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 Rutger
 The Stone Warden


 A sworn protector of the land could not stay in retirement while nature was desecrated.

HERO TYPE  Tank / Control
OFFENSE
5
DEFENSE
8
MOBILITY
3
UTILITY
7
Hero render Rutger small

Abilities

DIGGING CLAWS
LMB / RT
Basic attack | 
Default damage against lightly armored enemies.
Eff icon dmg
 93 | 
Default damage against heavily armored enemies.
Icon stat admg
 90
RutgerLM Rapid melee attack. If your
SHIELD
Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value).
Term icon armorshield
is up, you regain 10 shield per hit.
Show/Hide upgrades
Clawing for Shield Digging Deeper
While shielded, hits grant more
SHIELD
Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value).
Term icon armorshield
. (20 per hit)
Hits have
ARMOR PIERCE
Deals DAMAGE while ignoring target's ARMOR on certain percentage.
Eff icon dmgarmor penetration
. (40%)
Granite Aura Rockslide Dodging is Critial Laceration
While shielded, hits grant +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.
Term icon armorarmor
to you and allies near you.
While shielded, hits grant +15%
SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
Eff icon speedmovement speed
. (3s)
DODGE+[LMB/RT]: Your
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.
Term icon dodgedodge
attacks
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.
Eff icon dmgcrit
and raise your crit chance to 100%.
JUMP+[LMB/RT]: Hitting in the
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.
Term icon backback
with your
JUMP
Lets hero to get up platforms, over ledges, across gaps, and away from enemies.
OUT OF COMBAT jumping is free, but after entering COMBAT it begins to consume STAMINA by portions.
When stamina bar reaches 0, hero will perform short-hops instead of jumps.
Melee Heroes also gain a special attack by using their primary attack after jumping, which consumes additional stamina, but hitting an enemy IN THE BACK will apply CRIPPLE.
Term icon jumpjump
attacks inflicts
BLEED
Deals armor-ignoring damage over time.
Eff icon bleedbleeding
.
(30 dmg/s, 3s)
TREMORS
RMB / LT
Default ability cooldown.
Icon stat cd
 11s | 
Default damage against lightly armored enemies.
Eff icon dmg
 340 | 
Default damage against heavily armored enemies.
Icon stat admg
 300
RutgerRM HOLD [RMB/LT]: Pound the ground in front of you three times. First two hits
SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
Eff icon slowslows
enemies. (-20% movement speed, 1s)
Final hit
PUSH
Knocks enemies back. This does not stop them from using skills.
Eff icon pushpushes
enemies.
Show/Hide upgrades
Shaky Ground Spike Damage
First two hits inflict
SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
Eff icon slowmajor slow
. (-30% movement speed, 1s)
Final hit deals +200
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
Eff icon dmgdamage
.
After Effects Great Barrier Rocked to the Core Pushing for Focus
First two hits also
WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
Eff icon weakweaken
enemies. (-25% damage, 5s)
With shield, first two hits restore 50
SHIELD
Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value).
Term icon armorshield
per enemies hit.
Final hit also inflicts
CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
Eff icon crackcracked armor
. (-10 armor, 3s)
Final hit
PUSH
Knocks enemies back. This does not stop them from using skills.
Eff icon pushpushes
enemies further and grants 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.
Term icon focusFocus
.
BURROW
Q / LB
Default ability cooldown.
Icon stat cd
 15s
RutgerQ Dive into the ground; become
INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
Eff icon immuneinvulnerable
and restore 150
SHIELD
Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value).
Term icon armorshield
. (2s)
TAP [Q/LB] AGAIN: Emerge from the ground early.
Show/Hide upgrades
Protective Plating Seismic Activity
BURROW restores additional
SHIELD
Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value).
Term icon armorshield
. (100 shield per second)
[Q/LB],[Q/LB]: Burrow to targeted location and attack in a radius.
PUSH
Knocks enemies back. This does not stop them from using skills.
Eff icon pushPushes
enemies.
Increases cooldown by 5s
Salt of the Earth Burrowed Time Give Me The Slowdown Eruption
BURROW also restores
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.
Term icon staminastamina
over time. (10 stamina/s)
BURROW lasts 1 second longer. [Q/LB],[Q/LB]: On hit, inflicts
SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
Eff icon slowmajor slow
. (2s)
[Q/LB],[Q/LB]:
JUMP HIGHER
Increases the height of all jumps when affected by the skill.
Eff icon jumpJump higher
when emerging and
PUSH
Knocks enemies back. This does not stop them from using skills.
Eff icon pushpush
enemies further.
ROCK BARRIER
E / RB
Default ability cooldown.
Icon stat cd
 16s
RutgerE HOLD [E/RB]: Create a stone wall that blocks enemies and projectiles. (2s)
TAP [E/RB] AGAIN: Destroys the wall.
Show/Hide upgrades
Rock Solid Teardown
Wall duration increased by 1s. When it expires, the wall explodes dealing 250
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
Eff icon dmgdamage
.
Rock of Ages Garrison Cracks in the Foundation Mineral Heavy
Wall duration increased by another 0.5s. The wall grants +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.
Term icon armorshield
to you and nearby allies. (5s)
Explosion inflicts
CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
Eff icon crackcracked armor
. (3s)
Explosion briefly
DAZE
Interrupts and prevents skill usage for the duration of the daze.
Eff icon dazedazes
enemies. (0.5s)
ROCK AND ROLL
F,LMB / LS+RT,RT
Term icon focus Focus ability | 
Default damage against lightly armored enemies.
Eff icon dmg
 280 / 420 / 560 | 
Default damage against heavily armored enemies.
Icon stat admg
 225 / 370 / 450
RutgerF Charge up and then roll forward,
LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
Eff icon knocklaunching
enemies away and dealing
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
Eff icon dmgdamage
. (300/450/600)
Grants +40
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.
Term icon armorarmor
and
INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
Eff icon immunedisruption immunity
.
Show/Hide upgrades
Hardy Ready to Rock
25%
DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
Term icon armordegen 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.
Term icon armordegen resistance
after using FOCUS. (Lasts until you die)
While shielded, gain +10% basic attack
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
Eff icon dmgdamage
.
Battle Ready Hardened Resolve Life Line Focus Buffer
+10% front
DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
Term icon armordamage reduction
, additional +5% while attacking.
Increased shield health. (+200) +20% self
HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Eff icon healhealing
. When out of
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.
Term icon combatcombat
, health returns faster.
While shielded, 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.
Term icon focusFocus
25% faster.

