Beckett
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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![](http://static.miraheze.org/gogiganticwiki/9/95/Hero_render_Beckett_small.png)
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. ![]() 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. ![]() Base speed value. Heroes can move faster by SPRINTING, JUMPING or DODGING, sometimes at the cost of STAMINA. ![]() | |
ROLE | Ranged DPS |
ARCHETYPE | Shooter |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
Abilities
FIRE WEAPON LMB / RT
Basic attack | ||
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Base DAMAGE value, per bullet. Against heroes with LIGHT ARMOR: Front: 25 Back: 28 Against heroes with HEAVY ARMOR: Front: 22 Back: 24 ![]() Base RANGE value. ![]() |
Shoot from your current weapon (MACHINE PISTOLS or CANNON). MACHINE PISTOLS have 30 ammo. When depleted, Beckett must reload, briefly being unable to attack. Statistics and upgrades for ![]() |
Shoot from your current weapon (MACHINE PISTOLS or CANNON). MACHINE PISTOLS have 30 ammo. When depleted, Beckett must reload, briefly being unable to attack. Statistics and upgrades for ![]() |
Left path Clip Service
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Sharp Shooter | |||
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![]() Gain more ammo. (+12)
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![]() 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. ![]() ![]() | |||
Close Quarters | AP 'em | Painfully Accurate | Tactical Shooter | |
![]() Deal increased DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
![]() Gain 30% ARMOR PIERCE
Deals DAMAGE while ignoring target's ARMOR on certain percentage. ![]() |
![]() 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. ![]() |
![]() Deal extra DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() |
Right path Sharp Shooter
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![]() 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. ![]() ![]() | |
Painfully Accurate | Tactical Shooter |
![]() 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. ![]() |
![]() Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() |
GRENADE RMB / LT
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Default ability COOLDOWN.![]() Base DAMAGE value, on direct hit. Against heroes with LIGHT ARMOR: Front: 276 Back: 303 Against heroes with HEAVY ARMOR: Front: 243 Back: 268 ![]() Maximum LAND RANGE of horizontal throw; base RADIUS of explosion: 4m. ![]() |
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. |
Left path Crack Troops
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Tear Gas | |||
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![]() CRACKED ARMOR
Reduces armor by 10 and damages enemies over time. ![]() ![]() 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. ![]() |
![]() ![]() ⬩ Creates POISON Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%. ![]() ![]() ![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() ⬩ Direct hits INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() | |||
Frag Grenade | Smart Grenade | Lingering Fumes | Exhaust Fumes | |
![]() Explosion has a larger radius. (5m)
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![]() Direct hits deal +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
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![]() Using
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Right path Tear Gas
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![]() ![]() ⬩ Creates POISON Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%. ![]() ![]() ![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() ⬩ Direct hits INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() | |
Lingering Fumes | Exhaust Fumes |
![]() ![]() Interrupts and prevents skill usage for the duration of the daze. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() |
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SWAP WEAPON Q / LB
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Default ability COOLDOWN.![]() 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 ![]() Base RANGE value. ![]() |
Switch between MACHINE PISTOLS and CANNON. CANNON has 3 ammo. Statistics and upgrades for ![]() |
Switch between MACHINE PISTOLS and CANNON. CANNON has 3 ammo. Statistics and upgrades for ![]() |
Left path Rocket Booster
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Flame Cannon | |||
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![]() [Q/LB],[LMB/RT]: CANNON shots move faster and have longer range. (
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![]() [Q/LB],[LMB/RT]: CANNON shots inflict BURN
Deals damage over time. ![]() ![]() ![]() | |||
Arming Time | Fully Loaded | After Burner | Blast Radius | |
![]() [Q/LB],[LMB/RT]: CANNON shots deal more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() [Q/LB],[LMB/RT]: With full ammo, CANNON deals +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() [Q/LB],[LMB/RT]: CANNON shots pierce through enemies, BURN
Deals damage over time. ![]() |
![]() [Q/LB],[LMB/RT]: CANNON shots explode on impact, dealing area damage.
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Right path Flame Cannon
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![]() Deals damage over time. ![]() ![]() ![]() | |
After Burner | Blast Radius |
![]() Deals damage over time. ![]() |
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JETPACK E / RB
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Default ability COOLDOWN.![]() |
Turns on jetpack. Jump to boost upward. (![]() |
Turns on jetpack. Jump to boost upward. (![]() |
Left path Fuel Capacity
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Rocketpack | |||
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![]() Fly for
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![]() SPRINT+[E/RB]: Rocket dash on start. Continue jetpacking afterward.
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Up and Away | Jet Powered | Ignition Switch | Blast Away | |
![]() Can jump in the air 1 additional time.
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![]() While jetpacking:
![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() SPRINT+[E/RB]: Leaves a trail of BURN
Deals damage over time. ![]() ![]() ![]() |
![]() SPRINT+[E/RB]: PUSH
Knocks enemies back. This does not stop them from using skills. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() |
Right path Rocketpack
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Ignition Switch | Blast Away |
![]() Deals damage over time. ![]() ![]() ![]() |
![]() Knocks enemies back. This does not stop them from using skills. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() |
AIR STRIKE F,LMB / LS+RT,RT
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Base DAMAGE value, per missile, on direct hit. Against heroes with LIGHT ARMOR: Front: Back: Against heroes with HEAVY ARMOR: Front: Back: ![]() Maximum TARGET RANGE. ![]() |
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. |
Left path Precision
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Will to Power | |||
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![]() ![]() 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. ![]() |
![]() +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() ![]() | |||
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. ![]() +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. ![]() |
![]() +20% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
![]() 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. ![]() ![]() 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. ![]() ![]() |
![]() +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. ![]() +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. ![]() ![]() |
Right path Will to Power
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![]() Increases outgoing DAMAGE dealt by skills. ![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() ![]() | |
Supreme Will | Refocus |
![]() 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. ![]() ![]() 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. ![]() ![]() |
![]() 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. ![]() +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. ![]() ![]() |
Talents
Grenadier | ||
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BATTLE | BATTLE ![]() ![]() |
CLASH | CLASH Further reduced cooldown. (
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Outgunned | ||
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BATTLE | BATTLE After using
![]() Increases outgoing DAMAGE dealt by skills. ![]() |
CLASH | CLASH Damage buff is increased to +15% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
Ready to Jet | ||
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BATTLE | BATTLE ![]() 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. ![]() |
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. ![]() |
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.
- Beckett's FOCUS
- 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.
Heroes of Gigantic | |
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