Wu

From Gigantic Wiki

Wu is a playable hero in Gigantic. He is a melee fighter who uses his fists, feet and tongue to best his opponents in battle. He was first revealed at PAX East 2015.

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Wu
Martial artist
The monastery taught lessons both martial and spiritual. Wu learned half of them well.
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.
650
ROLE
ARCHETYPE
OFFENSE
DEFENSE
MOBILITY
UTILITY

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

Abilities

RAIN OF BLOWS
LMB / RT
Basic attack
Base DAMAGE value, per normal hit/final hit.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 65/95

Base RANGE value. melee
3 attack melee combo.
3 attack melee combo.
Show/Hide upgrades
Left path
Flowing Fist
Cyclone Kick
SKILL,[LMB/RT]: After using any other skill, perform a lunging attack with 30% ARMOR PIERCE
Deals DAMAGE while ignoring target's ARMOR on certain percentage.
armor penetration
.
SPRINT+[LMB/RT]: Attack INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
and deals more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (Once every 6s)
Rupture Hop To It Cyclone Stance Recycling Center
SKILL,[LMB/RT]: Inflict BLEED
Deals armor-ignoring damage over time.
bleeding
vs.
STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stunned
,
LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launched
,
DAZE
Interrupts and prevents skill usage for the duration of the daze.
dazed
, or
INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupted
foes. (3s)
DODGE,[LMB/RT]: Perform Flowing Fist 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
. (Once every 3s)
SPRINT+[LMB/RT]: After hitting, each RAIN OF BLOWS gives +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
. (3s, maximum: +30 armor)
DODGE,[LMB/RT]: Gives you +25% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed
and +25% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
for 3s and clears cooldown for Cyclone Kick. (Once every 3s)
Right path
Cyclone Kick
SPRINT+[LMB/RT]: Attack INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
and deals more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (Once every 6s)
Cyclone Stance Recycling Center
SPRINT+[LMB/RT]: After hitting, each RAIN OF BLOWS gives +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
. (3s, maximum: +30 armor)
DODGE,[LMB/RT]: Gives you +25% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed
and +25% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
for 3s and clears cooldown for Cyclone Kick. (Once every 3s)
SPLASH KICK
RMB / LT
Default ability COOLDOWN. 9s
Base DAMAGE value, upward kick/downward kick.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 50/150

Base RANGE value. melee
[RMB/LT]: Rising kick that PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
enemies.
[RMB/LT],[RMB/LT]: Powerful downward kick.
[RMB/LT]: Rising kick that PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
enemies.
[RMB/LT],[RMB/LT]: Powerful downward kick.
Show/Hide upgrades
Left path
Burst the Dam
Boundless Energy
[LMB/RT],[RMB/LT] Downward Kick: CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
Cracks armor
. (-10 armor, 3s)
If you do not perform Downward Kick, cooldown is reduced to 5s.
Splashdown Splash Zone Rising Tide Ride the Rapids
[LMB/RT],[RMB/LT] Downward Kick: SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
Slows
your target. (3s)
[LMB/RT],[RMB/LT] Downward Kick: Hits a larger area.
[Q/LB],[RMB/LT]: After hitting with [Q/LB] CRASHING WAVES, SPLASH KICK LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launches
foes.
[E/RB],[RMB/LT]: After [E/RB] TONGUELASH, SPLASH KICK grants DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.
deflection
(3s) and SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
(5s).
Right path
Boundless Energy
If you do not perform Downward Kick, cooldown is reduced to 5s.
Rising Tide Ride the Rapids
[Q/LB],[RMB/LT]: After hitting with [Q/LB] CRASHING WAVES, SPLASH KICK LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launches
foes.
[E/RB],[RMB/LT]: After [E/RB] TONGUELASH, SPLASH KICK grants DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.
deflection
(3s) and SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
(5s).
CRASHING WAVES
Q / LB
Default ability COOLDOWN. 8s
Base DAMAGE value, wave hit/dash hit.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 100/150

