Lord Knossos: Difference between revisions
Line 25: | Line 25: | ||
|hf = ? |
|hf = ? |
||
|hb = ? |
|hb = ? |
||
|range = |
|range = Melee |
||
|desc = Melee attack combo. |
|desc = Melee attack combo. Fourth hit deals 180 {{term|dmg|damage}}. |
||
<!---- tier 1 left ----> |
<!---- tier 1 left ----> |
||
|L = Bruiser |
|L = Bruiser |
||
|l = |
|l = On fourth hit, gains +20% basic attack {{buff|dmg|damage}} for 3s. |
||
|lt = attack |
|||
<!---- tier 1 right ----> |
<!---- tier 1 right ----> |
||
|R = Pierce |
|R = Pierce |
||
|r = '''SPRINT+[LMB/RT]:''' |
|r = '''SPRINT+[LMB/RT]:''' Deals 140 {{term|dmg|damage}} and inflicts {{debuff|bleed|bleeding}}. ''(50 dmg/s, 3s)'' <br>Costs 10 {{term|stamina|Stamina}}. |
||
|rt = control |
|||
<!---- tier 2 left/left ----> |
<!---- tier 2 left/left ----> |
||
|LL = Sharpened Horns |
|LL = Sharpened Horns |
||
|ll = With Bruiser's damage boost active, hitting with '''SKEWER''' refreshes its duration. |
|ll = With Bruiser's damage boost active, hitting with '''SKEWER''' refreshes its duration. |
||
|llt = temp |
|||
<!---- tier 2 left/right ----> |
<!---- tier 2 left/right ----> |
||
|LR = Seeing Red |
|LR = Seeing Red |
||
|lr = After killing a foe, deal double {{buff|dmg|damage}}. ''(5s)'' |
|lr = After killing a foe, deal double {{buff|dmg|damage}}. ''(5s)'' |
||
|lrt = attack |
|||
<!---- tier 2 right/left ----> |
<!---- tier 2 right/left ----> |
||
|RL = Adding Assault to Injury |
|RL = Adding Assault to Injury |
||
|rl = Increases {{debuff|bleed|bleed}} damage. Hitting bleeding foes refreshes duration. ''(60 dmg/s, 3s)'' |
|rl = Increases {{debuff|bleed|bleed}} damage. Hitting bleeding foes refreshes bleed duration. ''(60 dmg/s, 3s)'' |
||
|rlt = temp |
|||
<!---- tier 2 right/right ----> |
<!---- tier 2 right/right ----> |
||
|RR = Overrun |
|RR = Overrun |
||
|rr = '''SPRINT+[LMB/RT]:''' Inflicts {{debuff|crack|cracked armor}}. ''( |
|rr = '''SPRINT+[LMB/RT]:''' Inflicts {{debuff|crack|cracked armor}}. ''(10dmg/s, 3s)'' |
||
|rrt = control}} |
|||
<!-- skill 2 --> |
<!-- skill 2 --> |
||
{{HeroSkill |
{{HeroSkill |
||
Line 62: | Line 67: | ||
|L = Heavy Barrel |
|L = Heavy Barrel |
||
|l = '''HOLD [RMB/LT]:''' When fully charged, causes {{debuff|bleed|bleeding}}. ''(50 dmg/s, 4s)'' <br>Adds +3s to cooldown. |
|l = '''HOLD [RMB/LT]:''' When fully charged, causes {{debuff|bleed|bleeding}}. ''(50 dmg/s, 4s)'' <br>Adds +3s to cooldown. |
||
|lt = control |
|||
<!---- tier 1 right ----> |
<!---- tier 1 right ----> |
||
|R = Torus |
|R = Torus |
||
|r = '''HOLD [RMB/LT]:''' Throw spears at targeted area. <br>Now {{CC|slow|slows}} enemies for 3s. ''(+11s cooldown)'' |
|r = '''HOLD [RMB/LT]:''' Throw spears at targeted area. <br>Now {{CC|slow|slows}} enemies for 3s. ''(+11s cooldown)'' |
||
|rt = improv |
|||
<!---- tier 2 left/left ----> |
<!---- tier 2 left/left ----> |
||
|LL = Kidney Shot |
|LL = Kidney Shot |
||
|ll = '''HOLD [RMB/LT]:''' When fully charged, foes hit {{term|back|in the back}} take +150 {{buff|dmg|damage}}. |
|ll = '''HOLD [RMB/LT]:''' When fully charged, foes hit {{term|back|in the back}} take +150 {{buff|dmg|damage}}. |
