Uncle Sven
Uncle Sven is a playable hero in Gigantic. He is a alchemist with magical potions and a perfect support for any teammate. He is one of the first heroes to be revealed, debuting in the Pre-Alpha.
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![](http://static.miraheze.org/gogiganticwiki/4/45/Hero_render_Uncle_Sven_small.png)
Uncle Sven |
Chemistry and chaos |
Uncle Sven has forgotten more about alchemy than you will ever know – and maybe more than he remembers. | |
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 | / Utility |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
[[Category:]][[Category:]]
Abilities
FIRE FLASK LMB / RT
Basic attack | ||
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Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base TARGET RANGE value of normal attacks; base RADIUS of impact: 1.3m. ![]() |
Lobbed projectile: DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Lobbed projectile: DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Left path 3, 2, 1, Contact
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Flame Out | |||
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![]() Deal +40% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() Hits a larger area and has increased DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() Has a slower attack rate. | |||
Igniter Fluid | Burned and Broken | Geek Fire | Slow Roasted | |
![]() Inflict BURN
Deals damage over time. ![]() |
![]() If enemy has cracked or broken armor, direct hits inflict BROKEN ARMOR
Reduces armor by 25 and damages enemies over time. ![]() |
![]() Creates a BURN
Deals damage over time. ![]() |
![]() Inflicts weak
BURN Deals damage over time. ![]() |
Right path Flame Out
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![]() Increases outgoing DAMAGE dealt by skills. ![]() Has a slower attack rate. | |
Geek Fire | Slow Roasted |
![]() Deals damage over time. ![]() |
![]() BURN Deals damage over time. ![]() |
ACID FLASK 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 TARGET RANGE value of normal attacks; base RADIUS of impact: ?m. ![]() |
Lobbed projectile: Creates a pool of acid that inflicts CRACKED ARMOR Reduces armor by 10 and damages enemies over time. ![]() |
Lobbed projectile: Creates a pool of acid that inflicts CRACKED ARMOR Reduces armor by 10 and damages enemies over time. ![]() |
Left path Longevity Catalyst
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A Mean Ole Acid | |||
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![]() Acid Pool duration doubled. (6s)
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![]() Direct hits deal extra DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() | |||
Chemical Burn | Inversion Reaction | Rapid Reaction | Acid Reflex | |
![]() [RMB/LT],[LMB/RT]: Hit your Acid Pool with [LMB/RT]: FIRE FLASK to create a BURN
Deals damage over time. ![]() |
![]() [RMB/LT],[E/RB]: Hit your Acid Pool with [E/RB] HEALING WATERS to create a
INVULNERABILITY Negates all incoming DAMAGE and prevents the application of debuffs. ![]() |
![]() Direct hits deal DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() Throw flasks more often. (7s cooldown)
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Right path A Mean Ole Acid
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![]() Increases outgoing DAMAGE dealt by skills. ![]() | |
Rapid Reaction | Acid Reflex |
![]() Increases outgoing DAMAGE dealt by skills. ![]() |
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ELASTIC OOZE Q / LB
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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 TARGET RANGE value of normal attacks; base RADIUS of impact: ?m. ![]() |
Lobbed projectile: Creates a JUMP HIGHER Increases the height of all jumps when affected by the skill. ![]() On hit, PUSH Knocks enemies back. This does not stop them from using skills. ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Lobbed projectile: Creates a JUMP HIGHER Increases the height of all jumps when affected by the skill. ![]() On hit, PUSH Knocks enemies back. This does not stop them from using skills. ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Left path Bounces Off Me...
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...Sticks To You. | |||
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![]() You and your allies gain +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. ![]() |
![]() Enemies affected are SLOW
Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() | |||
Super Bounce | Absorption Matrix | Perfect Pitch | Oozing With Confidence | |
![]() On initial hit, one ally gains DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection. ![]() Does not affect self. |
![]() [Q/LB],[E/RB]: Hitting yourself or allies in the ELASTIC OOZE puddle with [E/RB] HEALING WATERS extends HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
![]() [Q/LB],[LMB/RT]: Hitting a foe in the ELASTIC OOZE puddle with [LMB/RT] FIRE FLASK inflicts BURN
Deals damage over time. ![]() |
![]() On initial hit, now
LAUNCH Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() |
Right path ...Sticks To You.
