Pakko

From Gigantic Wiki

Pakko is a playable Hero in Gigantic. The Frost Titan, he is a melee ranged fighter with some crowd control abilities. He was released January 19, 2017 with Exile in the North update during closed Beta of the game.

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Pakko
Playful giant
Pakko was surprised to learn that joy cannot always be shared. What is delightful to friends may be frightful to foes.
HEALTH
One full segment of in-game health bar represents 500 health points.
2600
     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 Frontline / Support
ARCHETYPE Bruiser / Control
OFFENSE
DEFENSE
MOBILITY
UTILITY

Abilities

FROSTY SWIPES
LMB / RT
Basic attack
Base DAMAGE value, per hit.
Against heroes with LIGHT ARMOR:
Front: 102
Back: 112
Against heroes with HEAVY ARMOR:
Front: 90
Back: 99
 120

Base RANGE value. Melee
4-hit melee attack combo.
4-hit melee attack combo.
Show/Hide upgrades
Left path
Defensive Swings
Cold Kit Combo
On hit, 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
. (3s, refreshes on hit, maximum +20 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 any other skill, the first hit of FROSTY SWIPES deals +50% DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
. (Within 3s)
Cold and Frail Cold Remedy Extra Sauce Ice Breaker
Hitting FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
frozen
enemies with FROSTY SWIPES WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakens
them. (-25% damage, 2s)
Hitting FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
frozen
enemies with FROSTY SWIPES HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
heals
you. (40 HP/s, 1s, stacks at 100% with other sources of healing)
After using any other skill, the first hit of FROSTY SWIPES deals +100% DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
against FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
frozen
enemies.
After using any other skill, the first hit of FROSTY SWIPES CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracks armor
against FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
frozen
enemies. (10 dmg/s, 3s, -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.
armor
)
Right path
Cold Kit Combo
After using any other skill, the first hit of FROSTY SWIPES deals +50% DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
. (Within 3s)
Extra Sauce Ice Breaker
After using any other skill, the first hit of FROSTY SWIPES deals +100% DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
against FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
frozen
enemies.
After using any other skill, the first hit of FROSTY SWIPES CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracks armor
against FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
frozen
enemies. (10 dmg/s, 3s, -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.
armor
)
SNOWBALL TOSS
RMB / LT
Default ability COOLDOWN. 18s
Base DAMAGE value, snowball impact+explosion, across 3 charge levels.
Against heroes with LIGHT ARMOR:
Front: 63+85/106+127/148+170
Back: 70+93/116+140/163+187
Against heroes with HEAVY ARMOR:
Front: 56+75/93+112/131+150
Back: 61+82/103+123/144+165
 75+100/125+150/175+200

Base RANGE value. 35m
FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
50 dmg/s
Throw a gravity-affected snowball that explodes 1s after hitting the ground.
Inflicts STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stun
for 1s and FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freeze
for 2s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
HOLD [RMB/LT] to charge. Charge increases explosion radius (2m/2.5m/3m) and DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
Throw a gravity-affected snowball that explodes 1s after hitting the ground.
Inflicts STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stun
for 1s and FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freeze
for 2s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
HOLD [RMB/LT] to charge. Charge increases explosion radius (2m/2.5m/3m) and DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
Show/Hide upgrades
Left path
Stick it to 'Em
Size Matters
Direct hits stick to enemies, deal +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
upon impact, and explode twice as fast.
At full charge, SNOWBALL TOSS affects a bigger radius. (4.5m)
Shattered Ice Ball Let's Chill Together Group Benefits
Direct hits explode immediately on impact and give 3x the 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
.
Direct hits FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freeze
enemies for
4s on explosion.
At full charge, DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
is increased for each enemy hit. (+60 per enemy, maximum: +120)
At full charge, cooldown is reduced by 1s for each enemy hit.
Right path
Size Matters
At full charge, SNOWBALL TOSS affects a bigger radius. (4.5m)
Let's Chill Together Group Benefits
At full charge, DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
is increased for each enemy hit. (+60 per enemy, maximum: +120)
At full charge, cooldown is reduced by 1s for each enemy hit.
SLIP AND SLIDE
Q / LB
Default ability COOLDOWN. 11s
Base DAMAGE value, of uppercut.
Against heroes with LIGHT ARMOR:
Front: 170
Back: 187
Against heroes with HEAVY ARMOR:
Front: 150
Back: 165
 200

