HK-206

From Gigantic Wiki

HK-206 is a playable Hero in Gigantic. He is a ranged shooter which attacks with barrages from afar while mitigating massive damage. He is one of the first heroes to be revealed, debuting in the Pre-Alpha.

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HK-206
Bucket O' Bolts
Few HKs survived the war, but #206 soldiers on, fully functional and fully loaded.
HEALTH
One full segment of in-game health bar represents 500 health points.
2100
     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.
25
     SPEED
Base speed value. Heroes can move faster by SPRINTING, JUMPING or DODGING, sometimes at the cost of STAMINA.
650
ROLE Ranged DPS
ARCHETYPE Shooter
OFFENSE
DEFENSE
MOBILITY
UTILITY

Abilities

BULLET BARRAGE
LMB / RT
Basic attack
Base DAMAGE value, per bullet; 1 tick equals 2 bullets..
Against heroes with LIGHT ARMOR:
Front: 23
Back: 26
Against heroes with HEAVY ARMOR:
Front: 21
Back: 23
 28

Base RANGE value. 60m
HOLD [LMB/RT]: Fire a stream of bullets for up to 3.5s. Suffers fall-off damage at longer ranges, for a minimum of 13 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
FORTIFIED BARRAGE
[E/RB], HOLD [LMB/RT]: Fire a constant stream of bullets at higher accuracy without recoil.
HOLD [LMB/RT]: Fire a stream of bullets for up to 3.5s. Suffers fall-off damage at longer ranges, for a minimum of 13 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
FORTIFIED BARRAGE
[E/RB], HOLD [LMB/RT]: Fire a constant stream of bullets at higher accuracy without recoil.
Show/Hide upgrades
Left path
Rapid Fire
Piercing Rounds
Increases the rate of fire of BULLET BARRAGE by 15%.
BULLET BARRAGE pierces through enemies.
Ballistic Accelerator High Caliber Rounds Impeding Fire Debilitating Rounds
During FORTIFY, the fall-off DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
on BULLET BARRAGE is reduced. (Minimum damage: 23)
During FORTIFY, BULLET BARRAGE deals 37 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
within 10m.
During FORTIFY, BULLET BARRAGE inflicts a stacking SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slow
for 1s. (-5% SPEED
A measure which defines how fast character is moving across the battlefield.
Heroes can move faster by SPRINTING, JUMPING or DODGING. The former two will consume STAMINA when hero is IN COMBAT, while the latter always takes certain amount of it to perform.
movement speed
per stack, up to -30%)
During FORTIFY, BULLET BARRAGE inflict stacking WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
. (-5% DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
per stack, up to -50%)
Right path
Piercing Rounds
BULLET BARRAGE pierces through enemies.
Impeding Fire Debilitating Rounds
During FORTIFY, BULLET BARRAGE inflicts a stacking SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slow
for 1s. (-5% SPEED
A measure which defines how fast character is moving across the battlefield.
Heroes can move faster by SPRINTING, JUMPING or DODGING. The former two will consume STAMINA when hero is IN COMBAT, while the latter always takes certain amount of it to perform.
movement speed
per stack, up to -30%)
During FORTIFY, BULLET BARRAGE inflict stacking WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
. (-5% DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
per stack, up to -50%)
RAIL GUN
RMB / LT
Default ability COOLDOWN. 10s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: 301
Back: 331
Against heroes with HEAVY ARMOR:
Front: 266
Back: 292
 355

Base RANGE value. 80m
Fire a powerful energy blast with no travel time.
Fire a powerful energy blast with no travel time.
Show/Hide upgrades
Left path
Charged Rounds
Hand Cannon
HOLD [RMB/LT]: Charge RAIL GUN, dealing 525 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
when fully charged.
Replaces your RAIL GUN with a cannon with 15m range, deals splash damage in a 3m radius and DAZE
Interrupts and prevents skill usage for the duration of the daze.
dazes
for 1s on direct hit.
Armor Piercing Parallel Outputs Daze for Days Concussive Explosion
HOLD [RMB/LT]: Charged shots pierce enemies and ignore 50% 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
.
[E/RB],HOLD [RMB/LT]: During FORTIFY, you automatically fire BULLET BARRAGE while charging RAIL GUN.
DAZE
Interrupts and prevents skill usage for the duration of the daze.
Daze
duration is increased to 1.5s.
[E/RB],[RMB/LT]: During FORTIFY, DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
all enemies hit by the cannon.
Right path
Hand Cannon
Replaces your RAIL GUN with a cannon with 15m range, deals splash damage in a 3m radius and DAZE
Interrupts and prevents skill usage for the duration of the daze.
dazes
for 1s on direct hit.
Daze for Days Concussive Explosion
DAZE
Interrupts and prevents skill usage for the duration of the daze.
Daze
duration is increased to 1.5s.
[E/RB],[RMB/LT]: During FORTIFY, DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
all enemies hit by the cannon.
MORTAR
Q / LB
Default ability COOLDOWN. 12s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: 140
Back: 154
Against heroes with HEAVY ARMOR:
Front: 123
Back: 136
 165

