Tyto the Swift
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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![](http://static.miraheze.org/gogiganticwiki/7/72/Hero_render_Tyto_the_Swift_small.png)
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. ![]() 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 | |
ARCHETYPE | |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
[[Category:]][[Category:]]
Abilities
TALON LMB / RT
Basic attack | ||
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Base DAMAGE value, per normal hit/final strike. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base RANGE value. ![]() |
Melee attack combo. |
Melee attack combo. |
Left path Kith and Keen
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Hidden Talon | |||
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![]() 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. ![]() 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. ![]() |
![]() 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. ![]() Deals armor-ignoring damage over time. ![]() | |||
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. ![]() |
![]() [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. ![]() |
![]() DODGE,[LMB/RT]: Deals extra DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() |
![]() DODGE,[LMB/RT]: Hitting with Hidden Talon reduces cooldown for [Q/LB] BLADE DANCE by 2s.
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Right path Hidden Talon
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![]() 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. ![]() Deals armor-ignoring damage over time. ![]() | |
Evade Defenses | Encirclement Tactics |
![]() Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() |
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SWOOP RMB / LT
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Default ability COOLDOWN.![]() Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base RANGE value. ![]() |
Powerful leaping attack. |
Powerful leaping attack. |
Left path Cut Down
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Swoop de Loop | |||
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![]() Inflicts +50% DAMAGE BOOST
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. ![]() |
![]() Leaps farther and gives a SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() No longer attack on landing. | |||
Predatory Instincts | Rake | Free as a Bird | Spin Cycle | |
![]() DAMAGE BOOST
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. ![]() Killing an enemy resets the cooldown. |
![]() Inflicts BLEED
Deals armor-ignoring damage over time. ![]() |
![]() CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds). ![]() (STUN 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 any skills currently in use and prevents movement. Enemies can still use skills while immobilized. ![]() |
![]() On use, resets cooldown for [Q/LB] BLADE DANCE.
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Right path Swoop de Loop
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![]() Increases the speed of hero by a percent determined by the skill applying it. ![]() No longer attack on landing. | |
Free as a Bird | Spin Cycle |
![]() Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds). ![]() (STUN 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 any skills currently in use and prevents movement. Enemies can still use skills while immobilized. ![]() |
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BLADE DANCE Q / LB
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Default ability COOLDOWN.![]() Base DAMAGE value, per hit. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base RANGE value. ![]() |
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. |
Left path Bleed Dance
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Windborne | |||
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![]() Inflicts BLEED
Deals armor-ignoring damage over time. ![]() 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. ![]() | |||
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. ![]() |
![]() Hit radius is 50% larger.
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![]() REFLECTION
Reflects incoming projectiles directly back at their source. ![]() |
![]() Cooldown is set to 6s and increases each time an enemy is hit. (+0.35s per hit)
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Right path Windborne
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![]() Increases the speed of hero by a percent determined by the skill applying it. ![]() | |
Hard Target | Windswept |
![]() Reflects incoming projectiles directly back at their source. ![]() |
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FANG E / RB
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Default ability COOLDOWN.![]() Base DAMAGE value, to front. Against heroes with LIGHT ARMOR: Front: 75 Back: 82 Against heroes with HEAVY ARMOR: Front: 75 Back: 82 ![]() Base RANGE value. ![]() BLEED Deals armor-ignoring damage over time. ![]() |
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. ![]() Deals armor-ignoring damage over time. ![]() |
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. ![]() Deals armor-ignoring damage over time. ![]() |
Left path Pounce
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Unity | |||
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![]() 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. ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
![]() [E/RB],[E/RB]: Teleport to enemy FANG is attacking. (Upon teleport, FANG stops attacking.)
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Gnawing Out | Ankle Biter | Celerity | Disruption | |
![]() On hit, CRACKED ARMOR
Reduces armor by 10 and damages enemies over time. ![]() |
![]() On hit, SLOW
Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() |
![]() [E/RB],[E/RB]: Upon teleport, gain SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() |
![]() [E/RB],[E/RB]: Upon teleport, DAZE
Interrupts and prevents skill usage for the duration of the daze. ![]() |
Right path Unity
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Celerity | Disruption |
![]() Increases the speed of hero by a percent determined by the skill applying it. ![]() |
![]() Interrupts and prevents skill usage for the duration of the daze. ![]() |
BLUR F,LMB / LS+RT,RT
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Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: Back: Against heroes with HEAVY ARMOR: Front: Back: ![]() Base RANGE value. ![]() BLEED Deals armor-ignoring damage over time. ![]() |
Rush forward in a blur, BLEED Deals armor-ignoring damage over time. ![]() |
Rush forward in a blur, BLEED Deals armor-ignoring damage over time. ![]() |
Left path Easy Strider
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Angular Momentum | |||
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![]() +10% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() 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. ![]() 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. ![]() |
![]() +15% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() 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. ![]() | |||
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. ![]() 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. ![]() |
![]() CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds). ![]() 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. ![]() |
![]() 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. ![]() |
![]() +10% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
Right path Angular Momentum
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![]() Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() 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. ![]() | |
Precision | Battle Ready |
![]() 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. ![]() |
![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
Talents
Swooping it Up | |
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[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. ![]() 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. ![]() |
Equilibrium | |
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[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. ![]() |
Pet Projectile | |
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[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. ![]() |
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.
Heroes of Gigantic | |
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