Charnok

From Gigantic Wiki

Charnok is a playable Hero in Gigantic. The Draconic Sorcerer, he is a ranged caster who uses his pyromancy skills to burn his enemies. He is one of the first heroes to be revealed, debuting in the Pre-Alpha.

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Charnok
Fire Mage
The drakkor wield fire with the skill of mages and the ferocity of monsters.
HEALTH
One full segment of in-game health bar represents 500 health points.
2000
     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.
630
ROLE
ARCHETYPE
OFFENSE
DEFENSE
MOBILITY
UTILITY

[[Category:]][[Category:]]

Abilities

FIREBALL
LMB / RT
Basic attack
Base DAMAGE value, per hit, uncharged/charged.
Against heroes with LIGHT ARMOR:
Front: 119/191     Back: 130/210
Against heroes with HEAVY ARMOR:
Front: 105/168     Back: 115/185
 140/225

Base RANGE value; base RADIUS of impact: 1m (uncharged)/ 1.4m (charged). 60m
Projectile that explodes on impact.
HOLD [LMB/RT] to power up.
Projectile that explodes on impact.
HOLD [LMB/RT] to power up.
Show/Hide upgrades
Left path
Big Ball of Fire
Burn Notice
Gain a third charge stage.
When fully charged, direct hits BURN
Deals damage over time.
burn
foes. (3s duration)
Bigger Ball of Fire Bombastic Extended Notice Stoke the Fire
When fully charged, increases the DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
and size of the explosion radius.
When fully charged, hitting an enemy gives +4% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (Maximum: +12%)
Lose this bonus if any FIREBALL attack misses.
Increases the duration of the BURN
Deals damage over time.
burn
. (5s duration)
Hitting a foe that is BURN
Deals damage over time.
burning
deals extra DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (Stage 1: +45, Stage 2: +70)
Right path
Burn Notice
When fully charged, direct hits BURN
Deals damage over time.
burn
foes. (3s duration)
Extended Notice Stoke the Fire
Increases the duration of the BURN
Deals damage over time.
burn
. (5s duration)
Hitting a foe that is BURN
Deals damage over time.
burning
deals extra DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (Stage 1: +45, Stage 2: +70)
DRAGON'S BREATH
RMB / LT
Default ability COOLDOWN. 8-12s
Base DAMAGE value, per tick (0.2s).
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 30

Base RANGE value. 6m
HOLD [RMB/LT]: Short-range cone of flame.
Cooldown increases the longer it's used.
HOLD [RMB/LT]: Short-range cone of flame.
Cooldown increases the longer it's used.
Show/Hide upgrades
Left path
Turning up the Heat
Fire Shelter
Channel DRAGON'S BREATH longer.
Gain front projectile DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.
deflection
and +20% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
.
Scorching Flames Back Burner Fire Wall Backdraft
Increase DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
as you hit enemies. (Maximum: +30% damage)
Hitting an enemy 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
ignores all 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
.
Gain +40% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
.
On release of DRAGON’S BREATH: Send out a flame wave that PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
enemies.
Right path
Fire Shelter
Gain front projectile DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.
deflection
and +20% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
.
Fire Wall Backdraft
Gain +40% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
.
On release of DRAGON’S BREATH: Send out a flame wave that PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
enemies.
DETONATE
Q / LB
Default ability COOLDOWN. 12s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 200

Base RADIUS of impact. 3m
Propel yourself up, forward, or back.
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
Damages
and PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
nearby enemies.
Propel yourself up, forward, or back.
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
Damages
and PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
nearby enemies.
Show/Hide upgrades
Left path
Blast Off
Dive Bomb
Deals additional DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (+100)
[Q/LB],[Q/LB]: Dive down. On landing, BURN
Deals damage over time.
burn
nearby foes. (3s duration)
Parting Gift Make it Rain Fire Time of Impact Superheat
PUSH
Knocks enemies back. This does not stop them from using skills.
Pushes
enemies farther.
[Q/LB],[LMB/RT]: FIREBALL starts at charge stage 2 for 3s.
[Q/LB],[Q/LB]: For each enemy you hit, cooldown is reduced by 3s. (Minimum cooldown 3s)
[Q/LB],[Q/LB]: For 3s after, any burning you inflict deals +30% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
Adds +3s to cooldown.
Right path
Dive Bomb
[Q/LB],[Q/LB]: Dive down. On landing, BURN
Deals damage over time.
burn
nearby foes. (3s duration)
Time of Impact Superheat
[Q/LB],[Q/LB]: For each enemy you hit, cooldown is reduced by 3s. (Minimum cooldown 3s)
[Q/LB],[Q/LB]: For 3s after, any burning you inflict deals +30% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
Adds +3s to cooldown.
HOT HAIL
E / RB
Default ability COOLDOWN. 15s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 200

