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 for each successful hit. (3s duration, maximum +20 armor)
After using any other skill, the first hit deals +50%
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage. (Within 3s)
Cold and Frail
Cold Remedy
Extra Sauce
Ice Breaker
Hitting frozen enemies
WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS(50%) and EXTREME WEAKNESS(75%) are more powerful.weakens them. (-25% damage, 2s)
Hitting frozen enemies
HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.heals you. (40 HP/s, stacks at 100% with other heals)
Deals +100%
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage against frozen enemies.
CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.Cracks armor against frozen enemies. (-10 armor, 3s)
Throw snowball that explodes upon hitting the ground. Inflicts
STUN
Interrupts and prevents skill usage and movement for the duration of the stun.stun(1s) and
FREEZE
Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.freeze(2s). HOLD [RMB/LT] to charge.
Show/Hide upgrades
Stick it to 'Em
Size Matters
Direct hits stick to enemies, deal +100
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage upon impact, and explode twice as fast.
If fully charged, affects a bigger radius.
Shattered
Ice Ball
Let's Chill Together
Group Benefits
Direct hits explode immediately on impact and give 3x the
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.
Direct hits
FREEZE
Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.freeze enemies for longer on explosion. (4s)
If fully charged,
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage is increased for each enemy hit. (+60 per enemy, maximum: +120)
If fully charged, cooldown is reduced by 1s for each enemy hit.
[Q/LB]: Slide along the ground. [Q/LB],[Q/LB]: Perform melee hit that
PUSH
Knocks enemies back. This does not stop them from using skills.pushes enemies.
Show/Hide upgrades
Safety First
Snow Bowling
While sliding, gain
HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.health over time. (60 HP/s)
Roll forward in a snowball. [Q/LB] AGAIN: explode, deal area damage and
FREEZE
Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.freeze foes. (2s) Reduced speed. No longer pushes.
Stay Healthy
Uninhibited
Forceful Impact
Play Nice
Hitting an enemy increases and extends the
HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.health gain. (100 HP/s, 2s)
Gain +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 and become
INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.immune to
SLOW
Reduces movement speed by 20%. MAJOR SLOW(30%) and MASSIVE SLOW(60%) are more powerful.slow,
CRIPPLE
Reduces movement speed by 40% and limits jump height.cripple, and
IMMOBILIZE
Interrupts any skills currently in use and prevents movement. Enemies can still use skills while immobilized.immobilize while sliding.
[Q/LB],[Q/LB]:
DAZE
Interrupts and prevents skill usage for the duration of the daze.Dazes enemies on hit.
[Q/LB],[Q/LB]:
WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS(50%) and EXTREME WEAKNESS(75%) are more powerful.Weakens enemies on hit. (-25% damage, 3s)
FROST PATH
E / RB Default ability cooldown. 13s
Create a path in front of you that inflicts
FREEZE
Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.freeze. Grants
SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.speed boost to allies.
Show/Hide upgrades
Extended Path
Frostbite
Path extends further.
FREEZE
Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.Freeze strength is intensified over time.
A Slippery Slope
Path of Destruction
Flash Freeze
Redistribution of Health
You and your allies move
SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.faster when on the path.
You and your allies gain +15% basic attack
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage when on the path.
Frostbite happens faster.
If an enemy is on your path, you are
HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.healed for 75 HP/s.
Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.full freeze. On end, turns enemies into snowmen for 4s. Breaking them deals damage (300/400/500).
Show/Hide upgrades
Tactical Awareness
Frozen Focus
+10% back
DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction. +10%
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.
Gain additional
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 whenever you freeze an enemy. (Once every 5s)
Pure Escapism
Bloody Minded
Hardy
Feeling Better
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).Lose debuffs when you
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.dodge. (Once every 20s)
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.
25%
DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.degen resistance. [F/LS+RT],[LMB/RT]: 50%
DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.degen resistance after using FOCUS. (Lasts until you die)
[F/LS+RT],[LMB/RT]: While using FOCUS, gain
HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.health over time. (150 HP/s)
Talents[]
Fastball
BATTLE
[RMB/LT]: SNOWBALL TOSS travels faster and further.
CLASH
With full
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, cooldown is reduced by 8s.
Let it slide
BATTLE
[Q/LB]: SLIP AND SLIDE can slide longer before attacking.
CLASH
Gain
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 while sliding.
Lingering Effects
BATTLE
[E/RB]: FROST PATH
SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.speed boost and
FREEZE
Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful.freeze last an extra 1s.
CLASH
Extra duration increased to 2s.
Strategy[]
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Pakko, is an extremely fun character to play with, and an attitude to match. He is an easy to use 'playful giant' preferring to fight with his hands while occasionally throwing snowballs, freezing the ground, and rolling into enemies. Keep in mind that Pakko is more of a 'support type' role, and not a full on 'tank' or 'melee' character.
To adopt a more 'support' role one should keep in mind that sticking with your allies is the best way to go. Pakko can handle himself quite well on his own, but mostly relies on his abilities to finish off enemies, and that is dangerous in its own way. Make sure to save at least one of his escape abilities and to watch his stamina bar because if caught without one or the other, it'll be difficult to get out of dangerous enocounters.
Tips and Tricks[]
Pakko can do pretty well on his own, but he really excels when he fights with an ally or two (or three, or four) at his side. Travel with a damage dealer to help you clean up kills after initiating, or stick close to a support hero to keep you alive in the middle of a big fight.[1]
[RMB/LT] SNOWBALL TOSS skill gives Pakko the unique ability to initiate a fight from long range. You can use this to your advantage by staying healthy and landing a snowball toss to soften up your enemies before you dive in.[1]
[E/RB]: FROST PATH skill can combo with [Q/LB] SLIP AND SLIDE skill to get into or out of a fight very quickly. Be careful though, because using all your skills all at once can leave you vulnerable to getting picked off, especially from ranged fire; Pakko is a big target![1]
Pakko’s
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, BREATH OF FRIGID AIR, can be used in multiple ways. Turning enemies into snowmen means they’re unable to move or use skills for the duration. If you do enough damage to them while they are snowmen, they will take more damage, but will also will be broken out of their snowman form and able to fight back. So think carefully about whether you want to use his focus for offense or defense.[1]