Talents

Talent sword 3 Mountain Range
BATTLE [RMB/LT]: TREMORS has extended reach. (+3m)
CLASH Hitting with spikes grants +15% basic attack
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
Eff icon dmgdamage
. (4s)
Talent shield 2 Earthbound
BATTLE [Q/LB]: BURROW grants +5
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.
Term icon armorarmor
after emerging. (5s)
CLASH +5 additional armor for each enemy nearby when emerging. (Maximum: +15, 5s)
Talent sword 1 Rock On
BATTLE [E/RB]: ROCK BARRIER cooldown reduced. (-2s)
CLASH With shield, cooldown reduced by another 2s.

Strategy

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Tips and Tricks

  • While sufficiently tanky, players who pick up Rutger should keep a close eye on their health bar. If Rutger’s shield is broken he becomes significantly more vulnerable, as his health pool is not very large. When your shield is broken, it might be a good idea to disengage.
  • The [E/RB] ROCK BARRIER skill is great at controlling the battlefield and splitting up your enemies. Use it to block foes as they attempt to escape, or use it to aid your own escape by walling off a choke point on your way through. Be careful, though: your wall can also block your own teammates! If your wall placement is questionable, tap E/RB again to remove the wall.
  • If you start to take a lot of damage in a fight, it can be wise to take a breather by using your [Q/LB] BURROW skill. This will make you temporarily invulnerable and will give you a chance to restore some of your shield. Clever use of this skill can extend fights long enough for your other skills to come off cooldown.
  • Your
    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.
    Term icon focusFocus
    skill can be used in many different ways. As a movement skill, it’s great for closing the gap and escaping from fights. In the middle of a fight, it can be used to disrupt the enemy team by bowling your way through as many enemies as possible.