Lord Knossos

From Gigantic Wiki

Lord Knossos is a playable hero in Gigantic. He is a melee fighter who can deal great physical damage over a short time and get various control and debuff bonuses for his skills through upgrades. He is one of the first heroes to be revealed, debuting in the Pre-Alpha.

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Lord Knossos
Offensive powerhouse
Years of exile have not dulled his fighting spirit. Knossos knows he will be a warlord again one day.
HEALTH
One full segment of in-game health bar represents 500 health points.
2500
     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
ARCHETYPE
OFFENSE
DEFENSE
MOBILITY
UTILITY

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

Abilities

SKEWER
LMB / RT
Basic attack
Base DAMAGE value, per first 3 hits.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 100

Base RANGE value. melee
Melee attack combo.
Melee attack combo.
Show/Hide upgrades
Left path
Bruiser
Pierce
Landing the first 4 hits boosts your basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
by 20%. (3s)
SPRINT+[LMB/RT]: Inflicts BLEED
Deals armor-ignoring damage over time.
bleeding
. (50 dmg/s, 3s)
Costs 10 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
.
Sharpened Horns Seeing Red Adding Assault to Injury Overrun
With Bruiser's damage boost active, hitting with SKEWER refreshes its duration.
After killing a foe, deal double DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (5s)
Increases BLEED
Deals armor-ignoring damage over time.
bleed
damage. Hitting bleeding foes refreshes duration. (60 dmg/s, 3s)
SPRINT+[LMB/RT]: Inflicts CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracked armor
. (-10 armor, 3s)
Right path
Pierce
SPRINT+[LMB/RT]: Inflicts BLEED
Deals armor-ignoring damage over time.
bleeding
. (50 dmg/s, 3s)
Costs 10 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
.
Adding Assault to Injury Overrun
Increases BLEED
Deals armor-ignoring damage over time.
bleed
damage. Hitting bleeding foes refreshes duration. (60 dmg/s, 3s)
SPRINT+[LMB/RT]: Inflicts CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracked armor
. (-10 armor, 3s)
CHUCK
RMB / LT
Default ability COOLDOWN. 1s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 175

Base RANGE value. 15m
Throws a spear.
Throws a spear.
Show/Hide upgrades
Left path
Heavy Barrel
Torus
HOLD [RMB/LT]: When fully charged, causes BLEED
Deals armor-ignoring damage over time.
bleeding
. (50 dmg/s, 4s)
Adds +3s to cooldown.
HOLD [RMB/LT]: Throw spears at targeted area.
Now SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slows
enemies for 3s. (+11s cooldown)
Kidney Shot Skill Shot Immobilizing Torus Spear Time
HOLD [RMB/LT]: When fully charged, foes hit 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
take +150 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
HOLD [RMB/LT]: When fully charged, a hit gives +25% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 5s.
HOLD [RMB/LT]: CRIPPLE
Reduces movement speed by 40% and limits jump height.
Cripples
enemies. (3s)
HOLD [RMB/LT]: Reduces cooldown by 3s for each enemy hit.
Right path
Torus
HOLD [RMB/LT]: Throw spears at targeted area.
Now SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slows
enemies for 3s. (+11s cooldown)
Immobilizing Torus Spear Time
HOLD [RMB/LT]: CRIPPLE
Reduces movement speed by 40% and limits jump height.
Cripples
enemies. (3s)
HOLD [RMB/LT]: Reduces cooldown by 3s for each enemy hit.
GORE
Q / LB
Default ability COOLDOWN. 12s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 130

Base RANGE value. ?m
Melee attack that INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
attackers on hit.
Melee attack that INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
attackers on hit.
Show/Hide upgrades
Left path
Goring Up
Bulldoze
On hit, LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launches
enemies.
[Q/LB],[Q/LB]: Perform a powerful second attack. (+5s cooldown)
More Gore Goring Toss Focus on the Kill Initiating Gore
On hit, also LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launches
enemies in a small area around your target.
LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
Launches
enemies much higher.
[Q/LB],[Q/LB]: Deals +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. Killing an enemy grants 50% 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
.
Hitting an enemy over 75% 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
gives +25% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (5s)
Right path
Bulldoze
[Q/LB],[Q/LB]: Perform a powerful second attack. (+5s cooldown)
Focus on the Kill Initiating Gore
[Q/LB],[Q/LB]: Deals +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. Killing an enemy grants 50% 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
.
Hitting an enemy over 75% 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
gives +25% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (5s)
BULL RUSH
E / RB
Default ability COOLDOWN. 15s
Increases SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
movement speed
. (20%, 5s)
Increases SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
movement speed
. (20%, 5s)
Show/Hide upgrades
Left path
Raging Bull
Major Beef
Gain +15% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (5s)
Gives you 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.
+300 HP
. (5s)
Long Running Mighty Yawp Thick Skinned Interrupting Cow
SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
Movement speed
is doubled. (40%)
Gives +20% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
movement speed
and +15% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
to nearby allied heroes. (5s)
Gives an additional 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.
+200 HP
.
On use, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
and DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damages
foes in front of you.
(150 damage, ignores 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
.)
Right path
Major Beef
Gives you 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.
+300 HP
. (5s)
Thick Skinned Interrupting Cow
Gives an additional 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.
+200 HP
.
On use, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
and DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damages
foes in front of you.
(150 damage, ignores 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
.)
LABYRINTH
F,LMB / LS+RT,RT
 Focus ability
Base DAMAGE value, ignores armor.
Against heroes with LIGHT ARMOR:
Front:      Back:
Against heroes with HEAVY ARMOR:
Front:      Back:
 200/300/400