Maximum LAND RANGE of horizontal shot; base RADIUS of explosion: 3m. 35m
BURN
Deals damage over time.
65 dmg/s
Lobs an explosive projectile that KNOCK UP
Knocks enemies up a short distance. This does not stop them from using skills.
knocks up
and sets enemies on BURN
Deals damage over time.
fire
for 3s.
If the projectile hits the ground before being in the air for 0.9s, it bounces once.
Lobs an explosive projectile that KNOCK UP
Knocks enemies up a short distance. This does not stop them from using skills.
knocks up
and sets enemies on BURN
Deals damage over time.
fire
for 3s.
If the projectile hits the ground before being in the air for 0.9s, it bounces once.
Show/Hide upgrades
Left path
Mortar Love
Impact Trigger
MORTAR explosion deals 214 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
MORTAR explodes instantly on impact and PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
7.5m.
Kaboom Box Heavy Artillery Percussive Force Speed Loader
On explosion, MORTAR creates a 3.5m radius BURN
Deals damage over time.
burning
area for 3s.
Using MORTAR during FORTIFY increases the explosion DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
to 297 and the BURN
Deals damage over time.
burn
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
to 116/s.
MORTAR PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
enemies 10m.
Using MORTAR during FORTIFY reduces cooldown to 6s.
Right path
Impact Trigger
MORTAR explodes instantly on impact and PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
7.5m.
Percussive Force Speed Loader
MORTAR PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
enemies 10m.
Using MORTAR during FORTIFY reduces cooldown to 6s.
FORTIFY
E / RB
Default ability COOLDOWN. 12s
After a 0.5s delay, enter turret mode. While in turret mode:
⬩ Gain +20% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
and PUSH
Knocks enemies back. This does not stop them from using skills.
push
resistance.
⬩  BULLET BARRAGE has increased accuracy.
⬩ Become unable to move.
UNFORTIFY
[E/RB] WHILE FORTIFIED: Exit turret mode after a 0.5s delay.
After a 0.5s delay, enter turret mode. While in turret mode:
⬩ Gain +20% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
and PUSH
Knocks enemies back. This does not stop them from using skills.
push
resistance.
⬩  BULLET BARRAGE has increased accuracy.
⬩ Become unable to move.
UNFORTIFY
[E/RB] WHILE FORTIFIED: Exit turret mode after a 0.5s delay.
Show/Hide upgrades
Left path
Siege Mode
Rapid Recalibration
During FORTIFY, gain a 400 HP 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).
shield
.
Using FORTIFY gives BULLET BARRAGE a 10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
boost for 5s.
Decreases delay for entering and exiting turret mode to 0.3s.
Shock Absorbers Earth Mover Power Differential Servo Boost
Increases 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).
shield
amount to 500. Become INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
immune
to STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stun
, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupt
, LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launch
, PULL
Pulls an enemy to hero's location, interrupting any skills in use and preventing any further skill usage or movement by the enemy while they're being pulled.
pull
, and DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
while 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
.
Gain front DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.
deflection
for 3s after using FORTIFY.
UNFORTIFY LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launches
foes within 2.5m
4.5m away for 1s.
Using FORTIFY gives BULLET BARRAGE a 20% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
boost for 8s.
UNFORTIFY gives +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
and a +40% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
for 1s.
Reduces FORTIFY cooldown to 6s.
Right path
Rapid Recalibration
Using FORTIFY gives BULLET BARRAGE a 10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
boost for 5s.
Decreases delay for entering and exiting turret mode to 0.3s.
Power Differential Servo Boost
Using FORTIFY gives BULLET BARRAGE a 20% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
boost for 8s.
UNFORTIFY gives +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
and a +40% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
for 1s.
Reduces FORTIFY cooldown to 6s.
S.W.A.R.M.
F,LMB / LS+RT,RT
 Focus ability
Base DAMAGE value, of all missiles hitting a single target; base DAMAGE value of single missile: 50.
Against heroes with LIGHT ARMOR:
Front: 798/1008/1218
Back: 874/1104/1334
Against heroes with HEAVY ARMOR:
Front: 703/888/1073
Back: 779/984/1189
 950/1200/1450

