T-MAT

From Gigantic Wiki

T-MAT is a playable hero in Gigantic. She is a mobile and heavy armored robot with long-ranged arsenal. She was released on January 31st, 2018 with game's final, January update.

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T-MAT
Long range artillery
If she was only programmed for battle, why does she desire something more?
HEALTH
One full segment of in-game health bar represents 500 health points.
1700
     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
ARCHETYPE
OFFENSE
DEFENSE
MOBILITY
UTILITY

[[Category:]][[Category:]]

Abilities

ENERGY BLAST
LMB / RT
Basic attack
Base DAMAGE value, per shot.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 150

Base RANGE value. 50m
Fire an instant blast of energy.
Fire an instant blast of energy.
Show/Hide upgrades
Left path
Damage Calibration
Flame Blasted
Each successful hit increases basic DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
by 5%. (Max +15%, resets on miss)
Deal 15% increased DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
to BURN
Deals damage over time.
burning
targets.
Racks on Stacks Cool Your Jets Fire Cracker Extreme Combustion
With maximum damage, each hit restores 1 ammo for [RMB/LT] HOMING MISSILES.
With maximum damage, each hit reduces cooldown of [Q/LB] THRUSTERS by 1s.
Hitting BURN
Deals damage over time.
burning
targets with ENERGY BLAST CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracks armor
. (2s)
Killing a target with ENERGY BLAST causes an explosion (500 damage) and creates a BURN
Deals damage over time.
burning
area. (50 dmg/s, 6s)
Right path
Flame Blasted
Deal 15% increased DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
to BURN
Deals damage over time.
burning
targets.
Fire Cracker Extreme Combustion
Hitting BURN
Deals damage over time.
burning
targets with ENERGY BLAST CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracks armor
. (2s)
Killing a target with ENERGY BLAST causes an explosion (500 damage) and creates a BURN
Deals damage over time.
burning
area. (50 dmg/s, 6s)
HOMING MISSILES
RMB / LT
Default ability COOLDOWN. 5s
Base DAMAGE value, per missile.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 75

Base RANGE value. 50m
BURN
Deals damage over time.
50 dmg/s
HOLD [RMB/LT]: Lock onto enemy targets.
Release to fire your homing missiles. (Costs 1 ammo each) Missiles inflict BURN
Deals damage over time.
burning
. (50 dmg/s, 3s)
HOLD [RMB/LT]: Lock onto enemy targets.
Release to fire your homing missiles. (Costs 1 ammo each) Missiles inflict BURN
Deals damage over time.
burning
. (50 dmg/s, 3s)
Show/Hide upgrades
Left path
High Priority Target
Enhanced Targeting Systems
Landing 3 or more missiles on the same target STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stuns
them. (0.5s)
Target acquisition area increased.
Locks onto multiple targets simultaneously.
Only locks onto unique targets.
Overkill On Lockdown Missile Fire Auto Repeater
3rd, 4th, and 5th missiles deal +50 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
each.
Landing all 5 missiles on the same target increases STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stun
duration to 1s.
BURN
Deals damage over time.
Burning
duration increased by 2s.
Firing at 3 or more targets fires an extra missile at each target
Right path
Enhanced Targeting Systems
Target acquisition area increased.
Locks onto multiple targets simultaneously.
Only locks onto unique targets.
Missile Fire Auto Repeater
BURN
Deals damage over time.
Burning
duration increased by 2s.
Firing at 3 or more targets fires an extra missile at each target
THRUSTERS
Q / LB
Default ability COOLDOWN. 15s
Flies 8m forward quickly for 2s.
Flies 8m forward quickly for 2s.
Show/Hide upgrades
Left path
Booster Pack
Thruster Beam
After landing, gives a SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
. (15%, 4s)
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
Damage
enemies below you with a beam of energy.
Defense Boost Hyperdrive Slow Beam Scorched Earth
After landing, increases your 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
. (+10, 4s)
Increases travel distance dramatically.
On hit, SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slows
enemies. (3s)
On hit, inflicts BURN
Deals damage over time.
burning
. (50 dmg/s, 3s)
Right path
Thruster Beam
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
Damage
enemies below you with a beam of energy.
Slow Beam Scorched Earth
On hit, SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slows
enemies. (3s)
On hit, inflicts BURN
Deals damage over time.
burning
. (50 dmg/s, 3s)
EMP
E / RB
Default ability COOLDOWN. 15s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 100

