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.

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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.
1750
     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.
ROLE Ranged DPS
ARCHETYPE Shooter
OFFENSE
DEFENSE
MOBILITY
UTILITY

Abilities

BLUNDERBUSS
LMB / RT
Basic attack
Base DAMAGE value, per projectile.
Against heroes with LIGHT ARMOR:
Front: 10
Back: 11
Against heroes with HEAVY ARMOR:
Front: 9
Back: 9
 12

Base RANGE value. 30m
Shotgun blast, fires 20 projectiles.
Shotgun blast, fires 20 projectiles.
Show/Hide upgrades
Left path
Slug Shells
Trigger Pull
Replaces blast with accurate shot. Increases damage to 250 per/shot and firing distance up to 50m.
Increases basic attack speed. Approx. from 1.1s per shot to 0.9s.
Hot Head Shells Gas Propelled Shells Targeting Shell Flechette Shell
Each consecutive hit, deals +3% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
, till miss. Stacks x4.
No fall-off damage. Gains +30% bullet speed.
Deals +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
to drone targets from the last 2s.
When all pellets hit, applies BLEED
Deals armor-ignoring damage over time.
bleed
30dmg/s for 3s.
Right path
Trigger Pull
Increases basic attack speed. Approx. from 1.1s per shot to 0.9s.
Targeting Shell Flechette Shell
Deals +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
to drone targets from the last 2s.
When all pellets hit, applies BLEED
Deals armor-ignoring damage over time.
bleed
30dmg/s for 3s.
ENTANGLING BOLAS
RMB / LT
Default ability COOLDOWN. 10s
Base DAMAGE value, on trigger.
Against heroes with LIGHT ARMOR:
Front: 127
Back: 140
Against heroes with HEAVY ARMOR:
Front: 112
Back: 123
 150

Base TARGET RANGE value; base RADIUS OF IMPACT: 1m. 40m
Default ability DURATION. 45s
Shoots a 1m radius trap that can trigger after 0.5s and lasts for 45s.
⬩ Maximum amount of active traps 3
⬩ SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
Slows
enemies, -20% move speed for 4s.
Shoots a 1m radius trap that can trigger after 0.5s and lasts for 45s.
⬩ Maximum amount of active traps 3
⬩ SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
Slows
enemies, -20% move speed for 4s.
Show/Hide upgrades
Left path
Precision Throw
Skilled Hunter
On direct hit, reduces cooldown by 3s.
Increases trap duration up to 135s.
⬩ On trigger, CRIPPLE
Reduces movement speed by 40% and limits jump height.
cripples
enemy for 4s.
Burning Bolas Booster Bolas Trap Engineering Hunter Killer
On direct hit, applies BURN
Deals damage over time.
burn
, 120dmg/s for 3s.
On direct hit, STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stuns
enemies for 0.85s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Increases trap size from 1 to 1.5 m.
On trigger, deals 250 dmg and reduces cooldown by 3s.
Right path
Skilled Hunter
Increases trap duration up to 135s.
⬩ On trigger, CRIPPLE
Reduces movement speed by 40% and limits jump height.
cripples
enemy for 4s.
Trap Engineering Hunter Killer
Increases trap size from 1 to 1.5 m.
On trigger, deals 250 dmg and reduces cooldown by 3s.
ATTACK DRONE
Q / LB
Default ability COOLDOWN. 30s
Base DAMAGE value, per shot.
Against heroes with LIGHT ARMOR:
Front: 12
Back: 12
Against heroes with HEAVY ARMOR:
Front: 11
Back: 11
 15