Base RANGE value of the uppercut. Melee
Slide along the ground with increased 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.
speed
(+27%) for up to 3s.
UPPERCUT
[Q/LB],[Q/LB]: Perform an uppercut that PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
enemies (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Slide along the ground with increased 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.
speed
(+27%) for up to 3s.
UPPERCUT
[Q/LB],[Q/LB]: Perform an uppercut that PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
enemies (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Show/Hide upgrades
Left path
Safety First
Snow Bowling
While using SLIP AND SLIDE, gain HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.
health
over time. (60 HP/s)
Roll forward in a snowball. No longer grants increased 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.
speed
.
[Q/LB],[Q/LB]: Explode, dealing 200 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freezing
foes for 2s in a 3m radius around you. No longer PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
.
Stay Healthy Uninhibited Forceful Impact Play Nice
[Q/LB],[Q/LB]: Hitting an enemy with the uppercut increases and extends the HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.
health
gain. (100 HP/s, 2s)
While using SLIP AND SLIDE, gain +25 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
and become INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
immune
to SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slow
, CRIPPLE
Reduces movement speed by 40% and limits jump height.
cripple
, and IMMOBILIZE
Interrupts any skills currently in use and prevents movement. Enemies can still use skills while immobilized.
immobilize
.
[Q/LB],[Q/LB]: Explosion DAZE
Interrupts and prevents skill usage for the duration of the daze.
dazes
enemies on hit for 1s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
[Q/LB],[Q/LB]: Explosion WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakens
enemies on hit. (-25% damage, 3s)
Right path
Snow Bowling
Roll forward in a snowball. No longer grants increased 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.
speed
.
[Q/LB],[Q/LB]: Explode, dealing 200 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freezing
foes for 2s in a 3m radius around you. No longer PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
.
Forceful Impact Play Nice
[Q/LB],[Q/LB]: Explosion DAZE
Interrupts and prevents skill usage for the duration of the daze.
dazes
enemies on hit for 1s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
[Q/LB],[Q/LB]: Explosion WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakens
enemies on hit. (-25% damage, 3s)
FROST PATH
E / RB
Default ability COOLDOWN. 13s
Base RANGE value. 12m
FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
50 dmg/s
Create a path in front of you that inflicts FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freeze
to enemies for 2s.
You and your allies gain a +40% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
while on the path.
Every buff Pakko gets from FROST PATH is given to him for 5s upon using the skill and persists after leaving the path, including those gained from upgrades.
Create a path in front of you that inflicts FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freeze
to enemies for 2s.
You and your allies gain a +40% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
while on the path.
Every buff Pakko gets from FROST PATH is given to him for 5s upon using the skill and persists after leaving the path, including those gained from upgrades.
Show/Hide upgrades
Left path
Extended Path
Frostbite
FROST PATH extends further. (16m)
FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
Freeze
strength is intensified over time.
After FROST PATH path has been active for 1s, it instead applies FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
deep freeze
. After 2s, it applies FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
full freeze
.
A Slippery Slope Path of Destruction Flash Freeze Redistribution of Health
You and your allies move even faster SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
faster
while on FROST PATH. (+80% 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.
speed
).
You and your allies gain +15% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
while on FROST PATH.
FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
Freeze
strength intensifies faster. After FROST PATH path has been active for 0.75s, it instead applies FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
deep freeze
. After 1.5s, it applies FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
full freeze
.
While an enemy is on FROST PATH, you are HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healed
for 75 HP/s.
Right path
Frostbite
FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
Freeze
strength is intensified over time.
After FROST PATH path has been active for 1s, it instead applies FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
deep freeze
. After 2s, it applies FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
full freeze
.
Flash Freeze Redistribution of Health
FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
Freeze
strength intensifies faster. After FROST PATH path has been active for 0.75s, it instead applies FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
deep freeze
. After 1.5s, it applies FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
full freeze
.
While an enemy is on FROST PATH, you are HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healed
for 75 HP/s.
BREATH OF FRIGID AIR
F,LMB / LS+RT,RT
 Focus ability
Base DAMAGE value, per tick (11 ticks/1.3s), on breath; base DAMAGE value on breaking snowmen: 300/400/500.
Against heroes with LIGHT ARMOR:
Front:
132(12 per tick)+255
187(17 per tick)+340
232(21 per tick)+425
Back:
132(12 per tick)+255
187(17 per tick)+340
232(21 per tick)+425
Against heroes with HEAVY ARMOR:
Front:
121(11 per tick)+225
165(15 per tick)+300
198(18 per tick)+375
Back:
121(11 per tick)+225
165(15 per tick)+300
198(18 per tick)+375
 14.5/20.5/25.5

