gambit-ultimate breakdown
Erik_Killmonger1001
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Gambit-ultimate breakdown
Flack jacket
This provides a number of bonuses first and foremost -150% bleed damage. Now mcoc (occasionally) follows logic so in practice this means you take no damage from bleed whilst it is active however since this is damage reduction and not an immunity you are still granted the healing from willpower. However if you are knocked below the flak jacket health threshold you will take full damage from any bleed effects active so be careful if you are using him for bleed or caltrops nodes. Additionally it provides bonus armour while active making gambit quite tanky under the right circumstances. Finally against non-contact physical attacks he gains a massive boost to armour and critical resistance. Now non-contact physical attacks are rare but very useful to be able to tank them as they can really mess you up if they are timed wrong.
So you begin each fight with a flak jacket charge lasting until you have lost 30% health to physical attacks or when awakened 70%. Additionally unlike most forms of armour it cannot be countered with armour breaks making it one of the most reliable bleed resistances in the game. Also since only physical attacks count it can be up regardless of how much damage you take with basic combo energy hits (like magneto), however gambit does have a small negative energy resistance so this isn't the most reliable way to keep the bleed immunity up. Final note about this mechanic is that damage counts double when facing tech champions making him very tough to play in those scenarios.
Anti-thorns
Gambits medium, heavy and specials all utilize energy making them reduce damage taken by passives by 100% for 0.20 seconds. Decoded this just means that (identically to omega red) mediums and specials completely prevent damage back. This includes a big range of effects with korg and electro as the most famous ones making him quite useful in those scenarios.
Blocking- when blocking gambit gains a kinetic charge every 0.4 seconds max 10- these accumulate slower the more you have. Now this is the first step in gambits damage ramp up gaining charges--->convert to prowess----> big special. NOTE: don`t know if this is a bug or normal interaction is that if he suffers AAR (either through unlucky or concussion) he will not gain charges in the normal way even when the effect expires, however converting to prowess and waiting for them to expire and you can build charges as normal
Heavy- when charging heavy attack convert each charge into a prowess buff increasing special damage by 30% each for 16 seconds, so with full charges that amounts to 300% bonus damage which is massive if you crit. Note this is on charge not execution so you can parry-heavy charge-cancel with special animation to get good damage and another in we will go over this more in rotation, but this is the second step in accessing gambits big damage
Stuns- gambit in his base abilities reduces regeneration and combat power rate by 40% for each stun debuff on the opponent. This can combine ridiculously with stun masteries, 40% from gambits abilities +30% petrify masteries+15% from max despair give him an amazing 85% healing mitigation and 70% power mitigation just on parrieng the opponent making him a bit of an interesting option for out-damaging regeneration combined with his burst on specials.
Stun debuffs are paused for the duration of gambit`s specials-this is why you parry heavy animation but not follow through, if you time this correctly the opponent will be stunned at the end of any special including the sp2 so you can keep attacking in to build power whilst the prowess is active.
Specials- All specials have +20% ability accuracy if no armour up buffs are active. This is the second major disadvantage gambit has when fighting against tech opponents as he cannot guarantee stun chains against them if they have armour buffs and has no way to deal with the armour.
Sp1 85% chance to inflict to inflict a 2.5 seconds stun debuff- so with 20% extra AA this gives gambit on nodes like power reserve full stun chaining if you double medium then 5 combo ( you may need stun length mastery to do this) you have more than enough power to keep throwing sp1s (this can easily demonstrated in the first quest of ultron's assault). However you will slowly accumulate power so occasionally mix in just 5 hit basic combos to avoid getting an sp2 which does not stun. This can also work with power boosters and burden of might node.
Sp2- this inflicts a 100% (with no armour buffs) concussion lasting for 13 seconds. Whilst this attack does not stun if it crits it can hit very hard and full AAR can be great for shutting down annoying skill champs like killmonger and agent venom. Skill in particular as this scales with class relationships
Sp3- 100% (with no armour buffs) chance to inflict 2 5 second stun debuffs, this with full stun masteries on it`s own can actually inflict a 70% heal reversal which is very nice, as well as giving you a nice long window of opportunity to attack as well as reducing opponents cpr by 80%.
Rotation wise gambit is pretty simple either spam sp1 to stun lock cheese or hold block till 10 kinetic charges→ parry heavy charge→ cancel heavy charge animation with sp2→nuke in after ( since parry is paused during special you should be able to get an in right after the special) repeat it's that simple.
Signature ability rajin cajun
This has 2 components first it increases the amount of damage the flak jacket can take from 30-70% making him much more tanky for longer periods of time and have much better uptime on the bleed immunity but doesn't really do anything for him offensively.
Secondly it increases his crit damage rating-this is were the sig gets really possibly good for damage. A 6* r3 gets a massive 1,100 crit damage rating at max sig which makes the sp2 hit very hard IF you crit, while potentially very powerful without good rng the sig ability does absolutely nothing for big damage.
Synergies-bringer of death II-apocalypse- no other really strong interaction synergy wise
Each time a kinetic charge is gained 70% chance to gain an additional one cooldown 0.8 seconds. This gives gambit a much quicker charge ramp and makes him a lot more fun as the time in between big special with lots of prowess is reduced
If gambit is a horseman-each charge grants 10% perfect block chance-at 10 this is full perfect block, you do sacrifice damage as this is lost if you covert charges to prowess but can be brilliant were block damage is a major concern and makes him the best block champion in the game.
