Tripp
Role - Melee DPS
Archetype - Assassin
1764.7 EHP
1500 HP
15 armor
650 move speed
208.0 melee base dps
1301.0 total dmg over 5s
587.5 / 865.0 / 1142.5 damage
Baseline effects
Upgrade effects
Playstyle
Tripp is a stealthy, extremely squishy melee assassin that excels at disrupting and bursting down a single target.
- She often lurks on the sides of the map or behind the enemy team, staying hidden until she finds an opening.
- Her E gives her stealth for 6s, which is enough time to cover a lot of ground whether you are sneaking up on an enemy for a kill or escaping to safety.
- Slide on Q is a fast gap closer with good damage that can also be used as an escape if needed.
- Her focus deals a big chunk of single target damage, and is essential for bursting down squishy targets.
- Stealth often enables Tripp to engage with the element of surprise, with the enemy being slow to react or evade.
Patience, unpredictability, and deadly engages allow Tripp to become the scariest threat on the battlefield.
Skills
Use lightning to propel yourself forward in a controllable slide.
- Slide distance increases with momentum.
- Can jump while sliding without cancelling the slide.
- Press Q while sliding to use Can I Kick It?.
Become lightning, shooting forward 20m until an enemy or terrain is hit.
Upgrades
LMB - Lightning Strikes / Lightning Drop / Dodge Strike
Lightning Strikes
Lightning Drop
Dodge Strike
All stacks count towards the limit, no matter which type of attack they come from.
The damage buff affects damage with basic attacks, jump attacks, and dodge attacks.
Lightning Drop
Dodge Strike
The maximum buff amount remains 25%, but jump and dodge attacks now grant full stacks.
The in-game tooltip incorrectly states that the basic attack combo grants +25% damage on hit, but it still only grants a single 5% stack per hit.
Unlocks an improved lunge attack that is used automatically when attacking while stealthed.
- Is also used when jump attacking or dodge attacking while stealthed.
- LMB can be held to bring up a targeting area, then released to use the attack.
Lunge forward from stealth with a quick strike, with lightning surging forward in an afterimage.
Unseen Strike
- If an enemy is killed within 3s of being hit, Flashdance cooldown is reset.
RMB - Plasma Blades
Q - Electric Slide / Can I Kick It?
Electric Slide
- Move through enemies while sliding.
- Enemies in a 1m radius are hit for
0100 dmg.- Enemies in a 1m radius are hit for
- Massive shocks, 35 dmg/s for 3s, ends with 105 damage shockwave in a 2m radius.
It is possible to hit an enemy twice with the initial hit for an extra 100 dmg, but requires a tight turn and little enemy movement.
E - Flashdance
Flashdance
- Instant cast, does not interrupt sprinting.
- Breaks out of crowd control (stun, launch, cancel, daze.
'Breaks out of crowd control' means this skill can be used while affected by the listed effects, and instantly removes those effects. Using it this way in high ping games may cause a desync where the skill goes on cooldown but Tripp is not broken out of crowd control.
With this upgrade Tripp can perform a momentum cancel with her backwards dodge animation by using Flashdance right after dodging while airborne, sending her flying backwards at high speed.
F - Bladestorm / Passive
Passive
- When regenerating stamina in combat, gain
+20+25 per second. 7s5s combat timer.
The in-game tooltip states only that health regeneration begins 2s earlier, but the actual effect reduces the combat timer, meaning that sprinting and jumping will also cost no stamina 2s earlier.
Talents
Plasma Blades
This does apply to jump attacks and dodge attacks.
Electric Slide
13s10s cooldown.
This does not apply to crowd control effects.
Flashdance
20s15s cooldown.
This does not apply to jump attacks and dodge attacks.
Notes
- Tripp is tied for the lowest health in the game, so she can't afford to take many stray hits, especially as a melee hero.
- Stay at full health/stamina and lurk until you are ready to engage.
- Be careful not to use both slide and stealth on offense if multiple enemies are nearby - Tripp will die quickly without using one of the two skills as an escape.
- Try to engage your target from behind in order to get an easy jump attack cripple that prevents them from running.
- Don't be too predictable, as you can be shut down easily if the enemy team knows which angle you are coming from.
- When using stealth to escape, try mixing in dodges or change directions to throw enemies off your trail.
- Slide kick into focus is a great opening combo when you need to burst someone down quickly.
- Her focus is great at dealing damage, but it is also effective at dodging deadly enemy skills. Try to time it when you can do both.
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