Tripp
Tripp is a playable hero in Gigantic. Also known as ‘The Blue Bolt’, she is a melee assassin that can cloak herself and shank her foes. She is one of the first heroes to be revealed, debuting in the Pre-Alpha.
Hero | Lore | Cards | Skins | Responses | Changelogs | Miscellaneous | Gallery |
![](http://static.miraheze.org/gogiganticwiki/8/8e/Hero_render_Tripp_small.png)
Tripp |
Stealthy assassin |
Once she learned to channel the lightning, Tripp stopped being an outcast and became a killer. | |
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 | Melee DPS |
ARCHETYPE | Assassin |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
Abilities
LIGHTNING STRIKES LMB / RT
Basic attack | ||
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Base DAMAGE value, per normal hit/final strike. Against heroes with LIGHT ARMOR: Front: 46/80 Back: 51/88 Against heroes with HEAVY ARMOR: Front: 41/71 Back: 45/78 ![]() Base RANGE value. ![]() |
Lightning-fast 7 hit combo. Last hit strikes twice with increased DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Lightning-fast 7 hit combo. Last hit strikes twice with increased DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Left path Power Surge
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Unseen Strike | |||
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![]() Each hit grants +5% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
![]() [E/RB],[LMB/RT]: From STEALTH
Makes hero invisible to enemies, creatures, and Guardians. Damage indicators and debuffs will still display when striking a stealthed hero. Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses. ![]() Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() Hitting a foe 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. ![]() 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. ![]() | |||
Overload | Full Charge | Assassin's Credo | Arterial Rout | |
![]() Each hit also grants +5% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() |
![]() JUMP
Lets hero to get up platforms, over ledges, across gaps, and away from enemies. OUT OF COMBAT jumping is free, but after entering COMBAT it begins to consume STAMINA by portions. When stamina bar reaches 0, hero will perform short-hops instead of jumps. Melee Heroes also gain a special attack by using their primary attack after jumping, which consumes additional stamina, but hitting an enemy IN THE BACK will apply CRIPPLE. ![]() 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. ![]() Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
![]() Killing target hit by Unseen Strike (within 3s) resets cooldown for
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![]() [E/RB],[LMB/RT]: From STEALTH
Makes hero invisible to enemies, creatures, and Guardians. Damage indicators and debuffs will still display when striking a stealthed hero. Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses. ![]() BLEED Deals armor-ignoring damage over time. ![]() 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. ![]() ![]() |
Right path Unseen Strike
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![]() Makes hero invisible to enemies, creatures, and Guardians. Damage indicators and debuffs will still display when striking a stealthed hero. Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses. ![]() Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() Hitting a foe 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. ![]() 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. ![]() | |
Assassin's Credo | Arterial Rout |
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![]() Makes hero invisible to enemies, creatures, and Guardians. Damage indicators and debuffs will still display when striking a stealthed hero. Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses. ![]() BLEED Deals armor-ignoring damage over time. ![]() 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. ![]() ![]() |
PLASMA BLADES RMB / LT
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Default ability COOLDOWN.![]() Base DAMAGE value, per hit. Against heroes with LIGHT ARMOR: Front: 36 Back: 40 Against heroes with HEAVY ARMOR: Front: 32 Back: 35 ![]() Base RANGE value. ![]() BLEED Deals armor-ignoring damage over time. ![]() |
Throw 2 daggers, both inflict BLEED Deals armor-ignoring damage over time. ![]() |
Throw 2 daggers, both inflict BLEED Deals armor-ignoring damage over time. ![]() |
Left path Hidden Daggers
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Marked for Death | |||
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![]() HOLD [RMB/LT]: Throw more daggers. (Shorter cooldown if you throw fewer daggers, minimum
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![]() [RMB/LT],[LMB/RT]: On hit, next hit of
![]() Increases outgoing DAMAGE dealt by skills. ![]() | |||
Precision Blades | Hidden Killer | Shattering Blades | Binding Blades | |
![]() HOLD [RMB/LT]: Daggers can 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. ![]() Hitting increases ![]() ![]() 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. ![]() |
![]() [E/RB],HOLD [RMB/LT]: Throwing daggers does not break STEALTH
Makes hero invisible to enemies, creatures, and Guardians. Damage indicators and debuffs will still display when striking a stealthed hero. Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses. ![]() |
![]() [RMB/LT],[LMB/RT]: On hit, next hit of
![]() Reduces armor by 10 and damages enemies over time. ![]() 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. ![]() ![]() |
