Pakko
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.
Hero | Lore | Cards | Skins | Responses | Changelogs | Miscellaneous | Gallery |
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 | |
ARCHETYPE | / Control |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
[[Category:]][[Category:]]
Abilities
FROSTY SWIPES LMB / RT
Basic attack | ||
Base DAMAGE value, per hit. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? 120 Base RANGE value. melee |
Melee attack combo | |
Melee attack combo |
Defensive Swings | Cold Kit Combo | |||
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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.armor for each successful hit. (3s duration, maximum +20 armor) |
After using any other skill, the first hit 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 frozen enemies WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakens them. (-25% damage, 2s) |
Hitting frozen enemies HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.heals you. (40 HP/s, stacks at 100% with other heals) |
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 frozen enemies. |
CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.Cracks armor against frozen enemies. (-10 armor, 3s) |
Cold Kit Combo | |
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After using any other skill, the first hit 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 |
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 frozen enemies. |
CRACKED ARMOR Reduces armor by 10 and damages enemies over time.Cracks armor against frozen enemies. (-10 armor, 3s) |
SNOWBALL TOSS RMB / LT
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Default ability COOLDOWN. 18s Base DAMAGE value, on snowball impact, across 3 charge levels. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? 75/125/175 Base RANGE value. 60m FREEZE Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. 50 dmg/s |
Throw snowball that explodes upon hitting the ground. Inflicts STUN Interrupts and prevents skill usage and movement for the duration of the stun.stun (1s) and FREEZE Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.freeze (2s). HOLD [RMB/LT] to charge. | |
Throw snowball that explodes upon hitting the ground. Inflicts STUN Interrupts and prevents skill usage and movement for the duration of the stun.stun (1s) and FREEZE Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.freeze (2s). HOLD [RMB/LT] to charge. |
Stick it to 'Em | Size Matters | |||
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Direct hits stick to enemies, deal +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage upon impact, and explode twice as fast. |
If fully charged, affects a bigger radius.
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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 longer on explosion. (4s) |
If fully charged, DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage is increased for each enemy hit. (+60 per enemy, maximum: +120) |
If fully charged, cooldown is reduced by 1s for each enemy hit.
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Size Matters | |
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If fully charged, affects a bigger radius.
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Let's Chill Together | Group Benefits |
If fully charged, DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage is increased for each enemy hit. (+60 per enemy, maximum: +120) |
If fully charged, cooldown is reduced by 1s for each enemy hit.
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SLIP AND SLIDE Q / LB
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Default ability COOLDOWN. 11s Base DAMAGE value, of uppercut. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? 200 Base RANGE value of attack. melee |
[Q/LB]: Slide along the ground. [Q/LB],[Q/LB]: Perform melee hit that PUSH Knocks enemies back. This does not stop them from using skills.pushes enemies. | |
[Q/LB]: Slide along the ground. [Q/LB],[Q/LB]: Perform melee hit that PUSH Knocks enemies back. This does not stop them from using skills.pushes enemies. |
Safety First | Snow Bowling | |||
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While sliding, 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.
[Q/LB] AGAIN: explode, deal area damage and FREEZE Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.freeze foes. (2s) Reduced speed. No longer pushes. | |||
Stay Healthy | Uninhibited | Forceful Impact | Play Nice | |
Hitting an enemy 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) |
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 while sliding. |
[Q/LB],[Q/LB]: DAZE
Interrupts and prevents skill usage for the duration of the daze.Dazes enemies on hit. |
[Q/LB],[Q/LB]: WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.Weakens enemies on hit. (-25% damage, 3s) |
Snow Bowling | |
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Roll forward in a snowball. [Q/LB] AGAIN: explode, deal area damage and FREEZE Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.freeze foes. (2s) Reduced speed. No longer pushes. | |
Forceful Impact | Play Nice |
[Q/LB],[Q/LB]: DAZE Interrupts and prevents skill usage for the duration of the daze.Dazes enemies on hit. |
[Q/LB],[Q/LB]: 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
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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. Grants SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it.speed boost to allies. | |
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. Grants SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it.speed boost to allies. |
Extended Path | Frostbite | |||
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Path extends further.
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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. | |||
A Slippery Slope | Path of Destruction | Flash Freeze | Redistribution of Health | |
You and your allies move SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.faster when on the path. |
You and your allies gain +15% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage when on the path. |
Frostbite happens faster.
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If an enemy is on your path, you are HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.healed for 75 HP/s. |
Frostbite | |
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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. | |
Flash Freeze | Redistribution of Health |
Frostbite happens faster.
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If an enemy is on your 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 second, on breath; base DAMAGE value on breaking snowmen: 300/400/500. Against heroes with LIGHT ARMOR: Front: Back: Against heroes with HEAVY ARMOR: Front: Back: 106/141/176 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 |
Inflicts FREEZE Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.full freeze. On end, turns enemies into snowmen for 4s. Breaking them deals damage (300/400/500). | |
Inflicts FREEZE Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.full freeze. On end, turns enemies into snowmen for 4s. Breaking them deals damage (300/400/500). |
Tactical Awareness | Frozen Focus | |||
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+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. |
Gain additional 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 an enemy. (Once every 5s) | |||
Pure Escapism | Bloody Minded | Hardy | Feeling Better | |
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).Lose debuffs 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. (Once every 20s) |
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. |
25% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.degen resistance. [F/LS+RT],[LMB/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) |
[F/LS+RT],[LMB/RT]: While using FOCUS, gain HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.health over time. (150 HP/s) |
Frozen Focus | |
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Gain additional 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 an enemy. (Once every 5s) | |
Hardy | Feeling Better |
25% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.degen resistance. [F/LS+RT],[LMB/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) |
[F/LS+RT],[LMB/RT]: While using FOCUS, gain HEALTH REGENERATION Provides HEALTH every second. The amount is determined by the skills applying it.health over time. (150 HP/s) |
Talents
Fastball | ||
BATTLE | BATTLE [RMB/LT]: SNOWBALL TOSS travels faster and further.
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CLASH | 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 | ||
BATTLE | BATTLE [Q/LB]: SLIP AND SLIDE can slide longer before attacking.
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CLASH | CLASH Gain 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 sliding. |
Lingering Effects | ||
BATTLE | BATTLE [E/RB]: 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 last an extra 1s. | |
CLASH | CLASH Extra duration increased to 2s.
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Strategy
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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
Heroes of Gigantic | |
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