Gambit

Gambit

Remy Lebeau

Role

STRATEGIST

Attack Type

Projectile Heroes

Difficulty

4 / 5

Team

X_men, Mutants

Description

Charming and free-spirited, Remy LeBeau manipulates kinetic energy with unmatched skill. With a flick of his wrist, his charged playing cards become explosive projectiles for foes or heal his allies through kinetic shifting. When the charismatic Gambit lights up the battlefield, he always plays to win!

Abilities

Street Staff Arts

Melee

Gambit skillfully wields his staff to pummel enemies in front of him.

Kinetic Cards

Kinetic Cards

Weapon

Launch three kinetic-charged cards in an arc ahead. Each card detonates on impact, creating a single-target explosion that damages enemies and heals allies.

Key: Left Click
Ammo: 21
Casting: Projectile that fires in a straight trajectory
Fire Rate: 0.45s per round
Card Damage: 20 damage per round
Card Healing: 28 health per round
Critical Hit: No
Maximum Distance: 60m
Projectile Speed: 150 m/s
Cards Launched Per Unleash: 3 cards per unleash
Angle Between the Side Cards and the Center Card: 2°

Hand Reorder

Reload

Draw a fresh deck, shuffle, and reload ammo.

Bayou Bash

Bayou Bash

Normal

Channel kinetic energy into the bo staff, then slam it into the ground after a sweeping strike, creating a shockwave that damages nearby enemies and heals allies. Follow up <Orange>Cajun Charge</> with <Orange>Big Easy Impact</> to sprint forward while striking with the bo staff, triggering three kinetic explosions along the path.

Key: Right Click
Range: 5m spherical radius
Damage: 25 per field
Casting: Dash
Healing: To allies and self: 25/hit
Cooldown: 2 charges, with each charge taking 8s to recharge
Dash Distance: 12m
Big Easy Impact: Ā 
Spell Field Range: 5m spherical radius
Spell Field Generation Interval: 0.1
Spell Field Generation Quantity: 3
Cajun Charge

Cajun Charge

Normal

Side-step forward with bo staff in hand, dashing a short distance.

Key: Shift
Casting: Dash
Cooldown: 2 charges, with each charge taking 12.5s to recharge.
Dash Duration: 8m

Big Easy Impact

Normal

Follow up <Orange>Cajun Charge</> with a forward sprint while striking with the bo staff, triggering three kinetic explosions along the path.

Healing Hearts

Healing Hearts

Normal

Conjure a Heart card by consuming one stack of <Orange>Sleight of Hand</> to Heal and switch to the <Buff>Healing Hearts</> deck.

Key: E
Cooldown: 4 charges, with each charge taking 8s to recharge.
Self Healing: Heal 20 health per second within duration
Special Effect: Within the duration, consume one stack of Sleight of Hand to use Bridge Boost and Purifying Pick-Up.
Maximum Duration: 6s
Bridge Boost

Bridge Boost

Normal

While the <Buff>Healing Hearts</> deck is active, spend one stack of <Orange>Sleight of Hand</> to <Orange>Flush</> and card spring before firing a full deck forward. Cards bounce between allies on impact, granting Health and a <Buff>Healing Boost</>.

Key: E
Casting: Projectile that fires in a straight trajectory.
Healing: 50 damage per round
Duration: 4s
Special Effect: The projectile automatically tracks allies and will bounce between allies on impact.
Projectile Speed: 120m/s
Healing Boost Ratio: 0.15
Max Number of Ricochets: 6
Purifying Pick-up

Purifying Pick-up

Normal

While the <Buff>Healing Hearts</> deck is active, spend one stack of <Orange>Sleight of Hand</> to <Orange>Raise</> and launch a cluster of cards in an arc ahead. Explosions heal nearby allies and <Buff>Purify</> them.

Key: F
Casting: Projectile that generates a spell field upon impact.
Special Effect: The spell field applies Purify to allies upon impact. This can take effect on allies a maximum of 2 times and on himself once.
Maximum Distance: 15m
Projectile Speed: 100 m/s
Spell Field Range: 5m spherical radius
Spell Field Healing: 70 per field
Number of Generated Projectiles: 10
Breaking Spades

Breaking Spades

Normal

Conjure a Spade card by consuming one stack of <Orange>Sleight of Hand</> to gain a <Buff>Damage Boost</> and switch to the <Orange>Breaking Spades</> deck.

Key: F
Cooldown: 4 charges, with each charge taking 8s to recharge
Special Effect: Within the duration, consume one stack of Sleight of Hand to use Explosive Trick and Bidding Barrage
Maximum Duration: 6s
Self Damage Boost: 15%
Explosive Trick

Explosive Trick

Normal

While the <Orange>Breaking Spades</> deck is active, spend one stack of <Orange>Sleight of Hand</> to <Orange>Flush</> and fire a full set of cards forward. Cards explode on impact, dealing damage while inflicting <Debuff>Reduced Healing</>.

Key: F
Damage: 70
Casting: Projectile that generates a spell field upon impact
Projectile Speed: 150 m/s
Spell Field Range: 5m spherical radius
Reduced Healing Ratio: 0.25
Reduced Healing Duration: 4s
Bidding Barrage

Bidding Barrage

Normal

While the <Orange>Breaking Spades</> deck is active, spend one stack of <Orange>Sleight of Hand</> to <Orange>Raise</> and scatter cards in an arc in all directions. Explosions damage enemies and <Debuff>Launch</> them up.

Key: E
Damage: 70
Casting: Projectile that generates a spell field upon impact
Special Effect: Launch enemies up on hit, which can take effect only once.
Maximum Distance: 15m
Projectile Speed: 100 m/s
Spell Field Range: 5m spherical radius
Number of Projectiles: 10
Ragin' Royal Flush

Ragin' Royal Flush

Ultimate

Lock onto an ally within sight and unleash multiple Aces that heal and <Buff>Purify</>. Both enter the <Buff>Kinetic Transfer</> state, granting increased <Buff>Movement Speed</> and <Buff>Jump Boost</>, while enhancing attacks with additional single-target explosive damage and providing the ally with Ultimate Ability Charge Acceleration.

Key: Q
Range: Cone shape spell field, angle range: 110°, length: 40m
Casting: Targeted
Energy Cost: 4300
Special Effect: Gambit and the targeted ally receive the Purify and Jump Boost effect.
One-Time Healing: 100
Healing over time: 75/s
Spell Field Duration: 10s
Enhanced Damage Ratio: 20%
Damage Trigger Interval: 0.5s
Movement Speed Boost Ratio: 50%
Ultimate Abilities Charge Acceleration Ratio: 30%

Ace Of Aces

Normal

Gambit shares kinetic energy with Magneto and Rogue. When Magneto activates this ability, <Orange>Iron Volley</> is replaced with <Orange>Ace Greatsword</>, which detonates upon striking enemies. The explosion leaves residual kinetic energy within the target, inflicting secondary damage after a brief delay. When Rogue activates the ability, each of her attacks causes a kinetic explosion that damages nearby enemies and heals nearby allies.

Key: Passive
Team-Up Bonus: 5% Healing Boost
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