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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![](http://static.miraheze.org/gogiganticwiki/e/ee/Hero_render_Wu_small.png)
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. ![]() 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
RAIN OF BLOWS LMB / RT
Basic attack | ||
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Base DAMAGE value, per normal hit/final hit. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base RANGE value. ![]() |
3 attack melee combo. |
3 attack melee combo. |
Show/Hide upgrades
Left path Flowing Fist
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Cyclone Kick | |||
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![]() 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. ![]() |
![]() SPRINT+[LMB/RT]: Attack INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement. ![]() Increases outgoing DAMAGE dealt by skills. ![]() | |||
Rupture | Hop To It | Cyclone Stance | Recycling Center | |
![]() SKILL,[LMB/RT]: Inflict BLEED
Deals armor-ignoring damage over time. ![]() STUN Interrupts and prevents skill usage and movement for the duration of the stun. ![]() LAUNCH Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() DAZE Interrupts and prevents skill usage for the duration of the daze. ![]() INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() |
![]() 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. ![]() |
![]() 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. ![]() |
![]() DODGE,[LMB/RT]: Gives you +25% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
Right path Cyclone Kick
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![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() Increases outgoing DAMAGE dealt by skills. ![]() | |
Cyclone Stance | Recycling Center |
![]() 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. ![]() |
![]() Increases the speed of hero by a percent determined by the skill applying it. ![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
SPLASH KICK RMB / LT
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Default ability COOLDOWN.![]() Base DAMAGE value, upward kick/downward kick. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base RANGE value. ![]() |
[RMB/LT]: Rising kick that PUSH Knocks enemies back. This does not stop them from using skills. ![]() [RMB/LT],[RMB/LT]: Powerful downward kick. |
[RMB/LT]: Rising kick that PUSH Knocks enemies back. This does not stop them from using skills. ![]() [RMB/LT],[RMB/LT]: Powerful downward kick. |
Show/Hide upgrades
Left path Burst the Dam
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Boundless Energy | |||
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![]() [LMB/RT],[RMB/LT] Downward Kick: CRACKED ARMOR
Reduces armor by 10 and damages enemies over time. ![]() |
![]() If you do not perform Downward Kick, cooldown is reduced to 5s.
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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. ![]() |
![]() [LMB/RT],[RMB/LT] Downward Kick: Hits a larger area.
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![]() [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. ![]() |
![]() [E/RB],[RMB/LT]: After [E/RB] TONGUELASH, SPLASH KICK grants DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection. ![]() Increases the speed of hero by a percent determined by the skill applying it. ![]() |
Right path Boundless Energy
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Rising Tide | Ride the Rapids |
![]() Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() |
![]() Deflects incoming projectiles away in random directions from the source of deflection. ![]() Increases the speed of hero by a percent determined by the skill applying it. ![]() |
CRASHING WAVES Q / LB
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Default ability COOLDOWN.![]() Base DAMAGE value, wave hit/dash hit. Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base RANGE value. ![]() |
Two attacks. First attack INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() Second attack deals more DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() |
Two attacks. First attack INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() Second attack deals more DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() |
Show/Hide upgrades
Left path Intercepting Fist
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Rushing Water | |||
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![]() Inflicts WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() |
![]() Second attack is replaced with a roll forward. PUSH
Knocks enemies back. This does not stop them from using skills. ![]() | |||
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. ![]() |
![]() 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. ![]() |
![]() Recharges [RMB/LT] SPLASH KICK if you do not bump an enemy.
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![]() Gain projectile DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection. ![]() 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. ![]() |
Right path Rushing Water
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![]() Knocks enemies back. This does not stop them from using skills. ![]() | |
Splash of Least Resistance | Fluid Reactions |
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![]() Deflects incoming projectiles away in random directions from the source of deflection. ![]() 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. ![]() |
TONGUELASH E / RB
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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. ![]() |
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 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. ![]() |
Show/Hide upgrades
Left path Barbed Tongue
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Whet Your Appetite | |||
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![]() Deals double DAMAGE BOOST
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. ![]() |
![]() 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%. ![]() |
![]() Striking enemies gives HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it. ![]() |
![]() On hit, your next attack used (within 2s) deals +100 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() 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. ![]() |
Right path Whet Your Appetite
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![]() Adds +5s to cooldown. | |
Lick and Load | Chain Armor |
![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() 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. ![]() |
TYPHOON'S FURY 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. ![]() |
LAUNCH Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() 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. ![]() Increases outgoing DAMAGE dealt by skills. ![]() 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. ![]() 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. ![]() Increases outgoing DAMAGE dealt by skills. ![]() Hitting with any attack extends bonuses. (Max 10s) |
Show/Hide upgrades
Left path Battle Ready
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Angular Momentum | |||
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![]() +10% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
![]() +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. ![]() | |||
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. ![]() 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. ![]() |
![]() 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. ![]() 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. ![]() |
![]() [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. ![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs. ![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() Recover from DAZE Interrupts and prevents skill usage for the duration of the daze. ![]() |
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. ![]() | |
Fist of Fury | Bloody Minded |
![]() 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. ![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() Negates all incoming DAMAGE and prevents the application of debuffs. ![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() Recover from DAZE Interrupts and prevents skill usage for the duration of the daze. ![]() |
Talents
Getting a Leg Up | |
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[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. ![]() CLASH: Gives you another 5 stamina. |
Wave Pattern | |
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[Q/LB]: CRASHING WAVES has shorter cooldown. (-2s) CLASH: Gives you +15% front DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
Tongue Tide | |
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[E/RB]: TONGUELASH has longer range. (+5m) 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. ![]() |
Strategy
This section needs some improvements.
You can help the Gigantic Wiki by expanding it.
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.
Heroes of Gigantic | |
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