||
|llt = attack |
|||
<!---- tier 2 left/right ----> |
<!---- tier 2 left/right ----> |
||
|LR = Skill Shot |
|LR = Skill Shot |
||
|lr = '''HOLD [RMB/LT]:''' When fully charged, a hit gives +25% basic attack {{buff|dmg|damage}} for 5s. |
|lr = '''HOLD [RMB/LT]:''' When fully charged, a hit gives +25% basic attack {{buff|dmg|damage}} for 5s. |
||
|lrt = attack |
|||
<!---- tier 2 right/left ----> |
<!---- tier 2 right/left ----> |
||
|RL = Immobilizing Torus |
|RL = Immobilizing Torus |
||
|rl = '''HOLD [RMB/LT]:''' {{CC|cripple|Cripples}} enemies. ''(3s)'' |
|rl = '''HOLD [RMB/LT]:''' {{CC|cripple|Cripples}} enemies. ''(3s)'' |
||
|rlt = control |
|||
<!---- tier 2 right/right ----> |
<!---- tier 2 right/right ----> |
||
|RR = Spear Time |
|RR = Spear Time |
||
|rr = '''HOLD [RMB/LT]:''' Reduces cooldown by 3s for each enemy hit. |
|rr = '''HOLD [RMB/LT]:''' Reduces cooldown by 3s for each enemy hit. |
||
|rrt = temp}} |
|||
<!-- skill 3 --> |
<!-- skill 3 --> |
||
{{HeroSkill |
{{HeroSkill |
||
Line 89: | Line 99: | ||
|hf = ? |
|hf = ? |
||
|hb = ? |
|hb = ? |
||
|range = |
|range = Melee |
||
|desc = Melee attack that {{CC|interrupt| |
|desc = Melee attack that charges forward before {{CC|interrupt|canceling}} enemies ({{CC|interrupt|interrupts}}). |
||
<!---- tier 1 left ----> |
<!---- tier 1 left ----> |
||
|L = Goring Up |
|L = Goring Up |
||
|l = On hit, {{CC|launch|launches}} enemies. |
|l = On hit, {{CC|launch|launches}} enemies 4.5m high. |
||
|lt = control |
|||
<!---- tier 1 right ----> |
<!---- tier 1 right ----> |
||
|R = Bulldoze |
|R = Bulldoze |
||
|r = '''[Q/LB],[Q/LB]:''' Perform a powerful second attack |
|r = '''[Q/LB],[Q/LB]:''' Perform a powerful second attack for 300 {{term|dmg|damage}} ''(+5s cooldown)'' |
||
|rt = improv |
|||
<!---- tier 2 left/left ----> |
<!---- tier 2 left/left ----> |
||
|LL = More Gore |
|LL = More Gore Goring Toss |
||
|ll = |
|ll = {{CC|launch|Launches}} enemies much higher. ''(6.5m)'' |
||
|llt = control |
|||
<!---- tier 2 left/right ----> |
<!---- tier 2 left/right ----> |
||
|LR = |
|LR = More Gore |
||
|lr = {{CC|launch| |
|lr = On hit, also {{CC|launch|launches}} enemies within 2m of target. |
||
|lrt = control |
|||
<!---- tier 2 right/left ----> |
<!---- tier 2 right/left ----> |
||
|RL = Focus on the Kill |
|RL = Focus on the Kill |
||
|rl = '''[Q/LB],[Q/LB]:''' Deals +100 {{buff|dmg|damage}}. Killing an enemy grants 50% {{term|focus|Focus}}. |
|rl = '''[Q/LB],[Q/LB]:''' Deals +100 {{buff|dmg|damage}}. Killing an enemy grants 50% {{term|focus|Focus}}. |
||
|rlt = improv |
|||
<!---- tier 2 right/right ----> |
<!---- tier 2 right/right ----> |
||
|RR = Initiating Gore |
|RR = Initiating Gore |
||
|rr = Hitting an enemy over 75% {{term|hp|health}} gives +25% basic attack {{buff|dmg|damage}}. ''(5s)'' |
|rr = Hitting an enemy over 75% {{term|hp|health}} gives +25% basic attack {{buff|dmg|damage}}. ''(5s)'' |
||
|rrt = attack}} |
|||
<!-- skill 4 --> |
<!-- skill 4 --> |
||
Revision as of 01:53, 26 May 2024
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.
