Lord Knossos
Role - Frontline / Melee DPS
Archetype - Bruiser
2941.1 EHP
2500 HP
15 armor
650 move speed
246.2 melee base dps
1260.0 total dmg over 5s
540 / 725 / 910 AoE stun, bleed, cracked armor dmg
Baseline effects
Upgrade effects
![SquareInvulnerableStatusEffect.png](/images/5/5c/SquareInvulnerableStatusEffect.png)
![Degen Resistance](/images/0/0b/SquareShieldAbsorptionStatusEffect.png)
![SquareHealStatusEffect.png](/images/5/52/SquareHealStatusEffect.png)
![SquareFocusStatusEffect.png](/images/7/7e/SquareFocusStatusEffect.png)
![SquareSlowedStatusEffect.png](/images/a/ac/SquareSlowedStatusEffect.png)
![SquareCrippledStatusEffect.png](/images/f/fd/SquareCrippledStatusEffect.png)
![SquareLaunchedStatusEffect.png](/images/5/53/SquareLaunchedStatusEffect.png)
Playstyle
Lord Knossos is a beefy melee bruiser that focuses on hard engage and single target damage.
- RMB is a low cooldown projectile that is great for poking from a distance, and also weaves nicely between melee attacks for extra damage.
- Q is a very straightforward yet powerful engage tool, although it can be dodged if used too predictably.
- F has amazing AoE damage and stuns, and is great for coordinated teams to follow up on.
- Knossos has decent health, but isn't tanky enough to stay on the front line for long, so he has to stay healthy and wait for a good opportunity to engage.
- Knossos has worse mobility than most other heroes, and must conserve more stamina in order to dodge and retreat.
Patience, decision making, and heavy punishes are qualities that let Knossos lord over the battlefield.
Skills
![Cooldown.png](/images/9/9c/Cooldown.png)
Throws a spear as a projectile.
- Projectile is slightly affected by gravity.
- Projectile does not disappear in flight unless aimed upwards.
- Damage falls off from
-0% at 12m to
-50% at 28m.
1s attack time.
- Cooldown begins after 2s if stationary, or after 1s if moving or performing any action.
Despite having a tooltip range of 15m, this projectile can hit targets across the map, although it is difficult to aim.
Upgrades
LMB - Skewer / Jump Skewer / Dodge Skewer
![Upgrade path LL.png](/images/thumb/a/af/Upgrade_path_LL.png/52px-Upgrade_path_LL.png)
Skewer
- On hit, refresh buff duration to 3s.
The buff is not refreshed by jump attacks or dodge attacks.
![Upgrade path R.png](/images/thumb/2/26/Upgrade_path_R.png/52px-Upgrade_path_R.png)
Automatically uses Pierce when using a basic attack while sprinting.
A single hit with momentum.
- Costs 10 stamina.
- Counts as the first hit of the basic attack combo.
Bleeding, 50 dmg/s for 3s.
290 total dmg.
Note that if you have enabled the option to always sprint when out of combat, which is on by default, then you will have to stop moving or move in a non-forwards direction in order to not use this attack out of combat.
RMB - Chuck
![Upgrade path L.png](/images/thumb/5/57/Upgrade_path_L.png/52px-Upgrade_path_L.png)
![Upgrade path R.png](/images/thumb/2/26/Upgrade_path_R.png/52px-Upgrade_path_R.png)
Chuck is replaced by
Torus.
![Upgrade path RR.png](/images/thumb/6/69/Upgrade_path_RR.png/52px-Upgrade_path_RR.png)
Torus
- Cooldown is reduced by
3s per enemy hit.
- Cooldown is reduced by
Q - Gore
![Upgrade path R.png](/images/thumb/2/26/Upgrade_path_R.png/52px-Upgrade_path_R.png)
Gore
- At end of attack, press Q again within 2s to use
Bulldoze.
- At end of attack, press Q again within 2s to use
E - Bull Rush
F - Labyrinth / Passive
Talents
Chuck
Notes
- Practice your aim with Chuck, it's a great tool to deal poke damage or finish off a fleeing enemy.
- You don't always have to initiate with Gore - sometimes, you can start with some melee attacks, and then use Gore to interrupt an escape skill.
- Labyrinth is one of the best focuses in the game, use it as much as possible.
- Try not to spend too much stamina on jump attacks, dodge attacks, or chasing down enemies, as it is your only resource for retreating from a battle.
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