Base RANGE value. 5m
Two attacks. First attack INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
attackers.
Second attack deals more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
against disrupted foes.
Two attacks. First attack INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
attackers.
Second attack deals more DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
against disrupted foes.
Show/Hide upgrades
Left path
Intercepting Fist
Rushing Water
Inflicts WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
on attackers. (-25% damage, 3s)
Second attack is replaced with a roll forward. PUSH
Knocks enemies back. This does not stop them from using skills.
Pushes
enemies on bump.
Enervating Palm Dim Mak Splash of Least Resistance Fluid Reactions
Second attack inflicts WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
major weakness
against weakened foes. (-50% damage, 5s)
Hitting raises [LMB/RT] RAIN OF BLOWS 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
to 100%.
Recharges [RMB/LT] SPLASH KICK if you do not bump an enemy.
Gain projectile DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.
deflection
and +80 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 attack, but move slower.
Right path
Rushing Water
Second attack is replaced with a roll forward. PUSH
Knocks enemies back. This does not stop them from using skills.
Pushes
enemies on bump.
Splash of Least Resistance Fluid Reactions
Recharges [RMB/LT] SPLASH KICK if you do not bump an enemy.
Gain projectile DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.
deflection
and +80 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 attack, but move slower.
TONGUELASH
E / RB
Default ability COOLDOWN. 15s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: ?     Back: ?
Against heroes with HEAVY ARMOR:
Front: ?     Back: ?
 110

Base RANGE value. 12m
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.
Pull
one enemy toward you.
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.
Pull
one enemy toward you.
Show/Hide upgrades
Left path
Barbed Tongue
Whet Your Appetite
Deals double DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
and raises your [LMB/RT] RAIN OF BLOWS 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
to 100%.
On hit, [RMB/LT] SPLASH KICK and [Q/LB] CRASHING WAVES recharge.
Adds +5s to cooldown.
Poisoned Tongue Taste for Blood Lick and Load Chain Armor
Enemies struck are POISON
Reduces incoming HEALING by 50% and damages targets over time.
HEAVY POISON reduces healing by 75%.
poisoned
. (-50% healing, 5s)
Striking enemies gives HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.
health regeneration
. (100 HP/s, 3s)
On hit, your next attack used (within 2s) deals +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
On hit, your next attack (within 2s) grants +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.
armor
on hit. (3s)
Right path
Whet Your Appetite
On hit, [RMB/LT] SPLASH KICK and [Q/LB] CRASHING WAVES recharge.
Adds +5s to cooldown.
Lick and Load Chain Armor
On hit, your next attack used (within 2s) deals +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
On hit, your next attack (within 2s) grants +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.
armor
on hit. (3s)
TYPHOON'S FURY
F,LMB / LS+RT,RT
 Focus ability
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front:      Back:
Against heroes with HEAVY ARMOR:
Front:      Back:
 400/500/600

Base RANGE value. 20m
LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
Launches
on hit. Gain 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
(+20/30/40) and DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
(+30/45/60%) for 4s.
Hitting with any attack extends bonuses. (Max 10s)
LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
Launches
on hit. Gain 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
(+20/30/40) and DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
(+30/45/60%) for 4s.
Hitting with any attack extends bonuses. (Max 10s)
Show/Hide upgrades
Left path
Battle Ready
Angular Momentum
+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.
+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
.
Hit and Run Skirmishing Fist of Fury Bloody Minded
[F/LS+RT],[LMB/RT]: +10% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed
and +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
after using FOCUS. (Lasts until you die)
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
regeneration 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
regeneration starts 2s sooner.
[LMB/RT]: 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
deal +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
Immunity
to WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
.
Recover from DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
twice as fast.
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
.
Fist of Fury Bloody Minded
[LMB/RT]: 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
deal +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
Immunity
to WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
.
Recover from DAZE
Interrupts and prevents skill usage for the duration of the daze.
daze
twice as fast.

Talents

Getting a Leg Up
BATTLE
BATTLE
[RMB/LT]: SPLASH KICK gives you 5 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
. (Also applies to [RMB/LT],[RMB/LT])
CLASH
CLASH
Gives you another 5 stamina.
Wave Pattern
BATTLE
BATTLE
[Q/LB]: CRASHING WAVES has shorter cooldown. (-2s)
CLASH
CLASH
Gives you +15% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
on end. (3s)
Tongue Tide
BATTLE
BATTLE
[E/RB]: TONGUELASH has longer range. (+5m)
CLASH
CLASH
Gives you 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
on hit.

Strategy

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You can help the Gigantic Wiki by expanding it.

Wu is a highly mobile and effective melee damage hero. He thrives on one versus one combat, and, played correctly, will almost always come out the victor.

Tips and Tricks

  • Manage your 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
    – if you don't, you're going to be down and out pretty immediately.
  • Don't depend on [LMB/RT] RAIN OF BLOWS (basic attack) to do your damage, as it's a very low damage attack.
  • [RMB/LT] SPLASH KICK
    • Use it to knock enemies in the air and chain attacks. This is also a great push and area negation tactic.
    • Splash Kick is your best escape skill, so if you at all feel cornered or anything, use it immediately.