Base RANGE value. 25m
Become stationary for 2s/2.5s/3s, firing a barrage of 19/24/31 homing missiles.
Become stationary for 2s/2.5s/3s, firing a barrage of 19/24/31 homing missiles.
Show/Hide upgrades
Left path
Shredder
Stonewall
Gain 30% ARMOR PIERCE
Deals DAMAGE while ignoring target's ARMOR on certain percentage.
armor penetration
for BULLET BARRAGE.
You are INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
immune
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.
critical hits
.
Battle Fury Run n Gun Iron Skin Hero's Vitality
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
after you kill an enemy die.
Become able to 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
while performing BULLET BARRAGE.
Gain +5 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
.
After using S.W.A.R.M., gain +200 TEMPORARY HEALTH
Provided by certain skills, TEMPORARY HEALTH is added to the bottom of the HEALTH bar.
When the skill expires, any remaining temporary health heals the hero by 50% of the remaining health.
health
for 5s.
Gain +15% maximum 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
.
Right path
Stonewall
You are INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
immune
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.
critical hits
.
Iron Skin Hero's Vitality
Gain +5 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
.
After using S.W.A.R.M., gain +200 TEMPORARY HEALTH
Provided by certain skills, TEMPORARY HEALTH is added to the bottom of the HEALTH bar.
When the skill expires, any remaining temporary health heals the hero by 50% of the remaining health.
health
for 5s.
Gain +15% maximum 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
.

Talents

Heat Transfer
Reduces cooldown of RAIL GUN to 8s.

CLASH: Inflicts extended BURN
Deals damage over time.
burn
(50 dmg/s, 5s) on BURN
Deals damage over time.
burning
foes.
Bombardment
Increases MORTAR BURN
Deals damage over time.
burn
duration to 4s.

CLASH: Increases MORTAR 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 by 40%.
Double Plating
Increases FORTIFY DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
to 25%.

CLASH: Gain 80% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
degen resistance
during FORTIFY.

Strategy

While he's super adept at dealing damage and taking damage, HK-206 has low mobility. Without a good support team, he's essentially a turret with no target. Combine him with a team that kites enemies to HK-206 and you've got a haymaker that dominates the center lane.

Tips and Tricks

  • You can outrange most heroes, and your 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).
    shield
    should help you win any ranged exchanges, so do your best to keep your distance.
  • Upgrades like Self Repair can make it very difficult to dislodge you from a fortified position, but you should still be careful and not get too far away from your teammates. A character like Lord Knossos could easily close the distance and wail on you before you can un-fortify and retreat.
  • When using piercing shot, aim for squishy characters even if The Margrave or another beefy character is in front of them. Your Piercing Shot will go right through them and hit the character behind them.
  • Unless you're in combat, you should Fortify. Fortifying reduces your gross damage and your upgraded skills, so unless you need to be mobile, Fortifying is 100% the right choice in most situations.
  • With that in mind, you should still be moving. Fortifying is great, and you should keep doing it, but you should be Fortifying as you move with your team, as you're going to be much more effective that way.
  • The Railgun is a single use skill that you can only use once. Target carefully, and practice often before using in combat.
  • The upgraded Fortify skill increases your speed, turning you from a basically defensive hero into a quick assault hero.
  • S.W.A.R.M. is a very powerful attack at close range, but should be used in 1-on-1 or hectic moments.
  • Mortar strikes are powerful, but have a long cooldown, so you should use it when groups of fighters clash or when groups of enemies are moving together - otherwise, you're wasting it and forcing a huge wait.
  • Remember the high fire arc of the mortar, and account for this when targeting enemies.