The Margrave
The Margrave is a playable hero in Gigantic. Also known as ‘The Black Knight’, he is a melee figther who absorbs damage and slashes people up close. He is one of the first heroes to be revealed, debuting in the Pre-Alpha.
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![](http://static.miraheze.org/gogiganticwiki/b/bf/Hero_render_The_Margrave_small.png)
The Margrave |
Unstoppable tank |
His name, his family, and his kingdom were all lost to history. He lives for battle and battle alone. | |
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 | Frontline |
ARCHETYPE | Tank |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
Abilities
DEMON FIST LMB / RT
Basic attack | ||
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Base DAMAGE value, per first three hits/fourth hit. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base RANGE value. ![]() |
Powerful melee attack combo, 4 hits. ⬩ Fourth hit deals 215 DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Powerful melee attack combo, 4 hits. ⬩ Fourth hit deals 215 DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Left path Doom Strike
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Counter | |||
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![]() [LMB/RT]x4: Increases DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
![]() BACK+[LMB/RT]: Once every
![]() ⬩ Gains +90% front 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. ![]() ⬩ Deals 170 DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() ⬩ On hitINTERRUPT 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. ![]() ⬩ On hit WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() ![]() | |||
Critical Blow | Demon's Reach | Resounding Counter | Debilitating Blows | |
![]() [LMB/RT]x4: On hit, final attack dramatically increases 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. ![]() |
![]() [LMB/RT]x4: Final attack hits a larger area and deals more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() [LMB/RT]+BACK: All enemies within
![]() INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() |
![]() [LMB/RT]+BACK,[LMB/RT]: After Countering, DEMON FIST hits extend WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() |
Right path Counter
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![]() ![]() ⬩ Gains +90% front 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. ![]() ⬩ Deals 170 DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() ⬩ On hitINTERRUPT 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. ![]() ⬩ On hit WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() ![]() | |
Resounding Counter | Debilitating Blows |
![]() ![]() INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() |
![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() |
HELLBURST RMB / LT
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Default ability COOLDOWN.![]() Base DAMAGE value, per tick (0.15s). Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base RANGE value. ![]() |
HOLD [RMB/LT]: Rapid attack; DEFLECTION Deflects incoming projectiles away in random directions from the source of deflection. ![]() Cooldown increases the longer it's used. |
HOLD [RMB/LT]: Rapid attack; DEFLECTION Deflects incoming projectiles away in random directions from the source of deflection. ![]() Cooldown increases the longer it's used. |
Left path Eternal Flame
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Burst of Damage | |||
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![]() HELLBURST for twice as long. (6s)
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![]() Deals more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() | |||
Give Em Hell | Impenetrable Flame | Mayhem | Nowhere to Run | |
![]() REFLECTION
Reflects incoming projectiles directly back at their source. ![]() 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. ![]() |
![]() Gain +25% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
![]() Each hit increases [LMB/RT] DEMON FIST and HELLBURST crit chance by 15% for
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![]() SLOW
Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() 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 Burst of Damage
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![]() Increases outgoing DAMAGE dealt by skills. ![]() | |
Mayhem | Nowhere to Run |
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![]() Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() 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. ![]() |
CHARGE FORTH Q / LB
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Default ability COOLDOWN.![]() Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base RANGE value. ![]() |
Rush forward quickly, PUSH Knocks enemies back. This does not stop them from using skills. ![]() Cannot be 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. ![]() Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() Interrupts and prevents skill usage and movement for the duration of the stun. ![]() 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. ![]() |
Rush forward quickly, PUSH Knocks enemies back. This does not stop them from using skills. ![]() Cannot be 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. ![]() Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() Interrupts and prevents skill usage and movement for the duration of the stun. ![]() 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. ![]() |
Left path Relentless
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Rush In Attack | |||
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![]() Charge distance dramatically increased.