![]() [RMB/LT],[LMB/RT]: On hit, next hit of
![]() Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() ![]() |
Right path Marked for Death
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![]() ![]() Increases outgoing DAMAGE dealt by skills. ![]() | |
Shattering Blades | Binding Blades |
![]() ![]() Reduces armor by 10 and damages enemies over time. ![]() 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. ![]() ![]() |
![]() ![]() Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() ![]() |
ELECTRIC SLIDE Q / LB
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Default ability COOLDOWN.![]() Base DAMAGE value, of kick attack. Against heroes with LIGHT ARMOR: Front: 318 Back: 350 Against heroes with HEAVY ARMOR: Front: 281 Back: 309 ![]() of kick attack. ![]() |
Slide forward rapidly for ![]() |
CAN I KICK IT? [Q/LB],[Q/LB]: Perform a deadly kick that 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. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() |
Slide forward rapidly for ![]() | |||
CAN I KICK IT? [Q/LB],[Q/LB]: Perform a deadly kick that 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. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() |
Left path Heel Blade
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Light Speed | |||
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![]() [Q/LB],[Q/LB]: Automatically 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. ![]() |
![]() Pass through foes, dealing 100 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() Removes ![]() | |||
Kicking Into Gear | Beneficial Kickbacks | Light On Your Feet | Phantom Slide | |
![]() [Q/LB],[Q/LB]: Hitting raises
![]() 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. ![]() |
![]() [Q/LB],[Q/LB]: Hitting 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. ![]() LAUNCH Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() |
![]() If you don't pass through an enemy, gain a 30% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() ![]() |
![]() [E/RB],[Q/LB]: Using
![]() Makes hero invisible to enemies, creatures, and Guardians. Damage indicators and debuffs will still display when striking a stealthed hero. Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses. ![]() |
Right path Light Speed
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![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() Removes ![]() | |
Light On Your Feet | Phantom Slide |
![]() Increases the speed of hero by a percent determined by the skill applying it. ![]() ![]() |
![]() ![]() Makes hero invisible to enemies, creatures, and Guardians. Damage indicators and debuffs will still display when striking a stealthed hero. Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses. ![]() |
FLASHDANCE E / RB
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Default ability COOLDOWN.![]() |
After a 1s delay, gain STEALTH Makes hero invisible to enemies, creatures, and Guardians. Damage indicators and debuffs will still display when striking a stealthed hero. Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses. ![]() ![]() |
After a 1s delay, gain STEALTH Makes hero invisible to enemies, creatures, and Guardians. Damage indicators and debuffs will still display when striking a stealthed hero. Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses. ![]() ![]() |
Left path Storm Surge
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Starburst | |||
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![]() +25% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() Makes hero invisible to enemies, creatures, and Guardians. Damage indicators and debuffs will still display when striking a stealthed hero. Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses. ![]() |
![]() After a short delay, DAZE
Interrupts and prevents skill usage for the duration of the daze. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() | |||
In a Flash | Flash Step | Electrical Storm | Disorienting Flash | |
![]() ![]() Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds). ![]() Interrupts and prevents skill usage and movement for the duration of the stun. ![]() Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() Interrupts and prevents skill usage for the duration of the daze. ![]() |
![]() Upon activation, teleport up to
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![]() After a short delay, 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. ![]() |
![]() After a short delay,
SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() ![]() |
Right path Starburst
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![]() Interrupts and prevents skill usage for the duration of the daze. ![]() ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() | |
Electrical Storm | Disorienting Flash |
![]() Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful. ![]() |
![]() SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() ![]() |
BLADESTORM F,LMB / LS+RT,RT
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Base DAMAGE value, for the 6 hits and finisher, combined. Against heroes with LIGHT ARMOR: Front: 495/734/936 Back: 539/796/1016 Against heroes with HEAVY ARMOR: Front: 437/648/826 Back: 474/703/899 ![]() Base RANGE value. ![]() |
Surge forward, STUN Interrupts and prevents skill usage and movement for the duration of the stun. ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() ![]() During the surge and combo, you are INVULNERABILITY Negates all incoming DAMAGE and prevents the application of debuffs. ![]() If no enemy is hit, you return to your original location. |