Base RANGE value. 10m
FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
50 dmg/s
Upon activation, begin winding up, SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
major slowing
yourself. During wind-up, damage and inflict FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
full freeze
(2s) to enemies in a cone. After 1.3s of winding up, DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
enemies within the cone for 0.5s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
) and turn them into snowmen (giving them a SHIELD
Absorbs 85% of all incoming DAMAGE until it's destroyed (when it's tied to HEALTH).
shield
, making them immobile and unable to use skills for 4s). Breaking the shield deals DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and thaws enemies out early.
Upon activation, begin winding up, SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
major slowing
yourself. During wind-up, damage and inflict FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
full freeze
(2s) to enemies in a cone. After 1.3s of winding up, DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
enemies within the cone for 0.5s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
) and turn them into snowmen (giving them a SHIELD
Absorbs 85% of all incoming DAMAGE until it's destroyed (when it's tied to HEALTH).
shield
, making them immobile and unable to use skills for 4s). Breaking the shield deals DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and thaws enemies out early.
Show/Hide upgrades
Left path
Tactical Awareness
Frozen Focus
+10% back DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
.
+10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
from 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.
behind
.
Once every 5s, gain +4% 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
whenever you FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freeze
an enemy.
Pure Escapism Bloody Minded Hardy Feeling Better
When you DODGE
Gives character a chance to completely avoid incoming attack and gain invulnerability for a brief moment (does not apply to damage from ground effects or debuffs).
One dodge always costs 25 points of STAMINA. When stamina bar reaches 0, hero still can dodge, but will lost chance to gain invulnerability.
Melee Heroes also gain a special attack by using their primary attack after dodging at the cost of additional stamina, but charging forward and deal damage.
dodge
, CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
purify
yourself. (Once every 20s)
Gain 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.
Gain 25% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
degen resistance
.
Gain 50% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
degen resistance
after using BREATH OF FRIGID AIR. (Lasts until you die)
After using BREATH OF FRIGID AIR, gain HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.
health
over time. (150 HP/s, 3s)
Right path
Frozen Focus
Once every 5s, gain +4% 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
whenever you FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freeze
an enemy.
Hardy Feeling Better
Gain 25% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
degen resistance
.
Gain 50% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
degen resistance
after using BREATH OF FRIGID AIR. (Lasts until you die)
After using BREATH OF FRIGID AIR, gain HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.
health
over time. (150 HP/s, 3s)

Talents

Fastball
SNOWBALL TOSS travels faster and further. (48m)

CLASH: With full 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
, cooldown is reduced by 8s.
Let it slide
SLIP AND SLIDE can slide for 5s.

CLASH: Gain 1.2% 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
while using SLIP AND SLIDE.
Lingering Effects
FROST PATH SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
and FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freeze
duration increased to 6s.

CLASH: SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
Speed boost
and FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freeze
duration increased to 7s.

Strategy

This section needs some improvements.
You can help the Gigantic Wiki by expanding it.

Pakko, is an extremely fun character to play with, and an attitude to match. He is an easy to use 'playful giant' preferring to fight with his hands while occasionally throwing snowballs, freezing the ground, and rolling into enemies. Keep in mind that Pakko is more of a 'support type' role, and not a full on 'tank' or 'melee' character.

To adopt a more 'support' role one should keep in mind that sticking with your allies is the best way to go. Pakko can handle himself quite well on his own, but mostly relies on his abilities to finish off enemies, and that is dangerous in its own way. Make sure to save at least one of his escape abilities and to watch his stamina bar because if caught without one or the other, it'll be difficult to get out of dangerous enocounters.

Tips and Tricks

  • Pakko can do pretty well on his own, but he really excels when he fights with an ally or two (or three, or four) at his side. Travel with a damage dealer to help you clean up kills after initiating, or stick close to a support hero to keep you alive in the middle of a big fight.[1]
  • [RMB/LT] SNOWBALL TOSS skill gives Pakko the unique ability to initiate a fight from long range. You can use this to your advantage by staying healthy and landing a snowball toss to soften up your enemies before you dive in.[1]
  • [E/RB]: FROST PATH skill can combo with [Q/LB] SLIP AND SLIDE skill to get into or out of a fight very quickly. Be careful though, because using all your skills all at once can leave you vulnerable to getting picked off, especially from ranged fire; Pakko is a big target![1]
  • Pakko’s 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
    , BREATH OF FRIGID AIR, can be used in multiple ways. Turning enemies into snowmen means they’re unable to move or use skills for the duration. If you do enough damage to them while they are snowmen, they will take more damage, but will also will be broken out of their snowman form and able to fight back. So think carefully about whether you want to use his focus for offense or defense.[1]

References