The Margrave

From Gigantic Wiki

The Margrave is a playable hero in Gigantic. Also known as ‘The Black Knight’, he is a melee figther who absorbs damage and slashes people up close. He is one of the first heroes to be revealed, debuting in the Pre-Alpha.

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The Margrave
Unstoppable tank
His name, his family, and his kingdom were all lost to history. He lives for battle and battle alone.
HEALTH
One full segment of in-game health bar represents 500 health points.
2950
     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.
25
     SPEED
Base speed value. Heroes can move faster by SPRINTING, JUMPING or DODGING, sometimes at the cost of STAMINA.
630
ROLE
ARCHETYPE
OFFENSE
DEFENSE
MOBILITY
UTILITY

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

Abilities

DEMON FIST
LMB / RT
Basic attack
Base DAMAGE value, per first three hits/fourth hit.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 125/215

Base RANGE value. melee
Powerful melee attack combo.
Powerful melee attack combo.
Show/Hide upgrades
Left path
Doom Strike
Counter
[LMB/RT]x4: Combo ends with a powerful final attack.
[LMB/RT]+BACK: 90% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
.
INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
Interrupts
, WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakens
, and does more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
to attacking enemies.
(Available once every 4s)
Critical Blow Demon's Reach Resounding Counter Debilitating Blows
[LMB/RT]x4: On hit, final attack dramatically increases 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
.
[LMB/RT]x4: Final attack hits a larger area and deals more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
when hitting multiple targets.
[LMB/RT]+BACK: All nearby enemies are
INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupted
and
WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakened
.
[LMB/RT]+BACK,[LMB/RT]: After Countering, DEMON FIST hits extend WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
duration. (-25% damage, 3s)
Right path
Counter
[LMB/RT]+BACK: 90% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
.
INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
Interrupts
, WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakens
, and does more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
to attacking enemies.
(Available once every 4s)
Resounding Counter Debilitating Blows
[LMB/RT]+BACK: All nearby enemies are
INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupted
and
WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakened
.
[LMB/RT]+BACK,[LMB/RT]: After Countering, DEMON FIST hits extend WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
duration. (-25% damage, 3s)
HELLBURST
RMB / LT
Default ability COOLDOWN. 8-13s
Base DAMAGE value, per tick (0.15s).
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 10

Base RANGE value. melee
HOLD [RMB/LT]: Rapid attack; DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.
deflects
projectiles from front.
Cooldown increases the longer it's used.
HOLD [RMB/LT]: Rapid attack; DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.
deflects
projectiles from front.
Cooldown increases the longer it's used.
Show/Hide upgrades
Left path
Eternal Flame
Burst of Damage
HELLBURST for twice as long. (6s)
Deals more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. No longer deflects.
Give Em Hell Impenetrable Flame Mayhem Nowhere to Run
REFLECTION
Reflects incoming projectiles directly back at their source.
Reflect
projectiles back at their source. Gain 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
when you reflect.
Gain +25% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
.
Can now 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
.
Hitting increases [LMB/RT] DEMON FIST and HELLBURST crit chance rapidly.
SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
Slows
enemies hit in the 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.
back
.
Right path
Burst of Damage
Deals more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. No longer deflects.
Mayhem Nowhere to Run
Can now 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
.
Hitting increases [LMB/RT] DEMON FIST and HELLBURST crit chance rapidly.
SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
Slows
enemies hit in the 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.
back
.
CHARGE FORTH
Q / LB
Default ability COOLDOWN. 12s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 150

Base RANGE value. 13.5m
Rush forward quickly, PUSH
Knocks enemies back. This does not stop them from using skills.
pushing
enemies you hit.
Cannot be PUSH
Knocks enemies back. This does not stop them from using skills.
pushed
, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupted
, LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launched
, STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stunned
or 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.
pulled
during charge.
Rush forward quickly, PUSH
Knocks enemies back. This does not stop them from using skills.
pushing
enemies you hit.
Cannot be PUSH
Knocks enemies back. This does not stop them from using skills.
pushed
, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupted
, LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launched
, STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stunned
or 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.
pulled
during charge.
Show/Hide upgrades
Left path
Relentless
Rush In Attack
Charge distance dramatically increased.
[Q/LB],[Q/LB]: Perform a strike that INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
attackers.
Rush distance decreased.
Pure Aggression Irresistible Charge Launch Attack Flaming Fist
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Remove debuffs
from yourself and nearby allies.
Gain +50% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
during charge.
[Q/LB],[Q/LB]: On hit, briefly STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stuns
enemies then LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launches
them.
[Q/LB],[Q/LB]: Creates a cone of flame that
BURN
Deals damage over time.
burns
enemies. (3s)
Right path
Rush In Attack
[Q/LB],[Q/LB]: Perform a strike that INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
attackers.
Rush distance decreased.
Launch Attack Flaming Fist
[Q/LB],[Q/LB]: On hit, briefly STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stuns
enemies then LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launches
them.
[Q/LB],[Q/LB]: Creates a cone of flame that
BURN
Deals damage over time.
burns
enemies. (3s)
STAGGERING LEAP
E / RB
Default ability COOLDOWN. 20s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 125