Surge forward, STUN Interrupts and prevents skill usage and movement for the duration of the stun. ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() ![]() During the surge and combo, you are INVULNERABILITY Negates all incoming DAMAGE and prevents the application of debuffs. ![]() If no enemy is hit, you return to your original location. |
Left path Skirmishing
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Killer Instinct | |||
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![]() 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. ![]() 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. ![]() Out of combat 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. ![]() |
![]() ![]() 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. ![]() | |||
Acrobatics | Cloak of Shadows | Will to Power | Remorseless | |
![]() 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. ![]() |
![]() +25 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. ![]() |
![]() +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() ![]() |
![]() +10% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
Right path Killer Instinct
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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. ![]() | |
Will to Power | Remorseless |
![]() Increases outgoing DAMAGE dealt by skills. ![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() ![]() |
![]() Increases the speed of hero by a percent determined by the skill applying it. ![]() Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
Talents
Cutting Edge | |
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![]() Deals armor-ignoring damage over time. ![]() Increases outgoing DAMAGE dealt by skills. ![]() CLASH: After hitting ![]() ![]() Deals DAMAGE while ignoring target's ARMOR on certain percentage. ![]() ![]() |
Storm Rider | |
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![]() ![]() CLASH: Gain INVULNERABILITY Negates all incoming DAMAGE and prevents the application of debuffs. ![]() ![]() |
Back in a Flash | |
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![]() ![]() CLASH: Gain 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. ![]() ![]() Makes hero invisible to enemies, creatures, and Guardians. Damage indicators and debuffs will still display when striking a stealthed hero. Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses. ![]() |
Strategy
Playing Tripp is a bit like riding a motorcycle – barely maintaining control, seconds from death. Because her mobility and offensive ratings are high, she is great for attacking from the shadows, and her skill, [E/RB] FLASHDANCE, lets her go STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.invisible for these types of attacks. This comes with the caveat, though, that invisibility is not permanent, and though she might be fast, if she's faced with any significant amount of damage, she's like a paper cup in a typhoon.
Consider your attacks, and move with a group. Surviving as Tripp just requires a bit more planning than other heroes, but once you get the rhythm down, she is possibly one of the most powerful and extensible characters on the hero roster.
Tips and Tricks
- Tripp can unleash loads of damage, but never stay in the same place too long because she's very squishy and can easily be taken down.
- While Tripp is burdened with very low base hp, she has great 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, allowing her to constantly SPRINT
Provides a significant boost to hero's movement speed.
OUT OF COMBAT sprinting is free, but after entering COMBAT it begins to consume STAMINA every second.sprint 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 around fights.
- Tripp has the second fastest SPRINT
Provides a significant boost to hero's movement speed.
OUT OF COMBAT sprinting is free, but after entering COMBAT it begins to consume STAMINA every second.sprinting speed in the game next to Tyto. Use this to avoid damage and make up for her low base health.
- In addition, to this, her swiftness makes her great at reaching areas before other heroes. Try to sneak a capture points or behind enemy guardian.
- Tripp needs to make good use of her 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 to weave in and out of danger. Don't hesitate to to dodge if needed!
- Tripp has the second fastest SPRINT
- Attack easy targets. The whole point of Tripp is to do quick, high amounts of damage, so attacking low 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 enemies and doing damage quickly is the best use of your talents.
- Stay on the edge of the fight like Griselma, as getting in the center is pretty pointless given your skillset.
- Avoid engaging tank enemies. Your damage is not high enough to take them down, and their interrupts can very easily negate you entirely.
- Use [Q/LB] ELECTRIC SLIDE to engage enemies, but keep it in reserve as well for quick escapes from combat.
- [E/RB] FLASHDANCE
- Don't waste your invisibility. Pick your engagements and plot your movements.
- If players are paying attention, your stealth movements can easily be tracked, especially if you have a status effect like POISON
Reduces incoming HEALING by 50% and damages targets over time.
HEAVY POISON reduces healing by 75%.poison. Use sporadic, strange movements to shake them.
Heroes of Gigantic | |
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