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![]() [Q/LB],[Q/LB]: Perform a strike that INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement. ![]() Rush distance decreased. | |||
Pure Aggression | Irresistible Charge | Launch Attack | Flaming Fist | |
![]() CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds). ![]() |
![]() Gain +50% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
![]() [Q/LB],[Q/LB]: On hit, briefly STUN
Interrupts and prevents skill usage and movement for the duration of the stun. ![]() Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() |
![]() [Q/LB],[Q/LB]: Creates a cone of flame that
BURN Deals damage over time. ![]() |
Right path Rush In Attack
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![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() Rush distance decreased. | |
Launch Attack | Flaming Fist |
![]() Interrupts and prevents skill usage and movement for the duration of the stun. ![]() Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() |
![]() BURN Deals damage over time. ![]() |
STAGGERING LEAP E / RB
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Default ability COOLDOWN.![]() Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base TARGET RANGE value; base RADIUS of impact: 2.8m. ![]() |
Leaping attack that briefly STUN Interrupts and prevents skill usage and movement for the duration of the stun. ![]() |
Leaping attack that briefly STUN Interrupts and prevents skill usage and movement for the duration of the stun. ![]() |
Left path Blunt Trauma
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Smackdown | |||
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![]() STUN
Interrupts and prevents skill usage and movement for the duration of the stun. ![]() |
![]() Travels farther and deal more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() | |||
Shake, Rattle, and Roll | Bonecrusher | Leap Before You Look | Battle Cry | |
![]() On hit, enemies are SLOW
Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() |
![]() STUN
Interrupts and prevents skill usage and movement for the duration of the stun. ![]() |
![]() Use STAGGERING LEAP more often. (Cooldown -8s)
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![]() Gives you +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. ![]() |
Right path Smackdown
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![]() Increases outgoing DAMAGE dealt by skills. ![]() | |
Leap Before You Look | Battle Cry |
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![]() 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. ![]() |
GROUND AND POUND F,LMB / LS+RT,RT
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Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: Back: Against heroes with HEAVY ARMOR: Front: Back: ![]() RADIUS of impact. ![]() |
Create a shockwave that LAUNCH Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() 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. ![]() |
Each 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. ![]() ⬩ Attack DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Create a shockwave that LAUNCH Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() 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. ![]() | |||
Each 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. ![]() ⬩ Attack DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Left path Iron Skin
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Hero's Vitality | |||
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![]() +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. ![]() [F/LS+RT],[LMB/RT]: After using FOCUS, gain +200 maximum 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. ![]() |
![]() +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. ![]() | |||
Pound of Armor | Concentration | Life Line | Stonewall | |
![]() [F/LS+RT],[LMB/RT]: After using FOCUS, gain +10 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. ![]() |
![]() 20% faster 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. ![]() |
![]() +20% self HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() 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. ![]() |
![]() You are INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs. ![]() 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. ![]() |
Right path Hero's Vitality
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![]() 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. ![]() | |
Life Line | Stonewall |
![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() 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. ![]() |
![]() Negates all incoming DAMAGE and prevents the application of debuffs. ![]() 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. ![]() |
Talents
Quick to Anger | ||
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BATTLE | BATTLE [RMB/LT]: HELLBURST base cooldown lowered to 4s. (Cooldown increases as you hold [RMB/LT])
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CLASH | CLASH Gain SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() |
Super Charger | ||
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BATTLE | BATTLE [Q/LB]: CHARGE FORTH more often. (-4s cooldown)
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CLASH | CLASH After charge, gain +25% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
Impact Crater | ||
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BATTLE | BATTLE [E/RB]: STAGGERING LEAP affects enemies in a larger area.
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CLASH | CLASH Gain more 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
The Margrave and Rutger are the only tanks in Gigantic. While middling in most stats, the Margrave is clearly best at defense. This can be proven by the staggering amount of 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 that he possesses, as well as his [RMB/LT] HELLBURST ability. Due to them, he is able to withstand or soak countless attacks and counter-attack accordingly with his [LMB/RT] DEMON FIST combo-attack.
Due to his high DPS, and substantial health it can be mistakenly assumed that The Margrave is un-killable, but he can't hold his own for too long without having another attacker behind him to negate the defense of the other team. It would be wise to pair him with Vadasi or Uncle Sven to extend his survivability rate to ridiculous amounts. Simply put – the Margrave is not a lone-DPS type character, and should always be encompassed with allies to be the most effective, unless you want to be a burden on you team, and free points for the enemy.
Tips and Tricks
- Stick with your supports or any other squishy character. You will need to peel enemies off of them, but they can often kill an opponent or help you survive an uneven encounter.
- The Margrave is a tanky initiator with a number of mobility options including a leap and a charging dash. Use this mobility to chase opponents horizontally and vertically and pick a fight on your terms.
- Let your supports know that you don't need help moving vertically (get that Uncle Sven to save his Elastic Ooze for Lord Knossos). Little things like that may mean you have a little less aggro in a teamfight and won't be burst down.
- Use your bulk to block enemies escape routes, especially in tight corridors or limited spaces.
- Even though you can take a ton of damage, you're not invincible, and can very quickly be overwhelmed.
- [RMB/LT] HELLBURST
- Hellburst is a great move to protect weaker allies, as it creates a field that they can fire through (but others can't).
- Hellburst does a ton of damage if you can get near enough to use it. Use it in AoE fields to bounce and direct the damage to the enemies within.
- Jump just before [Q/LB] CHARGE FORTH, as this amounts to "sprinting" through the air.
- [E/RB] STAGGERING LEAP
- Staggering Leap has a huge travel distance, and that's amplified even more when used atop a ledge.
- The Margrave can leap to a lot of secret locations and ledges, which is not only powerful for movement, but for catching the enemy by surprise.
- Use either [E/RB] STAGGERING LEAP or [Q/LB] CHARGE FORTH in each engagement – the other should be saved as an escape move.
Heroes of Gigantic | |
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