contact with the ground.
Throws a grenade that detonates after 1 second if it's in contact with the ground.
Show/Hide upgrades
Left path
Crack Troops
Tear Gas
CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
Cracks armor
. (3s, -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
)
GRENADE now bounces 3 times.
⬩ Creates POISON
Reduces incoming HEALING by 50% and damages targets over time.
HEAVY POISON reduces healing by 75%.
poison
clouds that last for 3 seconds when it bounces. (21 dmg/s, 3s, -50% HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
)

⬩ Direct hits INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
cancel
enemies (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Frag Grenade Smart Grenade Lingering Fumes Exhaust Fumes
Explosion has a larger radius. (5m)
Direct hits deal +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
and explode immediately.
Poison clouds last longer (6s). If first collision is with an enemy creature or hero DAZE
Interrupts and prevents skill usage for the duration of the daze.
dazes
for 1.5s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Using JETPACK reduces GRENADE cooldown by 10s.
Right path
Tear Gas
GRENADE now bounces 3 times.
⬩ Creates POISON
Reduces incoming HEALING by 50% and damages targets over time.
HEAVY POISON reduces healing by 75%.
poison
clouds that last for 3 seconds when it bounces. (21 dmg/s, 3s, -50% HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
)

⬩ Direct hits INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
cancel
enemies (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Lingering Fumes Exhaust Fumes
Poison clouds last longer (6s). If first collision is with an enemy creature or hero DAZE
Interrupts and prevents skill usage for the duration of the daze.
dazes
for 1.5s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Using JETPACK reduces GRENADE cooldown by 10s.
SWAP WEAPON
Q / LB
Default ability COOLDOWN. 3s
Base DAMAGE value, of cannon, per shot.
Against heroes with LIGHT ARMOR:
Front: 199     Back: 219
Against heroes with HEAVY ARMOR:
Front: 176     Back: 193
 235

Base RANGE value. 30m
Switch between MACHINE PISTOLS and CANNON.
Statistics and upgrades for SWAP WEAPON refer to CANNON.
Switch between MACHINE PISTOLS and CANNON.
Statistics and upgrades for SWAP WEAPON refer to CANNON.
Show/Hide upgrades
Left path
Rocket Booster
Flame Cannon
[Q/LB],[LMB/RT]: CANNON shots move faster and have longer range. (50m)
[Q/LB],[LMB/RT]: CANNON shots inflict BURN
Deals damage over time.
burn
on all enemies hit, but has reduced range. (20 dmg/s, 3s, 20m)
Arming Time Fully Loaded After Burner Blast Radius
[Q/LB],[LMB/RT]: CANNON shots deal more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
the further they travel. (Up to +15%)
[Q/LB],[LMB/RT]: With full ammo, CANNON deals +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
[Q/LB],[LMB/RT]: CANNON shots pierce through enemies, BURN
Deals damage over time.
burning
all enemies hit.
[Q/LB],[LMB/RT]: CANNON shots explode on impact, dealing area damage.
Right path
Flame Cannon
[Q/LB],[LMB/RT]: CANNON shots inflict BURN
Deals damage over time.
burn
on all enemies hit, but has reduced range. (20 dmg/s, 3s, 20m)
After Burner Blast Radius
[Q/LB],[LMB/RT]: CANNON shots pierce through enemies, BURN
Deals damage over time.
burning
all enemies hit.
[Q/LB],[LMB/RT]: CANNON shots explode on impact, dealing area damage.
JETPACK
E / RB
Default ability COOLDOWN. 20s
Turns on jetpack. Jump to boost upward. (4s)
Turns on jetpack. Jump to boost upward. (4s)
Show/Hide upgrades
Left path
Fuel Capacity
Rocketpack
Fly for 2s longer.
SPRINT+[E/RB]: Rocket dash on start. Continue jetpacking afterward.
Up and Away Jet Powered Ignition Switch Blast Away
Can jump in the air 1 additional time.
While jetpacking: FIRE WEAPON deals +15% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
SPRINT+[E/RB]: Leaves a trail of BURN
Deals damage over time.
fire
on the ground on start for 2s. (50 dmg/s, 1s)
SPRINT+[E/RB]: PUSH
Knocks enemies back. This does not stop them from using skills.
Pushes
enemies away on start (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Right path
Rocketpack
SPRINT+[E/RB]: Rocket dash on start. Continue jetpacking afterward.
Ignition Switch Blast Away
SPRINT+[E/RB]: Leaves a trail of BURN
Deals damage over time.
fire
on the ground on start for 2s. (50 dmg/s, 1s)
SPRINT+[E/RB]: PUSH
Knocks enemies back. This does not stop them from using skills.
Pushes
enemies away on start (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
AIR STRIKE
F,LMB / LS+RT,RT
 Focus ability
Base DAMAGE value, per missile, on direct hit.
Against heroes with LIGHT ARMOR:
Front:      Back:
Against heroes with HEAVY ARMOR:
Front:      Back:
 250/325/400

