Ramsay
Ramsay is a playable hero in Gigantic. He is a melee ranged fighter who uses his great mobility and poisoned blade in combat. He was released in July 20, 2017 with official launch of the game.
Hero | Lore | Cards | Skins | Responses | Changelogs | Miscellaneous | Gallery |
Ramsay |
Agile fighter |
Ramsay knew that should his cunning fail him, he could always rely on good old-fashioned violence. | |
HEALTH One full segment of in-game health bar represents 500 health points. 2200 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. 650 | |
ROLE | Melee DPS / Frontline |
ARCHETYPE | Fighter |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
Abilities
CUT 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 of normal attacks; Base RANGE value of DODGE attack: 7m. melee |
[LMB/RT]: Strong deliberate cuts with a blade. DODGE+[LMB/RT]: has longer reach. | |
[LMB/RT]: Strong deliberate cuts with a blade. DODGE+[LMB/RT]: has longer reach. |
Jujumagumbo | Hamstring | |||
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On hit, reduces [E/RB] JUJU FRUIT cooldown by 1s. (Once per swing not per enemy hit)
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DODGE+[LMB/RT]: Inflict SLOW
Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slow. (20%, 1s) | |||
Open Wounds | Critical Condition | Dead Weight | Lash Out | |
Hits inflict BLEED
Deals armor-ignoring damage over time.bleed. (3s) Bleed stacks up to 5 times. (5 to 25 dmg/s) |
Hitting a poisoned target doubles your 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.crit chance gain. |
DODGE + [LMB/RT]: Doubles SLOW
Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slow effectiveness. (40%) |
DODGE + [LMB/RT]: Hits reduce [RMB/LT] RUSH cooldown by 1s.
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Hamstring | |
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DODGE+[LMB/RT]: Inflict SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slow. (20%, 1s) | |
Dead Weight | Lash Out |
DODGE + [LMB/RT]: Doubles SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slow effectiveness. (40%) |
DODGE + [LMB/RT]: Hits reduce [RMB/LT] RUSH cooldown by 1s.
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RUSH RMB / LT
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Default ability COOLDOWN. 6s Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? 155 Base RANGE value. melee |
Dash attack in the direction you are moving. DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.Damages enemies around you and counts as a 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. | |
Dash attack in the direction you are moving. DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.Damages enemies around you and counts as a 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. |
Bouncing Around | Watch Your Step | |||
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On first [LMB/RT] CUT hit, reduces [RMB/LT] RUSH cooldown by 2s.
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Leaves caltrops behind that inflict SLOW
Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slow. (1s) | |||
Counterplay | Low Blow | Have a Good Trop | See You Next Fall | |
INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.Cancels enemies (INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.interrupts). |
Hitting in the side/back CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.cracks armor. (-10 armor, 3s) |
Caltrop duration increased by 2s.
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Caltrops apply CRIPPLE
Reduces movement speed by 40% and limits jump height.cripple. (2s) |
Watch Your Step | |
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Leaves caltrops behind that inflict SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slow. (1s) | |
Have a Good Trop | See You Next Fall |
Caltrop duration increased by 2s.
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Caltrops apply CRIPPLE Reduces movement speed by 40% and limits jump height.cripple. (2s) |
FLURRY Q / LB
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Default ability COOLDOWN. 10s Base DAMAGE value, per hit. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? 35 Base RANGE value. melee |
A series of 8 quick attacks that DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damages enemies in front of you. -20% 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.move speed during attack. | |
A series of 8 quick attacks that DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damages enemies in front of you. -20% 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.move speed during attack. |
Whippersnapper | Whip Around | |||
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Perform a powerful final strike. (250 damage)
[Q/LB] AGAIN: Perform the final strike early. |
DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.Deflects projectiles and hits enemies around you, but deals reduced damage. (-20 per hit) | |||
Whiplash | Breaking Point | Impress | Strong Stance | |
Final strike DAZE
Interrupts and prevents skill usage for the duration of the daze.dazes enemies. |
Final strike inflicts BROKEN ARMOR
Reduces armor by 25 and damages enemies over time.breaks armor. (3s) |
Applies WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakness to all enemies hit. (-25% damage, 3s) |
INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.Immune to disruption while performing FLURRY. (STUN Interrupts and prevents skill usage and movement for the duration of the stun.Stun, LAUNCH Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.launch, INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.interrupt, DAZE Interrupts and prevents skill usage for the duration of the daze.daze, PULL 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.pull) |
Whip Around | |
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DEFLECTION Deflects incoming projectiles away in random directions from the source of deflection.Deflects projectiles and hits enemies around you, but deals reduced damage. (-20 per hit) | |
Impress | Strong Stance |
Applies WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakness to all enemies hit. (-25% damage, 3s) |
INVULNERABILITY Negates all incoming DAMAGE and prevents the application of debuffs.Immune to disruption while performing FLURRY. (STUN Interrupts and prevents skill usage and movement for the duration of the stun.Stun, LAUNCH Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.launch, INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.interrupt, DAZE Interrupts and prevents skill usage for the duration of the daze.daze, PULL 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.pull) |
JUJU FRUIT E / RB
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Default ability COOLDOWN. 15s POISON Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%. 50 dmg/s |
Coats your blade with poison. (5s) Next attack applies POISON Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%.poison. (50 dmg/s, 3s, -50% healing) | |
Coats your blade with poison. (5s) Next attack applies POISON Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%.poison. (50 dmg/s, 3s, -50% healing) |
Fruit Sugar | Lasting Effects | |||
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On use, gain 15 STAMINA
Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina. |
Poison duration increased by 3s but damage is reduced by half.
