Tyto the Swift

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Tyto the Swift is a playable hero in Gigantic. Also known as ‘The Crimson Guise’, they are a melee assassin that uses agile attacks to claim victory. They are one of the first heroes to be revealed, debuting in the Pre-Alpha.

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Tyto the Swift
Reflexes and Finesse
Tyto's legend grows with each act of heroism - as do the mysteries that surround them.
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.
670
ROLE
ARCHETYPE
OFFENSE
DEFENSE
MOBILITY
UTILITY

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

Abilities

TALON
LMB / RT
Basic attack
Base DAMAGE value, per normal hit/final strike.
Against heroes with LIGHT ARMOR:
Front: ?
Back: ?
Against heroes with HEAVY ARMOR:
Front: ?
Back: ?
 110/195

Base RANGE value. melee
Melee attack combo.
Melee attack combo.
Show/Hide upgrades
Left path
Kith and Keen
Hidden Talon
Hits build 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
and 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
2x faster.
DODGE,[LMB/RT]: Lunging attack moves farther, 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.
crits
, and inflicts BLEED
Deals armor-ignoring damage over time.
bleeding
. (40 dmg/s, 5s, once every 8s)
Talon and Fang Synchronicity Evade Defenses Encirclement Tactics
[E/RB],[LMB/RT]: After hitting with [E/RB] FANG, gain a higher 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
(+50%) and crit bonus. (+10% damage, 5s)
[E/RB],[LMB/RT]: Hitting an enemy that [E/RB] FANG is attacking gives +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
. (3s)
DODGE,[LMB/RT]: Deals extra DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
if you hit 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.
in the back
or side. (+70)
DODGE,[LMB/RT]: Hitting with Hidden Talon reduces cooldown for [Q/LB] BLADE DANCE by 2s.
Right path
Hidden Talon
DODGE,[LMB/RT]: Lunging attack moves farther, 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.
crits
, and inflicts BLEED
Deals armor-ignoring damage over time.
bleeding
. (40 dmg/s, 5s, once every 8s)
Evade Defenses Encirclement Tactics
DODGE,[LMB/RT]: Deals extra DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
if you hit 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.
in the back
or side. (+70)
DODGE,[LMB/RT]: Hitting with Hidden Talon reduces cooldown for [Q/LB] BLADE DANCE by 2s.
SWOOP
RMB / LT
Default ability COOLDOWN. 12s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: ?
Back: ?
Against heroes with HEAVY ARMOR:
Front: ?
Back: ?
 275

Base RANGE value. 20m
Powerful leaping attack.
Powerful leaping attack.
Show/Hide upgrades
Left path
Cut Down
Swoop de Loop
Inflicts +50% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
on targets 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
.
Leaps farther and gives a SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
. (+30% speed boost, 5s, -3s cooldown)
No longer attack on landing.
Predatory Instincts Rake Free as a Bird Spin Cycle
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
Damage
increased to +100% on targets below 25% 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
.
Killing an enemy resets the cooldown.
Inflicts BLEED
Deals armor-ignoring damage over time.
powerful bleed
if you hit a bleeding foe. (75 dmg/s, 3s)
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Cleanses debuffs
and can break free from disruption
(STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stun
, LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launch
, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupt
) or being IMMOBILIZE
Interrupts any skills currently in use and prevents movement. Enemies can still use skills while immobilized.
immobilized
.
On use, resets cooldown for [Q/LB] BLADE DANCE.
Right path
Swoop de Loop
Leaps farther and gives a SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
. (+30% speed boost, 5s, -3s cooldown)
No longer attack on landing.
Free as a Bird Spin Cycle
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Cleanses debuffs
and can break free from disruption
(STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stun
, LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launch
, INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupt
) or being IMMOBILIZE
Interrupts any skills currently in use and prevents movement. Enemies can still use skills while immobilized.
immobilized
.
On use, resets cooldown for [Q/LB] BLADE DANCE.
BLADE DANCE
Q / LB
Default ability COOLDOWN. 5-12s
Base DAMAGE value, per hit.
Against heroes with LIGHT ARMOR:
Front: ?
Back: ?
Against heroes with HEAVY ARMOR:
Front: ?
Back: ?
 33

Base RANGE value. melee
Spinning attack that lets you move quickly.
Cooldown increases the longer it's performed.
Spinning attack that lets you move quickly.
Cooldown increases the longer it's performed.
Show/Hide upgrades
Left path
Bleed Dance
Windborne
Inflicts BLEED
Deals armor-ignoring damage over time.
bleeding
on hit. (3s)
Bleed stacks up to 10 times. (5 to 50 dmg/s)
Move SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
faster
during BLADE DANCE. (+35% speed)
Deadly Dance Cyclone Hard Target Windswept
If a foe reaches the maximum bleed stacks, [LMB/RT] TALON gains a DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
boost. (+25% damage, 3s)
Hit radius is 50% larger.
REFLECTION
Reflects incoming projectiles directly back at their source.
Reflect
projectiles from front during BLADE DANCE.
Cooldown is set to 6s and increases each time an enemy is hit. (+0.35s per hit)
Right path
Windborne
Move SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
faster
during BLADE DANCE. (+35% speed)
Hard Target Windswept
REFLECTION
Reflects incoming projectiles directly back at their source.
Reflect
projectiles from front during BLADE DANCE.
Cooldown is set to 6s and increases each time an enemy is hit. (+0.35s per hit)
FANG
E / RB
Default ability COOLDOWN. 12s
Base DAMAGE value, to front.
Against heroes with LIGHT ARMOR:
Front: 75
Back: 82
Against heroes with HEAVY ARMOR:
Front: 75
Back: 82
 75

