Roland
From Gigantic Wiki
Roland is a playable Hero in Gigantic: Rampage Edition. Also known as the Bounty Hunter, he is armed with shotgun and gadgets. He was one of the first heroes revealed with announcement of Gigantic in 2014, but undergone heavy rework and wasn't finished before game's shutdown.
Hero | Lore | Cards | Skins | Responses | Changelogs | Miscellaneous | Gallery |
![](http://static.miraheze.org/gogiganticwiki/thumb/7/78/Hero_art_Roland.png/300px-Hero_art_Roland.png)
Roland |
The bounty hunter |
He was just as hard-hearted before he lost the arm. Now he just has more reach. | |
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 | Ranged DPS |
ARCHETYPE | Shooter |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
Abilities
BLUNDERBUSS LMB / RT
Basic attack | ||
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Base DAMAGE value, per projectile. Against heroes with LIGHT ARMOR: Front: 10 Back: 11 Against heroes with HEAVY ARMOR: Front: 9 Back: 9 ![]() Base RANGE value. ![]() |
Shotgun blast, fires 20 projectiles. |
Shotgun blast, fires 20 projectiles. |
Show/Hide upgrades
Left path Slug Shells
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Trigger Pull | |||
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![]() Replaces blast with accurate shot. Increases damage to
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![]() Increases basic attack speed. Approx. from 1.1s per shot to 0.9s.
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Hot Head Shells | Gas Propelled Shells | Targeting Shell | Flechette Shell | |
![]() Each consecutive hit, deals +3% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() No fall-off
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![]() Deals +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
![]() When all pellets hit, applies BLEED
Deals armor-ignoring damage over time. ![]() ![]() |
Right path Trigger Pull
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Targeting Shell | Flechette Shell |
![]() Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
![]() Deals armor-ignoring damage over time. ![]() ![]() |
ENTANGLING BOLAS RMB / LT
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Default ability COOLDOWN.![]() Base DAMAGE value, on trigger. Against heroes with LIGHT ARMOR: Front: 127 Back: 140 Against heroes with HEAVY ARMOR: Front: 112 Back: 123 ![]() Base TARGET RANGE value; base RADIUS OF IMPACT: 1m. ![]() Default ability DURATION. ![]() |
Shoots a ![]() ![]() ⬩ Maximum amount of active traps 3 ⬩ SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() ![]() |
Shoots a ![]() ![]() ⬩ Maximum amount of active traps 3 ⬩ SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() ![]() |
Show/Hide upgrades
Left path Precision Throw
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Skilled Hunter | |||
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![]() On direct hit, reduces cooldown by 3s.
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![]() Increases trap duration up to
![]() ⬩ On trigger, CRIPPLE Reduces movement speed by 40% and limits jump height. ![]() ![]() | |||
Burning Bolas | Booster Bolas | Trap Engineering | Hunter Killer | |
![]() On direct hit, applies BURN
Deals damage over time. ![]() ![]() |
![]() On direct hit, STUN
Interrupts and prevents skill usage and movement for the duration of the stun. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() |
![]() Increases trap size from 1 to 1.5 m.
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![]() On trigger, deals
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Right path Skilled Hunter
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![]() ![]() ⬩ On trigger, CRIPPLE Reduces movement speed by 40% and limits jump height. ![]() ![]() | |
Trap Engineering | Hunter Killer |
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ATTACK DRONE Q / LB
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Default ability COOLDOWN.![]() Base DAMAGE value, per shot. Against heroes with LIGHT ARMOR: Front: 12 Back: 12 Against heroes with HEAVY ARMOR: Front: 11 Back: 11 ![]() Base RANGE value. ![]() |
Deploys ATTACK DRONE and changes its target. | ATTACK DRONE Shoots every ![]() ⬩ Every 5th hit, deals +35 DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() |
Deploys ATTACK DRONE and changes its target. | |||
ATTACK DRONE Shoots every ![]() ⬩ Every 5th hit, deals +35 DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() |
Show/Hide upgrades
Left path Gatling Drone
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Hardened Plates | |||
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![]() Drone shoots every
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![]() Drone has +450 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. ![]() | |||
Armor Piercing Shots | Conveyor Belt | Efficient Propeller | Defensive Maneuver | |
![]() Every 10th hit, applies CRACKED ARMOR
Reduces armor by 10 and damages enemies over time. ![]() ![]() |
![]() Every 5th hit, WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() ![]() |
![]() Drone attacks 3 enemies near Roland.
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![]() Every 5th hit, gives +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. ![]() ![]() |
Right path Hardened Plates
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![]() Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight. The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green). Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies. Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it. ![]() | |
Efficient Propeller | Defensive Maneuver |
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![]() Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor. ![]() ![]() |
GRAPPLING HOOK E / RB
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Default ability COOLDOWN.![]() Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: 153 Back: 168 Against heroes with HEAVY ARMOR: Front: 135 Back: 148 ![]() Base RANGE value. ![]() |
Rapidly pulls self towards target area. ⬩ On direct hit, INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() ⬩ On miss, activates after ![]() |
Rapidly pulls self towards target area. ⬩ On direct hit, INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() ⬩ On miss, activates after ![]() |
Show/Hide upgrades
Left path Fast Feet
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Electrical Grapple | |||
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![]() Gains +15% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() ![]() |
![]() On direct hit, SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful. ![]() ![]() | |||
Aggressor | Escape Mechanism | Tesla Coil | Big Voltage | |
![]() Gains 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. ![]() ![]() |
![]() CRIPPLE
Reduces movement speed by 40% and limits jump height. ![]() ![]() |
![]() On direct hit, SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful. ![]() ![]() ![]() |
![]() On direct hit reduces cooldown by
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Right path Electrical Grapple
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![]() Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful. ![]() ![]() | |
Tesla Coil | Big Voltage |
![]() Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful. ![]() ![]() ![]() |
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MEGA BLAST F,LMB / LS+RT,RT
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Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: Back: Against heroes with HEAVY ARMOR: Front: Back: ![]() Base RANGE value. ![]() |
Charges for ![]() ⬩ 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. ![]() ⬩ Applies BURN Deals damage over time. ![]() |
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. ![]() ⬩ Blast DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() ⬩ Blast range, ![]() |
Charges for ![]() ⬩ 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. ![]() ⬩ Applies BURN Deals damage over time. ![]() | |||
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. ![]() ⬩ Blast DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() ⬩ Blast range, ![]() |
Show/Hide upgrades
Left path Killer Instinct
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Acrobatics | |||
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![]() ![]() Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() |
![]() 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. ![]() 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. ![]() | |||
Will to Power | Blood hunter | Bolstering Companion | Pain is Power | |
![]() After using
![]() Increases outgoing DAMAGE dealt by skills. ![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
![]() On kill, deals +20% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() ![]() 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. ![]() |
![]() While
![]() 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. ![]() |
![]() Increases +10% 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. ![]() |
Right path Acrobatics
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![]() 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. ![]() 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. ![]() | |
Bolstering Companion | Pain is Power |
![]() ![]() 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. ![]() |
![]() 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. ![]() |
Talents
Spin to Win | |
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Reduces ![]() ![]() CLASH: On direct hit, ![]() 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. ![]() |
Chip Update | |
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![]() CLASH: Each ![]() 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. ![]() |
Extended Cord | |
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Increases ![]() ![]() CLASH: On direct hit, ![]() Increases outgoing DAMAGE dealt by skills. ![]() |
Strategy
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Tips and Tricks
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Heroes of Gigantic | |
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