Maximum TARGET RANGE. 20m
Target an area on the ground. A series of 3 missiles is fired at that location.
Target an area on the ground. A series of 3 missiles is fired at that location.
Show/Hide upgrades
Left path
Precision
Will to Power
FIRE WEAPON 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 builds faster. (+25%)
+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 AIR STRIKE. (Lasts until you die)
Tactical Awareness En Garde Supreme Will Refocus
+10% back DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
.
+10% damage from 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.
behind
.
+20% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
while attacking.
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 FIRE WEAPON and +100 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
when you use AIR STRIKE.
+15% 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.
+25% 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 after using AIR STRIKE. (Lasts until you die)
Right path
Will to Power
+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 AIR STRIKE. (Lasts until you die)
Supreme Will Refocus
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 FIRE WEAPON and +100 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
when you use AIR STRIKE.
+15% 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.
+25% 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 after using AIR STRIKE. (Lasts until you die)

Talents

Grenadier
BATTLE
BATTLE
GRENADE has reduced cooldown. (13s)
CLASH
CLASH
Further reduced cooldown. (11s)
Outgunned
BATTLE
BATTLE
After using SWAP WEAPON, basic attacks deal +7% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 3s.
CLASH
CLASH
Damage buff is increased to +15% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
Ready to Jet
BATTLE
BATTLE
JETPACK grants 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
on use.
CLASH
CLASH
Gain double 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
while jetpacking.

Strategy

Beckett is highly usable and powerful, but only if used correctly. Because her jetpack boosts her survivability dramatically even in the fact of a low defense rating, timing your jetpack usage to ensure you're out of harms way can turn Beckett from a mid range hero into a top range DPS dealer. This high damage pair is super powerful, and she is arguably a better DPS than Charnok, with few situational exceptions. She can also use her jetpack to access parts of the map closed to other heroes, like secret passageways to the enemy Guardian and high vantage points for "sniping" and "camping".

Understanding her strengths and weaknesses is key to success, so consider what role you want to play before picking Beckett.

Tips and Tricks

  • CANNON is great for ranged fights, and MACHINE PISTOLS are suited for close quarters combat. They are this way by design, so don't use them for inappropriate situations, as you'll find yourself quickly ineffective.
  • MACHINE PISTOLS are great for clearing creatures and the Wound out fast.
  • [RMB/LT] GRENADE:
    • Use grenade to finish off targets at a distance as it could be thrown at a far distance
    • The grenade has a huge cooldown, so you need to use it within a group of enemies or when you can deal damage to high armor heroes. If you miss, you're negating a lot of your power for a long time.
  • [E/RB] JETPACK:
    • Using jetpack can be a great way to get out of combat quick, so don't be afraid to use it.
    • The jetpack is also a great tool for hit and runs. Jumping into combat, popping off a few shots, and then using the Jetpack to get beyond the enemy strike range can be a hugely effective method of attack.
    • Find the secret in each level, the tunnel leading from your side of the map to the enemy guardian, and use the jetpack to exploit it as often and completely as possible.
  • [F,LMB/LS+RT,RT] AIRSTRIKE:
    • Beckett's 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
      sends out explosive bombs at the same area so do not use it at an area that would not have enemies it or if they are able to move a lot. Try to use her focus on areas that are always packed such as Power Circles which could be pretty deadly.
    • The Airstrike requires holding the Focus key down, targeting, and then releasing, which eats up significant amounts of time. Factor this into your engagements.
    • Combo the [RMB/LT] GRENADE with the Airstrike for maximum area of effect damage.
  • Stay on the edge of fights to deal damage while negating a lot of the threat to yourself.
  • Stack the Dominator perk so that if you run into high cooldown and are down and out, you can quickly back out with what skills you have left.

Bugs

  • The upgrade Sharpshooter does not increase maximum range for MACHINE PISTOLS, as the ability suggests.