Base RANGE value. 10m
Deploys ATTACK DRONE and changes its target. ATTACK DRONE
Shoots every 0.5s enemies near Roland.
⬩ Every 5th hit, deals +35 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
Deploys ATTACK DRONE and changes its target.
ATTACK DRONE
Shoots every 0.5s enemies near Roland.
⬩ Every 5th hit, deals +35 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
Show/Hide upgrades
Left path
Gatling Drone
Hardened Plates
Drone shoots every 0.33s.
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.
health
.
Armor Piercing Shots Conveyor Belt Efficient Propeller Defensive Maneuver
Every 10th hit, applies CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracked armor
, -10 armor and 10dmg/s for 1.5s.
Every 5th hit, WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakens
enemies, -25% damage for 3s.
Drone attacks 3 enemies near Roland.
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.
armor
to allies and Roland for 5s.
Right path
Hardened Plates
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.
health
.
Efficient Propeller Defensive Maneuver
Drone attacks 3 enemies near Roland.
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.
armor
to allies and Roland for 5s.
GRAPPLING HOOK
E / RB
Default ability COOLDOWN. 15s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: 153
Back: 168
Against heroes with HEAVY ARMOR:
Front: 135
Back: 148
 180

Base RANGE value. 17m
Rapidly pulls self towards target area.
⬩ On direct hit, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
cancels
enemy for 0.35s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
⬩ On miss, activates after 2s cooldown.
Rapidly pulls self towards target area.
⬩ On direct hit, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
cancels
enemy for 0.35s (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
⬩ On miss, activates after 2s cooldown.
Show/Hide upgrades
Left path
Fast Feet
Electrical Grapple
Gains +15% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
move speed
for 5s. (Doesn't work with a direct hit.)
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.
shocks
enemy, 75dmg/s for 3s, ends with 105 damage shock to 2m radius.
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.
crit chance
for 3s. (Doesn't work with a direct hit.)
CRIPPLE
Reduces movement speed by 40% and limits jump height.
Cripples
enemies within a 3m radius of the point of leaving.
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.
shocks
target and enemies within 5m, 75dmg/s for 3s, ends with 105 damage shock to 2m radius.
On direct hit reduces cooldown by 5s.
Right path
Electrical Grapple
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.
shocks
enemy, 75dmg/s for 3s, ends with 105 damage shock to 2m radius.
Tesla Coil Big Voltage
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.
shocks
target and enemies within 5m, 75dmg/s for 3s, ends with 105 damage shock to 2m radius.
On direct hit reduces cooldown by 5s.
MEGA BLAST
F,LMB / LS+RT,RT
 Focus ability
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front:
Back:
Against heroes with HEAVY ARMOR:
Front:
Back:
 800/1000/1300

Base RANGE value. 10/12/14m
Charges for 0.6s and fires a massive blast.
⬩ PUSH
Knocks enemies back. This does not stop them from using skills.
Pushes
enemies 10m away (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
⬩ Applies BURN
Deals damage over time.
burn
.
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:
⬩ Blast DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
, 800/1000/1300.
⬩ Blast range, 10/12/14m.
Charges for 0.6s and fires a massive blast.
⬩ PUSH
Knocks enemies back. This does not stop them from using skills.
Pushes
enemies 10m away (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
⬩ Applies BURN
Deals damage over time.
burn
.
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:
⬩ Blast DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
, 800/1000/1300.
⬩ Blast range, 10/12/14m.
Show/Hide upgrades
Left path
Killer Instinct
Acrobatics
BLUNDERBUSS deals +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
to enemies below 50% 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
.
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
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
.
Will to Power Blood hunter Bolstering Companion Pain is Power
After using MEGA BLAST gains +4% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
and +4% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
till death. Stacks 3x.
On kill, deals +20% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 6s and restores +25 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
.
While ATTACK DRONE is active, gains +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
.
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.
focus
gain from kills and deaths.
Right path
Acrobatics
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
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
.
Bolstering Companion Pain is Power
While ATTACK DRONE is active, gains +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
.
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.
focus
gain from kills and deaths.

Talents

Spin to Win
Reduces ENTANGLING BOLAS' cooldown to 8s.

CLASH: On direct hit, ENTANGLING BOLAS gains +1.2% total 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
.
Chip Update
ATTACK DRONE triggers consecutive shot buff 1 hit faster.

CLASH: Each ATTACK DRONE hit restores 1 point of 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
.
Extended Cord
Increases GRAPPLING HOOK's range to 27m.

CLASH: On direct hit, GRAPPLING HOOK deals additional +300 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.

Strategy

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Tips and Tricks

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