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Blood Sugar | A Juju Fruit a Day | Out of Juice | Smear | |
On use, gain 30 STAMINA
Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina. |
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).Purifies debuffs. |
Inflicts POISON
Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%.heavy poison. (-75% healing) |
With poison coating, your next hit will inflict CURSE
Removes buffs and prevents any buffs from being applied to affected targets. Can be CLEANSED.curse. (Removes buffs) |
Lasting Effects | |
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Poison duration increased by 3s but damage is reduced by half.
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Out of Juice | Smear |
Inflicts POISON Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%.heavy poison. (-75% healing) |
With poison coating, your next hit will inflict CURSE Removes buffs and prevents any buffs from being applied to affected targets. Can be CLEANSED.curse. (Removes buffs) |
FRUIT PUNCH F,LMB / LS+RT,RT
Focus ability | |||
RADIUS of impact. 5.5m POISON Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%. 50/75/100 dmg/s |
Shower the nearby area with poison fruit. Inflicts POISON Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%.poison and obscures enemy vision. (50/75/100 dmg/s, 4s duration) |
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.focus point increases: ⬩ POISON Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%.Poison damage per second. (50/75/100) | |
Shower the nearby area with poison fruit. Inflicts POISON Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%.poison and obscures enemy vision. (50/75/100 dmg/s, 4s duration) | |||
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.focus point increases: ⬩ POISON Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%.Poison damage per second. (50/75/100) |
Endurance | Tactical Awareness | |||
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+25% maximum STAMINA
Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina. |
+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. | |||
Skirmishing | Acrobatics | En Garde | Will to Power | |
Faster STAMINA
Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina regen while 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.in combat. Out of combat health regen starts 2s sooner. |
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.Dodging costs 20% less STAMINA Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina. |
+20% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction while attacking. |
[F/LS+RT],[LMB/RT]: +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage and +10% front DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction after using FOCUS. (Lasts until you die) |
Tactical Awareness | |
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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. | |
En Garde | Will to Power |
+20% front DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction while attacking. |
[F/LS+RT],[LMB/RT]: +10% DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage and +10% front DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction after using FOCUS. (Lasts until you die) |
Talents
Adrenaline | |
[RMB/LT]: RUSH gives you 10 STAMINA Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina. CLASH: Gives you 100% 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.crit chance. |
Can't Touch This | |
[Q/RB]: FLURRY duration is doubled. (2s) CLASH: Gain double 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 from [Q/RB] FLURRY attacks. |
Poison Coat | |
[E/RB]: JUJU FRUIT Inflicting POISON Reduces incoming HEALING by 50% and damages targets over time. HEAVY POISON reduces healing by 75%.poison no longer removes [E/RB] JUJU FRUIT. CLASH: Reduces cooldown by 5s. |
Strategy
Ramsay, with his cocky attitude and big ego, is an assassin-type character with a unique skill set. His debuffs focus on POISON
Reduces incoming HEALING by 50% and damages targets over time.
HEAVY POISON reduces healing by 75%.poison, CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.cracked armor, and BLEED
Deals armor-ignoring damage over time.bleed or SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slow which are each deadly in their own way, but when combined the wielder of these has the possibility to be unstoppable.
His ability [RMB/LT] RUSH, at first glance, may seem like a unnecessary skill but with Ramsay's play style it is truly an invaluable skill. Ramsay is used to killing and 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 oncoming attacks, but with a limited STAMINA
Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
By default all heroes have 100 points of stamina.
While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar).
Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina that's not possible unless the skill wasn't performed. It is essential to keep watch on Ramsay's stamina along with Rush to effectively play as Ramsay, because without either you might as well be free points for the enemy.
Tips and Tricks
- Ramsay's jump attack is an excellent way of engaging, as it helps cover a large distance, especially from high points on a map.
- [Q/RB] FLURRY does good damage, but any of your 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.dodges will cancel it. Make sure to use it when you can safely get the full cast off without dodging. - Ramsay's 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 attack covers an exceptionally long range, and can be used to kite opponents following you or to safely poke an enemy.
Heroes of Gigantic | |
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