Maximum TARGET RANGE; base RADIUS of impact: 3m. 17m
BURN
Deals damage over time.
110 dmg/s
Targeted Area: Bombard target location with flaming rocks for 4s.
Targeted Area: Bombard target location with flaming rocks for 4s.
Show/Hide upgrades
Left path
Hot Coals
Hunka Burning Love
SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
Slows
enemies by 25%.
After 2s, a meteor strikes enemies in the targeted area. (375 dmg)
Burnination Hotter and Hotter Crater Meteoric Fall
Affects a larger area.
SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
Slows
enemies by 50%.
Enemies hit by the meteor are STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stunned
. (1s duration)
Meteor no longer has a delay before falling.
Right path
Hunka Burning Love
After 2s, a meteor strikes enemies in the targeted area. (375 dmg)
Crater Meteoric Fall
Enemies hit by the meteor are STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stunned
. (1s duration)
Meteor no longer has a delay before falling.
FLAME ON
F,LMB / LS+RT,RT
 Focus ability
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front:      Back:
Against heroes with HEAVY ARMOR:
Front:      Back:
 300/450/600

Base RANGE value. 12m
BURN
Deals damage over time.
150/175/200 dmg/s
Flames erupt in front of you, PUSH
Knocks enemies back. This does not stop them from using skills.
pushing up
enemies and creating BURN
Deals damage over time.
burning
areas. (4s duration)
Flames erupt in front of you, PUSH
Knocks enemies back. This does not stop them from using skills.
pushing up
enemies and creating BURN
Deals damage over time.
burning
areas. (4s duration)
Show/Hide upgrades
Left path
Dominator
Blazing Fast
[LMB/RT]: +5% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for each kill without dying. (Maximum: +15% damage)
[LMB/RT]: Fireball charges faster.
Battle Fury Remorseless Penetrating Flame Precision Flame
Gain 10% FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
Focus
for each kill or death.
+10% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed
and +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
boost after killing an enemy. (6s duration, does not stack)
[LMB/RT]: Charged shots have 30% ARMOR PIERCE
Deals DAMAGE while ignoring target's ARMOR on certain percentage.
armor penetration
.
[LMB/RT]: Charged shots 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.
crit
.
Right path
Blazing Fast
[LMB/RT]: Fireball charges faster.
Penetrating Flame Precision Flame
[LMB/RT]: Charged shots have 30% ARMOR PIERCE
Deals DAMAGE while ignoring target's ARMOR on certain percentage.
armor penetration
.
[LMB/RT]: Charged shots 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.
crit
.

Talents

Burning Breath
BATTLE
BATTLE
[RMB/LT]: DRAGON'S BREATH inflicts BURN
Deals damage over time.
burning
(25 dmg/s, 4s duration).
CLASH
CLASH
50 dmg/s.
Propulsion
BATTLE
BATTLE
[Q/LB]: DETONATE propels you farther and hits a larger area.
CLASH
CLASH
Gain SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
on landing. (+12%, 3s duration)
Hail Yes
BATTLE
BATTLE
[E/RB]: HOT HAIL has longer range. (+10m)
CLASH
CLASH
Gain 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
when a foe dies from burning.

Strategy

Charnok is incredibly powerful, and this simply can't be overstated. This is the character of choice for DPS dealers, largely because his primary is hugely damaging and his secondaries have huge area of effect and conal areas of damage. Charnok can carry an entire team if used properly, but because he's DPS and not a tank, don't expect him to soak up too much damage. Even a well-coordinated team of two can easily take down Charnok if you're not paying attention, so you really need to pay attention.

You can mitigate a lot of that threat by making sure Charnok is constantly SHIELD
Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value).
shielded
, though, or at least HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healed
by the likes of Uncle Sven or Vadasi.

Tips and Tricks

  • Charnok is a team focused hero. He deals AoE damage and should try to be near the back line of his team and to avoid being alone as he is squishy.
  • Stay near your team, as you can take quite a bit more damage and distract enemies with your increased damage output.
  • Keeping Charnok out of the main fight until enemies are low health is an effective strategy, as it can turn the tide of combat extremely quickly (especially if your team is low in health as well).
  • [LMB/RT] FIREBALL attack pierces, so use this to your advantage and always try to hit more than one opponent. If a tank character is in between you and another squishy, shoot right through him.
  • [RMB/LT] DRAGON'S BREATH, when upgraded, has a good PUSH
    Knocks enemies back. This does not stop them from using skills.
    pushback
    , which is a good push neutralizer. You can also use this skill to temporarily push back DPS or Tank role enemies, negating a lot of their early benefit.
  • [Q/LB] DETONATE:
    • Detonate is a great escape skill as well as a damage skill.
    • Detonate is also a great "shock and awe" skill. Use it, then immediately chase down enemies to wipe out even strong teams.
  • 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
    skill might be strong, but it's dodgeable. Push enemies against the walls or corner them to deal huge damage.