Base RANGE value; base RADIUS of impact: 2m. 15m
SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target.
MAJOR SHOCK and MASSIVE SHOCK are more powerful.
20 dmg/s + 60
Fire an electric ball that explodes on impact. Inflicts SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target.
MAJOR SHOCK and MASSIVE SHOCK are more powerful.
major shock
to enemies hit.
Fire an electric ball that explodes on impact. Inflicts SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target.
MAJOR SHOCK and MASSIVE SHOCK are more powerful.
major shock
to enemies hit.
Show/Hide upgrades
Left path
EM Signature
De-Stabilizer
Hits apply SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target.
MAJOR SHOCK and MASSIVE SHOCK are more powerful.
massive shock
.
Fires a cluster of 3 smaller orbs in a spread.
Reduces explosion size and DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
per orb.
Extra Static Disruptor Module Shell Shocked Magnetic Field
Initial explosion deals +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
and increases 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
to 100%.
Direct hits DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
for 1s.
Final burst from SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target.
MAJOR SHOCK and MASSIVE SHOCK are more powerful.
major shock
also inflicts CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracked armor
. (2s)
Fires two additional orbs in a wider spread.
Right path
De-Stabilizer
Fires a cluster of 3 smaller orbs in a spread.
Reduces explosion size and DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
per orb.
Shell Shocked Magnetic Field
Final burst from SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target.
MAJOR SHOCK and MASSIVE SHOCK are more powerful.
major shock
also inflicts CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracked armor
. (2s)
Fires two additional orbs in a wider spread.
OVERCLOCKED
F,LMB / LS+RT,RT
 Focus ability
Base DAMAGE value, shots (dmg/s) + per missile.
Against heroes with LIGHT ARMOR:
Front:      Back:
Against heroes with HEAVY ARMOR:
Front:      Back:
 75+75/100+110/125+150

Base RANGE value. 50m
BURN
Deals damage over time.
50 dmg/s
Engage thrusters and rapidly fire a series of energy blasts and homing missiles.
Engage thrusters and rapidly fire a series of energy blasts and homing missiles.
Show/Hide upgrades
Left path
Dominator
Empty Shells
[LMB/RT]: ENERGY BLAST deals +5% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for each kill without dying. (Maximum: +15% damage)
Your [RMB/LT]: HOMING MISSILES begin reloading 1 second faster after firing.
Battle Fury Remorseless Skirmishing Pure Escapism
Gain 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
for each kill or death.
+10% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed
and +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
boost after killing an enemy. (6s, does not stack)
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
regeneration 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 regeneration starts 2s sooner.
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Loose 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)
Right path
Empty Shells
Your [RMB/LT]: HOMING MISSILES begin reloading 1 second faster after firing.
Skirmishing Pure Escapism
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
regeneration 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 regeneration starts 2s sooner.
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Loose 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)

Talents

Missile Enhancements
BATTLE
BATTLE
[RMB/LT]: HOMING MISSILES now deal splash DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
CLASH
CLASH
Splash damage is increased. (+25 per missile)
Vigorous Thrusting
BATTLE
BATTLE
[Q/LB]: THRUSTERS restores 2 ammo after landing.
CLASH
CLASH
Gives +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
on start.
Recharger
BATTLE
BATTLE
[E/RB]: EMP cooldown reduced. (-3s)
CLASH
CLASH
Hitting an enemy reduces cooldown even further. (-2s)

Strategy

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You can help the Gigantic Wiki by expanding it.

T-Mat is the last hero brought into the game, and along with HK-206 is one of the only shooter-type robots in Gigantic.

Tips and Tricks