Hero | Lore | Cards | Skins | Responses | Changelogs | Miscellaneous | Gallery |
![](http://static.miraheze.org/gogiganticwiki/b/bd/Hero_render_Lord_Knossos_small.png)
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. ![]() 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 | |
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: ? ![]() Base RANGE value. ![]() |
Melee attack combo. Fourth hit deals 180 DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Melee attack combo. Fourth hit deals 180 DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Left path Bruiser
|
Pierce | |||
---|---|---|---|---|
![]() On fourth hit, gains +20% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() SPRINT+[LMB/RT]: Deals 140 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() Deals armor-ignoring damage over time. ![]() 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. ![]() | |||
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. ![]() |
![]() Increases BLEED
Deals armor-ignoring damage over time. ![]() |
![]() SPRINT+[LMB/RT]: Inflicts CRACKED ARMOR
Reduces armor by 10 and damages enemies over time. ![]() |
Right path Pierce
| |
---|---|
![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() Deals armor-ignoring damage over time. ![]() 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. ![]() | |
Adding Assault to Injury | Overrun |
![]() Deals armor-ignoring damage over time. ![]() |
![]() Reduces armor by 10 and damages enemies over time. ![]() |
CHUCK RMB / LT
| ||
![]() |
Default ability COOLDOWN.![]() Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base RANGE value. ![]() |
Throws a spear. |
Throws a spear. |
Left path Heavy Barrel
|
Torus | |||
---|---|---|---|---|
![]() HOLD [RMB/LT]: When fully charged, causes BLEED
Deals armor-ignoring damage over time. ![]() 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. ![]() | |||
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. ![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() HOLD [RMB/LT]: When fully charged, a hit gives +25% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() HOLD [RMB/LT]: CRIPPLE
Reduces movement speed by 40% and limits jump height. ![]() |
![]() HOLD [RMB/LT]: Reduces cooldown by 3s for each enemy hit.
|
Right path Torus
| |
---|---|
![]() Now SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() | |
Immobilizing Torus | Spear Time |
![]() Reduces movement speed by 40% and limits jump height. ![]() |
![]() |
GORE Q / LB
| ||
![]() |
Default ability COOLDOWN.![]() Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base RANGE value. ![]() |
Melee attack that charges forward before 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. ![]() |
Melee attack that charges forward before 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. ![]() |
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. ![]() |
![]() [Q/LB],[Q/LB]: Perform a powerful second attack for 300 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() | |||
More Gore Goring Toss | More Gore | Focus on the Kill | Initiating Gore | |
![]() LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() |
![]() On hit, also LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() |
![]() [Q/LB],[Q/LB]: Deals +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() |
![]() 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. ![]() Increases outgoing DAMAGE dealt by skills. ![]() |
Right path Bulldoze
| |
---|---|
![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() | |
Focus on the Kill | Initiating Gore |
![]() Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() |
![]() 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. ![]() Increases outgoing DAMAGE dealt by skills. ![]() |
BULL RUSH E / RB
| ||
![]() |
Default ability COOLDOWN.![]() |
Increases SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it. ![]() |
Increases SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it. ![]() |
Left path Raging Bull
|
Major Beef | |||
---|---|---|---|---|
![]() Gain +15% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() 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. ![]() | |||
Long Running | Mighty Yawp | Thick Skinned | Interrupting Cow | |
![]() SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() |
![]() Gives +20% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() 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. ![]() |
![]() On use, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement. ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() (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. ![]() |
Right path Major Beef
| |
---|---|
![]() 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. ![]() | |
Thick Skinned | Interrupting Cow |
![]() 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. ![]() |
![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() (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. ![]() |
LABYRINTH F,LMB / LS+RT,RT
![]() | ||
![]() |
Base DAMAGE value, ignores armor. Against heroes with LIGHT ARMOR: Front: Back: Against heroes with HEAVY ARMOR: Front: Back: ![]() RADIUS of impact. ![]() BLEED Deals armor-ignoring damage over time. ![]() |
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. ![]() Interrupts and prevents skill usage and movement for the duration of the stun. ![]() Deals armor-ignoring damage over time. ![]() Reduces armor by 10 and damages enemies over time. ![]() |
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. ![]() Interrupts and prevents skill usage and movement for the duration of the stun. ![]() Deals armor-ignoring damage over time. ![]() Reduces armor by 10 and damages enemies over time. ![]() |
Left path Dominator
|
Bloody Minded | |||
---|---|---|---|---|
![]() [LMB/RT]: +5% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs. ![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() Interrupts and prevents skill usage for the duration of the daze. ![]() | |||
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. ![]() |
![]() +10% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() +20% to self HEALING
Provides HEALTH every second. The amount is determined by the source of the 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. ![]() |
![]() 25% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() [F,LMB/LS+RT,RT]: 50% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
Right path Bloody Minded
| |
---|---|
![]() Negates all incoming DAMAGE and prevents the application of debuffs. ![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() Interrupts and prevents skill usage for the duration of the daze. ![]() | |
Life Line | Hardy |
![]() Provides HEALTH every second. The amount is determined by the source of the 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. ![]() |
![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() [F,LMB/LS+RT,RT]: 50% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
Talents
Wind Up | ||
![]() |
BATTLE | BATTLE [RMB/LT]: CHUCK deals more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() |
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. ![]() |
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. ![]() |
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.
- 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
- 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.
Heroes of Gigantic | |
---|---|