Base TARGET RANGE value; base RADIUS of impact: 2.8m. 9m
Leaping attack that briefly STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stuns
. (0.5s)
Leaping attack that briefly STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stuns
. (0.5s)
Show/Hide upgrades
Left path
Blunt Trauma
Smackdown
STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
Stun
duration increased to 1s.
Travels farther and deal more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (+200)
Shake, Rattle, and Roll Bonecrusher Leap Before You Look Battle Cry
On hit, enemies are SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slowed
. (3s)
STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
Stun
duration increased to 1.5s, but you are weakened. (-50% damage, 3s)
Use STAGGERING LEAP more often. (Cooldown -8s)
Gives you +50 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
. (5s)
Right path
Smackdown
Travels farther and deal more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (+200)
Leap Before You Look Battle Cry
Use STAGGERING LEAP more often. (Cooldown -8s)
Gives you +50 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
. (5s)
GROUND AND POUND
F,LMB / LS+RT,RT
 Focus ability
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front:      Back:
Against heroes with HEAVY ARMOR:
Front:      Back:
 300/375/450

RADIUS of impact. 3.8m
Create a shockwave that LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launches
enemies upward and gain +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.
armor
for 5s.
Create a shockwave that LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launches
enemies upward and gain +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.
armor
for 5s.
Show/Hide upgrades
Left path
Iron Skin
Hero's Vitality
+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
.
[F/LS+RT],[LMB/RT]: After using FOCUS, gain +200 maximum TEMPORARY HEALTH
Provided by certain skills, TEMPORARY HEALTH is added to the bottom of the HEALTH bar.
When the skill expires, any remaining temporary health heals the hero by 50% of the remaining health.
health
. (5s)
+15% maximum 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
.
Pound of Armor Concentration Life Line Stonewall
[F/LS+RT],[LMB/RT]: After using FOCUS, gain +10 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
for each enemy hit. (5s)
20% faster 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.
+20% self HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
. When out of
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.
combat
, health returns faster.
You are INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
immune
to 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.
critical hits
.
Right path
Hero's Vitality
+15% maximum 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
.
Life Line Stonewall
+20% self HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
. When out of
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.
combat
, health returns faster.
You are INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
immune
to 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.
critical hits
.

Talents

Quick to Anger
BATTLE
BATTLE
[RMB/LT]: HELLBURST base cooldown lowered to 4s. (Cooldown increases as you hold [RMB/LT])
CLASH
CLASH
Gain SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
after hitting or deflecting
Super Charger
BATTLE
BATTLE
[Q/LB]: CHARGE FORTH more often. (-4s cooldown)
CLASH
CLASH
After charge, gain +25% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
. (3s)
Impact Crater
BATTLE
BATTLE
[E/RB]: STAGGERING LEAP affects enemies in a larger area.
CLASH
CLASH
Gain more 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
if you hit multiple foes.

Strategy

The Margrave and Rutger are the only tanks in Gigantic. While middling in most stats, the Margrave is clearly best at defense. This can be proven by the staggering amount of 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
that he possesses, as well as his [RMB/LT] HELLBURST ability. Due to them, he is able to withstand or soak countless attacks and counter-attack accordingly with his [LMB/RT] DEMON FIST combo-attack.

Due to his high DPS, and substantial health it can be mistakenly assumed that The Margrave is un-killable, but he can't hold his own for too long without having another attacker behind him to negate the defense of the other team. It would be wise to pair him with Vadasi or Uncle Sven to extend his survivability rate to ridiculous amounts. Simply put – the Margrave is not a lone-DPS type character, and should always be encompassed with allies to be the most effective, unless you want to be a burden on you team, and free points for the enemy.

Tips and Tricks

  • Stick with your supports or any other squishy character. You will need to peel enemies off of them, but they can often kill an opponent or help you survive an uneven encounter.
  • The Margrave is a tanky initiator with a number of mobility options including a leap and a charging dash. Use this mobility to chase opponents horizontally and vertically and pick a fight on your terms.
    • Let your supports know that you don't need help moving vertically (get that Uncle Sven to save his Elastic Ooze for Lord Knossos). Little things like that may mean you have a little less aggro in a teamfight and won't be burst down.
  • Use your bulk to block enemies escape routes, especially in tight corridors or limited spaces.
  • Even though you can take a ton of damage, you're not invincible, and can very quickly be overwhelmed.
  • [RMB/LT] HELLBURST
    • Hellburst is a great move to protect weaker allies, as it creates a field that they can fire through (but others can't).
    • Hellburst does a ton of damage if you can get near enough to use it. Use it in AoE fields to bounce and direct the damage to the enemies within.
  • Jump just before [Q/LB] CHARGE FORTH, as this amounts to "sprinting" through the air.
  • [E/RB] STAGGERING LEAP
    • Staggering Leap has a huge travel distance, and that's amplified even more when used atop a ledge.
    • The Margrave can leap to a lot of secret locations and ledges, which is not only powerful for movement, but for catching the enemy by surprise.
  • Use either [E/RB] STAGGERING LEAP or [Q/LB] CHARGE FORTH in each engagement – the other should be saved as an escape move.