Note-I have had a request for a stealthy guide- rest assured I am working on it now just had gambit guides asked after for quite a while but stealthy is now next in my list
Flack jacket
This provides a number of bonuses first and foremost -150% bleed damage. Now mcoc (occasionally) follows logic so in practice this means you take no damage from bleed whilst it is active however since this is damage reduction and not an immunity you are still granted the healing from willpower. However if you are knocked below the flak jacket health threshold you will take full damage from any bleed effects active so be careful if you are using him for bleed or caltrops nodes. Additionally it provides bonus armour while active making gambit quite tanky under the right circumstances. Finally against non-contact physical attacks he gains a massive boost to armour and critical resistance. Now non-contact physical attacks are rare but very useful to be able to tank them as they can really mess you up if they are timed wrong.
So you begin each fight with a flak jacket charge lasting until you have lost 30% health to physical attacks or when awakened 70%. Additionally unlike most forms of armour it cannot be countered with armour breaks making it one of the most reliable bleed resistances in the game. Also since only physical attacks count it can be up regardless of how much damage you take with basic combo energy hits (like magneto), however gambit does have a small negative energy resistance so this isn't the most reliable way to keep the bleed immunity up. Final note about this mechanic is that damage counts double when facing tech champions making him very tough to play in those scenarios.
Anti-thorns
Gambits medium, heavy and specials all utilize energy making them reduce damage taken by passives by 100% for 0.20 seconds. Decoded this just means that (identically to omega red) mediums and specials completely prevent damage back. This includes a big range of effects with korg and electro as the most famous ones making him quite useful in those scenarios.
Blocking- when blocking gambit gains a kinetic charge every 0.4 seconds max 10- these accumulate slower the more you have. Now this is the first step in gambits damage ramp up gaining charges--->convert to prowess----> big special. NOTE: don`t know if this is a bug or normal interaction is that if he suffers AAR (either through unlucky or concussion) he will not gain charges in the normal way even when the effect expires, however converting to prowess and waiting for them to expire and you can build charges as normal
Heavy- when charging heavy attack convert each charge into a prowess buff increasing special damage by 30% each for 16 seconds, so with full charges that amounts to 300% bonus damage which is massive if you crit. Note this is on charge not execution so you can parry-heavy charge-cancel with special animation to get good damage and another in we will go over this more in rotation, but this is the second step in accessing gambits big damage
Stuns- gambit in his base abilities reduces regeneration and combat power rate by 40% for each stun debuff on the opponent. This can combine ridiculously with stun masteries, 40% from gambits abilities +30% petrify masteries+15% from max despair give him an amazing 85% healing mitigation and 70% power mitigation just on parrieng the opponent making him a bit of an interesting option for out-damaging regeneration combined with his burst on specials.
Stun debuffs are paused for the duration of gambit`s specials-this is why you parry heavy animation but not follow through, if you time this correctly the opponent will be stunned at the end of any special including the sp2 so you can keep attacking in to build power whilst the prowess is active.
Specials- All specials have +20% ability accuracy if no armour up buffs are active. This is the second major disadvantage gambit has when fighting against tech opponents as he cannot guarantee stun chains against them if they have armour buffs and has no way to deal with the armour.
Sp1 85% chance to inflict to inflict a 2.5 seconds stun debuff- so with 20% extra AA this gives gambit on nodes like power reserve full stun chaining if you double medium then 5 combo ( you may need stun length mastery to do this) you have more than enough power to keep throwing sp1s (this can easily demonstrated in the first quest of ultron's assault). However you will slowly accumulate power so occasionally mix in just 5 hit basic combos to avoid getting an sp2 which does not stun. This can also work with power boosters and burden of might node.
Sp2- this inflicts a 100% (with no armour buffs) concussion lasting for 13 seconds. Whilst this attack does not stun if it crits it can hit very hard and full AAR can be great for shutting down annoying skill champs like killmonger and agent venom. Skill in particular as this scales with class relationships
Sp3- 100% (with no armour buffs) chance to inflict 2 5 second stun debuffs, this with full stun masteries on it`s own can actually inflict a 70% heal reversal which is very nice, as well as giving you a nice long window of opportunity to attack as well as reducing opponents cpr by 80%.
Rotation wise gambit is pretty simple either spam sp1 to stun lock cheese or hold block till 10 kinetic charges→ parry heavy charge→ cancel heavy charge animation with sp2→nuke in after ( since parry is paused during special you should be able to get an in right after the special) repeat it's that simple.
Signature ability rajin cajun
This has 2 components first it increases the amount of damage the flak jacket can take from 30-70% making him much more tanky for longer periods of time and have much better uptime on the bleed immunity but doesn't really do anything for him offensively.
Secondly it increases his crit damage rating-this is were the sig gets really possibly good for damage. A 6* r3 gets a massive 1,100 crit damage rating at max sig which makes the sp2 hit very hard IF you crit, while potentially very powerful without good rng the sig ability does absolutely nothing for big damage.
Synergies-bringer of death II-apocalypse- no other really strong interaction synergy wise
Each time a kinetic charge is gained 70% chance to gain an additional one cooldown 0.8 seconds. This gives gambit a much quicker charge ramp and makes him a lot more fun as the time in between big special with lots of prowess is reduced
If gambit is a horseman-each charge grants 10% perfect block chance-at 10 this is full perfect block, you do sacrifice damage as this is lost if you covert charges to prowess but can be brilliant were block damage is a major concern and makes him the best block champion in the game.
Note-I have had a request for a stealthy guide- rest assured I am working on it now just had gambit guides asked after for quite a while but stealthy is now next in my list
12
Comments
As a horseman, he has -250% bleed potency with his flak jacket, guaranteed no bleed damage even on enhanced bleed nodes.
As a horseman, he has an extra prowess passive of +50%.
Apocalypse also gives +155 critical rating, increasing the chance for those big yellow numbers.