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Giant-Killer

Deals 25% more damage to bosses and every named foe. Rare, and one of the strongest damage traits for clearing the fights that decide delves.

Behaviour effect

Giant-Killer carries no behaviour coefficients. The game maps none to it, so it leaves a hero's combat AI untouched. What it changes sits outside the fight.

The rule

Every hit a Giant-Killer lands on a named enemy is multiplied by 1.25. Named enemies are the ones the game gives a proper name: dungeon bosses, the single foe waiting in a “Lair of …” side room, and other named monsters. Ordinary enemies take normal damage.

The Giant-Killer bonus is the first multiplier the damage code applies, and everything after it multiplies on top:

Also on the hero Damage to a named foe
Giant-Killer alone ×1.25
A quarry vow against that kind of foe (×1.15) ×1.44
Blood-Drunk at half health (×1.25) ×1.56
Blood-Drunk at 15% health (×1.425) ×1.78

Why a narrow bonus is worth so much

Delves are usually won or lost in a handful of fights. The ordinary rooms wear a party down; the boss decides whether the floor is cleared, the purse paid in full and the delve report reads well. A trait that adds a quarter to your damage exactly there is worth more than a small all-round bonus.

It also shortens the fights that hurt most. A shorter boss fight means fewer hits taken, fewer heroes finishing waves below 40% health, and fewer chances of being downed, with the one-in-four injury roll that follows. Cutting the hardest fight short protects the whole party.

The Lair and the route

At a dungeon fork, the alternative to the known path is sometimes a “Lair”: one named foe at one danger level below the dungeon, plus a gold bonus. A Giant-Killer leader leans +2 toward that room, which with nothing pulling the other way means taking it about 80% of the time it is offered. For once the lean and the trait agree: the room the leader wants is the room where their damage bonus applies. The other side rooms get no lean, so the leader treats them like anyone else (60% with a fresh party, 20% with a hurt one).

Bounties

Bounty postings list Giant-Killer among their liked traits (“A named beast with a price on it. This is the thing they were made for”), adding 5% to the hero’s suitability for the hunt. Bounties are short (3–6 days) and pay well in renown, so a Giant-Killer is the natural lead for them.

Who should carry it

  • Your main damage dealer. The bonus scales with the damage the hero already does.
  • Ranged attackers who can keep hitting the boss without being pulled into the melee.
  • Any hero bound for the deepest floors, where named foes are the main obstacle.

It does nothing for a tank or healer who rarely deals the damage, so it is wasted on them. On a front-line damage dealer, pair it with Death-Defying so they survive long enough to land the hits.

Small hooks

Quest reports have their own Giant-Killer lines. The hero card links the trait to Power and Bravery; that link is descriptive and does not change either attribute.

Conflicts and rarity

Giant-Killer can never appear with Cowardly.

  • Rarity: rare, positive · draw weight 14 of 6,365 · about 1 recruit in 180
  • Founding draft: only on the wildcard card.
  • In the wiki’s archive: first present in the 2.1.8 build (absent from 2.0.7).

Recruiting

Worth a real premium on any damage dealer. If you are building a roster to push for promotion, this is one of the traits to look for first.

New in v2.1.8

Datamined from v3.0.0. Values are read from the game's own code.

Where in the game bundlebundle @20910630 Ic[id="giant-killer"]; @20864204 OG()