RADIUS of impact. ?m
BLEED
Deals armor-ignoring damage over time.
85 dmg/s
Deals armor-ignoring DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
, STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stuns
all nearby enemies and inflicts BLEED
Deals armor-ignoring damage over time.
bleeding
and CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracked armor
. (4s/5s/6s)
Deals armor-ignoring DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
, STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stuns
all nearby enemies and inflicts BLEED
Deals armor-ignoring damage over time.
bleeding
and CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracked armor
. (4s/5s/6s)
Show/Hide upgrades
Left path
Dominator
Bloody Minded
[LMB/RT]: +5% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for each kill without dying. (Maximum: +15% damage)
INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
Immunity
to WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
. Recover from DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
twice as fast.
Battle Fury Remorseless Life Line Hardy
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, does not stack)
+20% to self HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
.
When out of 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.
combat
, your health returns faster.
25% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
degen resistance
.
[F,LMB/LS+RT,RT]: 50% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
degen resistance
after using FOCUS. (Lasts until you die)
Right path
Bloody Minded
INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
Immunity
to WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
. Recover from DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
twice as fast.
Life Line Hardy
+20% to self HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
.
When out of 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.
combat
, your health returns faster.
25% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
degen resistance
.
[F,LMB/LS+RT,RT]: 50% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
degen resistance
after using FOCUS. (Lasts until you die)

Talents

Wind Up
BATTLE
BATTLE
[RMB/LT]: CHUCK deals more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
and ignores 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
.
CLASH
CLASH
After hitting, your basic attacks ignore armor (4s)
Trample
BATTLE
BATTLE
[Q/LB]: GORE covers more ground and deals 50 more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
CLASH
CLASH
On hit, GORE cooldown is 7s shorter.
Fury
BATTLE
BATTLE
[E/RB]: BULL RUSH lasts 3 seconds longer.
CLASH
CLASH
Your basic attack gives triple 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
during BULL RUSH.

Strategy

Knossos is the king of melee, but that comes with its own caveats. His damage output is huge, especially in terms of basic attacks, and his abilities only make this potential damage output higher. He's super flexible, getting in and out of conflict rather easily, but he is rather slow. A group of agile enemies can control his motions, and while he'll likely survive the bulk of such encounters, he can easily be kited around the arena if you're not paying attention, essentially negating your presence.

Tips and Tricks

  • Knossos is very good at trapping enemies, use that to your advantage to then drop your spears on them.
  • Knossos can dominate control points and negate creatures pretty quickly, so ensure you use him for that use case.
  • You may not have good vertical mobility, but you excel at chasing opponents across horizontal surfaces. Remembering this, it may be a good idea to roll with an Uncle Sven or Voden who can help you reach high places, and in return you can use [E/RB] BULL RUSH to get you both to your destination sooner.
  • Depend on healers like Vadasi to extend yourself during engagements, or your usability period will be pretty short.
  • [E/RB] BULL RUSH might be a great attack, but it's an even better escape skill. If you find yourself outclassed, use it to get out of dodge.
  • [RMB/LT] CHUCK
    • Chuck is great for drawing enemies out of groups, but when upgraded, is also a great skill for one on one engagements.
    • Your upgrades to Chuck should depend on the enemies your facing and your own comp:
      • if you have many ranged heroes, taking Heavy Barrel upgrade will add to your poke, while if enemies heroes have a lot of poke, range, and escapes, then its BLEED
        Deals armor-ignoring damage over time.
        bleed
        damage will whittle down squishier targets easily.
      • If you have other controllers, such as with the Margrave or Pakko, taking Torus will help lock entire teams down during a teamfight, letting you follow up with [F,LMB/LS+RT,RT] LABYRINTH; this upgrade is generally better suited against melee fighters.
    • Another way to use Torus upgrade: slow the enemy, run up and start using [Q/LB] GORE, then as the slow wears off use [E/RB] BULL RUSH to stick to them. If they haven't been taken down before Bull Rush's speed buff ends, try to tag them with a Spear as a finisher.
  • [F,LMB/LS+RT,RT] LABYRINTH
    • Labyrinth is incredibly powerful for teamfights, as it will significantly boost your entire team's damage from all the armor you crack, and lock down all foes hit in the area. It is more powerful when you have your team with you, so using it when allies can follow up is best.
    • At the same time, don't save Labyrinth until you can hit 4-5 heroes; hitting two will likely ensure a kill on both, as the BLEED
      Deals armor-ignoring damage over time.
      bleeding
      and CRACKED ARMOR
      Reduces armor by 10 and damages enemies over time.
      cracked armor
      will let you finish them off swiftly.
  • [Q/LB] GORE > [F,LMB/LS+RT,RT] LABYRINTH > [LMB/RT] SKEWER is by far most powerful, if tricky, combo.
  • Go after "squishy" targets for the best bang for your buck. Focusing here will help lower the amount of enemies your team faces, and multiply your effectiveness.