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Wu/Hero

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Wu
Martial artist


The monastery taught lessons both martial and spiritual. Wu learned half of them well.

HERO TYPE Fighter
OFFENSE
7
DEFENSE
5
MOBILITY
8
UTILITY
4

Abilities

RAIN OF BLOWS
LMB / RT
Basic attack | 
Default damage against lightly armored enemies.
 55 | 
Default damage against heavily armored enemies.
 48
3 attack melee combo.
Show/Hide upgrades
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)
SPLASH KICK
RMB / LT
Default ability cooldown.
 8s | 
Default damage against lightly armored enemies.
 140 | 
Default damage against heavily armored enemies.
 112
[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
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).
CRASHING WAVES
Q / LB
Default ability cooldown.
 8s | 
Default damage against lightly armored enemies.
 95/127 | 
Default damage against heavily armored enemies.
 ?
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
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.
TONGUELASH
E / RB
Default ability cooldown.
 15s | 
Default damage against lightly armored enemies.
 93 | 
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
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)
TYPHOON'S FURY
F,LMB / LS+RT,RT
 Focus ability | 
Default damage against lightly armored enemies.
 ? | 
Default damage against heavily armored enemies.
 ?
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
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
A special resource that allows player to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
While SPRINT and JUMPS consume stamina when player is IN COMBAT, DODGE always cost 25 stamina (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
A special resource that represents hero's (or creature's) life pool, and is a measure of how long he able to remain in the fight.
The amount of health is varying between characters. One segment of green bar represents 500 health, additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using of some of the skills reduces health. Health can be regenerated by various sources, characters OUT OF COMBAT slowly regenerate their health by themselves.
When health bar reaches 0, hero is defeated and returns to the Airship, while creature just dies.
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.

Talents

Getting a Leg Up
BATTLE [RMB/LT]: SPLASH KICK gives you 5
STAMINA
A special resource that allows player to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
While SPRINT and JUMPS consume stamina when player is IN COMBAT, DODGE always cost 25 stamina (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 Gives you another 5 stamina.
Wave Pattern
BATTLE [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.
damage reduction
on end. (3s)
Tongue Tide
BATTLE [E/RB]: TONGUELASH has longer range. (+5m)
CLASH Gives you more
FOCUS
A 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
    A special resource that allows player to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
    While SPRINT and JUMPS consume stamina when player is IN COMBAT, DODGE always cost 25 stamina (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.