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Wu The monastery taught lessons both martial and spiritual. Wu learned half of them well.
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Abilities
RAIN OF BLOWS LMB / RT
Basic attack | Default damage against lightly armored enemies. ![]() ![]() | |
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3 attack melee combo. |
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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.![]() |
SPRINT+[LMB/RT]: Attack INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.![]() DAMAGE BOOST 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.![]() DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.![]() |
SPLASH KICK RMB / LT
Default ability cooldown. ![]() ![]() ![]() | |
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[RMB/LT]: Rising kick that PUSH Knocks enemies back. This does not stop them from using skills.![]() [RMB/LT],[RMB/LT]: Powerful downward kick. |
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Burst the Dam | Boundless Energy | |||||
[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. | |||||
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. | [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.![]() SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it.![]() |
CRASHING WAVES Q / LB
Default ability cooldown. ![]() ![]() ![]() | |
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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
Intercepting Fist | Rushing Water | |||||
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. | Gain projectile DEFLECTION Deflects incoming projectiles away in random directions from the source of deflection.![]() 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.![]() |
TONGUELASH E / RB
Default ability cooldown. ![]() ![]() | |
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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.![]() |
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Barbed Tongue | Whet Your Appetite | |||||
Deals double DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.![]() 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. ![]() |
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.![]() |
TYPHOON'S FURY F,LMB / LS+RT,RT
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LAUNCH Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.![]() 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.![]() DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.![]() 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.![]() |
+15% basic attack DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.![]() 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. ![]() 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. ![]() | |||||
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.![]() 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.![]() |
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. ![]() 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. ![]() 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. ![]() |
[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. ![]() DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.![]() |
INVULNERABILITY Negates all incoming DAMAGE and prevents the application of debuffs.![]() WEAKNESS 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
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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. ![]() | |
CLASH | Gives you another 5 stamina. |
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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.![]() |
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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. ![]() |
Strategy
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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 STAMINAA 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.