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 |
![](http://static.miraheze.org/gogiganticwiki/e/e6/Hero_render_Pakko_small.png)
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. ![]() 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 / Support |
ARCHETYPE | Bruiser / Control |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
Abilities
FROSTY SWIPES LMB / RT
Basic attack | ||
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Base DAMAGE value, per hit. Against heroes with LIGHT ARMOR: Front: 102 Back: 112 Against heroes with HEAVY ARMOR: Front: 90 Back: 99 ![]() Base RANGE value. ![]() |
4-hit melee attack combo. |
4-hit melee attack combo. |
Left path Defensive Swings
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Cold Kit Combo | |||
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![]() 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. ![]() ![]() 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. ![]() |
![]() After using any other skill, the first hit of
![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() | |||
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. ![]() ![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() ![]() |
![]() Hitting FREEZE
Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() ![]() |
![]() After using any other skill, the first hit of
![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() |
![]() After using any other skill, the first hit of
![]() Reduces armor by 10 and damages enemies over time. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() 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 Cold Kit Combo
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![]() ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() | |
Extra Sauce | Ice Breaker |
![]() ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() |
![]() ![]() Reduces armor by 10 and damages enemies over time. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() 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. ![]() |
SNOWBALL TOSS RMB / LT
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Default ability COOLDOWN.![]() 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 ![]() Base RANGE value. ![]() FREEZE Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() |
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. ![]() ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() 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. ![]() |
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. ![]() ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() 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. ![]() |
Left path Stick it to 'Em
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Size Matters | |||
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![]() Direct hits stick to enemies, deal +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() At full charge,
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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. ![]() |
![]() Direct hits FREEZE
Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() |
![]() At full charge, DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() At full charge, cooldown is reduced by 1s for each enemy hit.
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Right path Size Matters
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Let's Chill Together | Group Benefits |
![]() Increases outgoing DAMAGE dealt by skills. ![]() |
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SLIP AND SLIDE Q / LB
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Default ability COOLDOWN.![]() Base DAMAGE value, of uppercut. Against heroes with LIGHT ARMOR: Front: 170 Back: 187 Against heroes with HEAVY ARMOR: Front: 150 Back: 165 ![]() Base RANGE value of the uppercut. ![]() |
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. ![]() ![]() |
UPPERCUT [Q/LB],[Q/LB]: Perform an uppercut that 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. ![]() |
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. ![]() ![]() | |||
UPPERCUT [Q/LB],[Q/LB]: Perform an uppercut that 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. ![]() |
Left path Safety First
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Snow Bowling | |||
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![]() While using
![]() Provides HEALTH every second. The amount is determined by the skills applying it. ![]() |
![]() 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. ![]() [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. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() Knocks enemies back. This does not stop them from using skills. ![]() | |||
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. ![]() ![]() |
![]() While using
![]() 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. ![]() Negates all incoming DAMAGE and prevents the application of debuffs. ![]() Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() Reduces movement speed by 40% and limits jump height. ![]() Interrupts any skills currently in use and prevents movement. Enemies can still use skills while immobilized. ![]() |
![]() [Q/LB],[Q/LB]: Explosion DAZE
Interrupts and prevents skill usage for the duration of the daze. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() |
![]() [Q/LB],[Q/LB]: Explosion WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() ![]() |
Right path Snow Bowling
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![]() 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. ![]() [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. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() Knocks enemies back. This does not stop them from using skills. ![]() | |
Forceful Impact | Play Nice |
![]() Interrupts and prevents skill usage for the duration of the daze. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() |
![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() ![]() |
FROST PATH E / RB
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Default ability COOLDOWN.![]() Base RANGE value. ![]() FREEZE Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() |
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. ![]() ![]() You and your allies gain a +40% SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it. ![]() Every buff Pakko gets from ![]() ![]() |
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. ![]() ![]() You and your allies gain a +40% SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it. ![]() Every buff Pakko gets from ![]() ![]() |
Left path Extended Path
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Frostbite | |||
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![]() FREEZE
Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() After ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() | |||
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. ![]() ![]() 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. ![]() |
![]() You and your allies gain +15% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
![]() FREEZE
Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() |
![]() While an enemy is on
![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
Right path Frostbite
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![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() After ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() | |
Flash Freeze | Redistribution of Health |
![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() |
![]() ![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
BREATH OF FRIGID AIR F,LMB / LS+RT,RT
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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 ![]() Base RANGE value. ![]() FREEZE Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() |
Upon activation, begin winding up, SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() Interrupts and prevents skill usage for the duration of the daze. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() Absorbs 85% of all incoming DAMAGE until it's destroyed (when it's tied to HEALTH). ![]() ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Upon activation, begin winding up, SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() Interrupts and prevents skill usage for the duration of the daze. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() Absorbs 85% of all incoming DAMAGE until it's destroyed (when it's tied to HEALTH). ![]() ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Left path Tactical Awareness
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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. ![]() +10% DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() |
![]() Once every
![]() 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. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() | |||
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. ![]() Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds). ![]() ![]() |
![]() Gain 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. ![]() Recover from DAZE Interrupts and prevents skill usage for the duration of the daze. ![]() |
![]() Gain 25% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() Gain 50% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() ![]() |
![]() After using
![]() Provides HEALTH every second. The amount is determined by the skills applying it. ![]() ![]() |
Right path Frozen Focus
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![]() ![]() 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. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() | |
Hardy | Feeling Better |
![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() Gain 50% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() ![]() |
![]() ![]() Provides HEALTH every second. The amount is determined by the skills applying it. ![]() ![]() |
Talents
Fastball | |
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![]() ![]() 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. ![]() |
Let it slide | |
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![]() ![]() 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. ![]() ![]() |
Lingering Effects | |
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![]() Increases the speed of hero by a percent determined by the skill applying it. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() CLASH: SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() ![]() |
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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