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![]() Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() | |
Perfect Pitch | Oozing With Confidence |
![]() Deals damage over time. ![]() |
![]() LAUNCH Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() |
HEALING WATERS E / RB
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Default ability COOLDOWN.![]() Base HEALING value. ![]() Base TARGET RANGE value of normal attacks; base RADIUS of impact: ?m. ![]() |
Lobbed projectile: Creates a HEALING Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
Lobbed projectile: Creates a HEALING Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
Left path Double Dose
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Only the Purest Ingredients | |||
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![]() HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
![]() CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds). ![]() | |||
Precision Prescription | Healthy Glow | Persistent Purgative | Bitter Medicine | |
![]() Increased initial HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
![]() Healing applied to yourself or allies also HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
![]() Grants INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs. ![]() |
![]() Enemies hit are PURGE
Instantly removes all buffs. ![]() |
Right path Only the Purest Ingredients
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![]() Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds). ![]() | |
Persistent Purgative | Bitter Medicine |
![]() Negates all incoming DAMAGE and prevents the application of debuffs. ![]() |
![]() Instantly removes all buffs. ![]() |
CHAOS QUAFF F,LMB / LS+RT,RT
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RADIUS of impact.![]() |
Lobbed projectile: POLYMORPH Turns an enemy into a snail. Prevents the use of skills and reduces movement speed. ![]() |
Lobbed projectile: POLYMORPH Turns an enemy into a snail. Prevents the use of skills and reduces movement speed. ![]() |
Left path Enthusiasm
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Focused Healing | |||
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![]() Gain additional 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. ![]() |
![]() +20% HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() | |||
Chaos Theory | Powerful Chemistry | Elusiveness | Amity | |
![]() [F/LS+RT],[LMB/RT]: CHAOS QUAFF hits a larger area.
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![]() [F/LS+RT],[LMB/RT]: Gain +15% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() 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. ![]() 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. ![]() |
![]() Gain HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it. ![]() |
Right path Focused Healing
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![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() | |
Elusiveness | Amity |
![]() 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. ![]() 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. ![]() |
![]() Provides HEALTH every second. The amount is determined by the skills applying it. ![]() |
Talents
Chemical Imbalance | |
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[RMB/LT]: ACID FLASK debuff duration doubled. (6s) CLASH: On hit, nearby allies gain +10% DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() |
Ooze and Ahhs | |
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[Q/LB]: ELASTIC OOZE can be used more often. (-2s cooldown) CLASH: -4s cooldown. |
Potent Medicine | |
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[E/RB]: HEALING WATERS HEALING Provides HEALTH every second. The amount is determined by the source of the healing. ![]() CLASH: 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. ![]() |
Strategy
While Sven has decent enough damage and can certainly hold his own on a one on one situation, the fact is that he is 100% a support class hero. His potion abilities have the potential to change fights, sure, and his damage is good enough, but his utility is through the roof. His power to keep the team alive and deal regular damage through status effects like BURN
Deals damage over time.burn make him a powerhouse in his own right, but he definitely needs support if he gets surrounded.
The way to treat Sven is to think of him as a “mortar”. Because his potions come out in an arc, planning around terrain and other features is key to success, and allows you to toss potions that the other team will never, ever see coming.
Tips and Tricks
- Sven is a support hero. He can do damage on his own, but without support behind him, he can get wrecked pretty quickly.
- All of Uncle Sven's attacks are thrown potion bottles that function very similar to grenades.
- At the same time Sven's skills have a ton of splash damage, meaning you don't need to have great aim as long as you hit the general area.
- Geek Fire upgrade [LMB/RT] FIRE FLASK has a BURN
Deals damage over time.burning area of effect that can wreck even well trained groups. Use them in corridors or when retreating for huge damage.
- [RMB/LT] ACID FLASK CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.cracks armor, and should be used before your basic attacks for increased damage.
- [Q/LB] ELASTIC OOZE
- Elastic Ooze grants a great JUMP HIGHER
Increases the height of all jumps when affected by the skill.super jump, and allows you to access hidden paths for sneak attacks.
- Oozing With Confidence upgrade gives huge knockback. Place it in the way of pursuing enemies or assaulting heroes, and you can knock them out of the fight for a few seconds.
- Elastic Ooze grants a great JUMP HIGHER
- [F/LS+RT],[LMB/RT] CHAOS QUAFF duration increases when you have higher 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 level, and SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slows enemies, leaving them without abilities. Use it on high threat enemies like Tripp to negate them for a while.
Heroes of Gigantic | |
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