Base RANGE value. 20m
BLEED
Deals armor-ignoring damage over time.
30 dmg/s
Send out your pet to attack.
Deals 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
-ignoring damage and BLEED
Deals armor-ignoring damage over time.
bleeds
target. (5s)
Send out your pet to attack.
Deals 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
-ignoring damage and BLEED
Deals armor-ignoring damage over time.
bleeds
target. (5s)
Show/Hide upgrades
Left path
Pounce
Unity
On hit, deal 150 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
-ignoring DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
[E/RB],[E/RB]: Teleport to enemy FANG is attacking. (Upon teleport, FANG stops attacking.)
Gnawing Out Ankle Biter Celerity Disruption
On hit, CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracks armor
. (-10 armor, 3s)
On hit, SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slow
enemies. (3s)
[E/RB],[E/RB]: Upon teleport, gain SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
movement speed
. (+30%, 3s)
[E/RB],[E/RB]: Upon teleport, DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
FANG'S target. (1s)
Right path
Unity
[E/RB],[E/RB]: Teleport to enemy FANG is attacking. (Upon teleport, FANG stops attacking.)
Celerity Disruption
[E/RB],[E/RB]: Upon teleport, gain SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
movement speed
. (+30%, 3s)
[E/RB],[E/RB]: Upon teleport, DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
FANG'S target. (1s)
BLUR
F,LMB / LS+RT,RT
 Focus ability
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front:
Back:
Against heroes with HEAVY ARMOR:
Front:
Back:
 250/350/450

Base RANGE value. 7.5m
BLEED
Deals armor-ignoring damage over time.
100/150/200 dmg/s
Rush forward in a blur, BLEED
Deals armor-ignoring damage over time.
bleeding
all enemies you pass through. (100/150/200 dmg/s, 4s)
Rush forward in a blur, BLEED
Deals armor-ignoring damage over time.
bleeding
all enemies you pass through. (100/150/200 dmg/s, 4s)
Show/Hide upgrades
Left path
Easy Strider
Angular Momentum
+10% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
sprint speed
and 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
drains 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
25% slower.
+15% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
from 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.
behind
and after 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.
dodging
.
Skirmishing Pure Escapism Precision Battle Ready
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
regen 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
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
regen starts 2s sooner.
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Lose 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)
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
builds faster. (+25%)
+10% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
, additional +5 while attacking.
Right path
Angular Momentum
+15% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
from 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.
behind
and after 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.
dodging
.
Precision Battle Ready
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
builds faster. (+25%)
+10% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
, additional +5 while attacking.

Talents

Swooping it Up
[RMB/LT]: SWOOP 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
.

CLASH: -3s cooldown if you are 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
.
Equilibrium
[Q/LB]: BLADE DANCE lasts 50% longer.

CLASH: +20 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
during [Q/LB] BLADE DANCE.
Pet Projectile
[E/RB]: FANG travels farther (+10m) and has 33% reduced cooldown.

CLASH: [LMB/RT] TALON deals +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
against bleeding foes.

Strategy

Tyto the Swift is a swordsman with the capability to deal dramatic amounts of damage in a short amount of time. However, Tyto, with average 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
and 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
numbers, can be easily killed in sustained combat. Unlike Aisling, who amplifies damage with Into the Blade and crowd-control with Terrify, Tyto uses acrobatic skills such as [RMB/LT] SWOOP to quickly jump into and out of the fray.

As with other high damage, high mobility characters, like Tripp, Tyto needs a team to lean on if he has any chance of survival.

Tips and Tricks

  • Be fast! Tyto is all about moving freely and quick around the battlefield, don't stay in the same spot for too long.
  • Tyto is a borderline-stealth enemy, but you really need to be aware of creatures like Cerberus who can reveal where you are easily, negating a lot of your singular nature.
  • [RMB/LT] SWOOP and [F,LMB/LS+RT,RT] BLUR can be good attacks, but they also work great as escape tools.
  • [Q/LB] BLADE DANCE can stop an enemy in their tracks, so follow up immediately with [LMB/RT] TALON to wipe them out.
  • You can send [E/RB] FANG to distract your enemies while you prepare yourself to unleash a barrage of slashes on them, or use him to prevent a fleeing opponent from regenerating health with his BLEED
    Deals armor-ignoring damage over time.
    bleed
    bite.