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Gigantic

Gigantic 501: The Maps

By MO Evangelos
Sun 18 Jun 2017 05:01:00 AM PDT

 

THE LANDS OF GIGANTIC

 

The various battlefields of Gigantic each offer a different take on the fight for Power. You’ll need to learn the nuances of each to achieve victory, as well as know how the battlefields evolve in the final Clash stage of the match.

 

THE FIELDS OF BATTLE

 
 

PRACTICE ARENA

Once the resting place for ancient, colossal warriors to gather and enjoy a respite from battle, the glade is now a serene grassland where Heroes can hone their skills at their leisure.

  • Try every Hero and skin
  • Practice movement, combat, and summoning creatures in a variety of controlled situations
  • Start at Level 10 to test upgrades and builds for each Hero
  • Offline; no player interaction
 

THE GHOST REEF

The canyon, once an underwater home for a plethora of sea creatures, is now dry and arid. The Tesserus Collective developed a way to harvest the energy of the ghosts left in the canyon, and has used them as a power source.

  • Small arena
  • Capture the Power Orb in the middle of the map to control the power race
  • Work as a team to pressure enemy points

THE GHOST REEF (CLASH)

A sandstorm marks the transition to the Clash on the Ghost Reef.

  • New pathways open into the C and D points, increasing sight-lines in the middle of the map
  • Control points remain in the same position as pre-Clash
  • Guardians remain in the same position as pre-Clash
 

SANCTUM FALLS

Where others saw a hallowed temple of an ancient people, the Tesserus Collective recognized a potential energy source. The age-old waterworks now provides energy for mechanical golems and war machines along with its breathtaking view.

  • Large arena
  • Two neutral points to contest on either side of the river
  • Long sightlines for ranged heroes
  • Encourages heavy rotations between points

SANCTUM FALLS (CLASH)

As the Guardians enter the Clash, the reservoir drains into the lower portion of the falls, opening up an entirely new arena.

  • The fight moves to a smaller space above the original battlefield
  • Creatures relocate to new points that are closer together
  • Vertical terrain provides perches for ranged Heroes
 

SIREN'S STRAND

Sirens have been luring ships into the glacial island for many years. Much of the island's magic is inherited through the Aurora that can always be seen above the southern half of the beach.

  • Medium-sized arena
  • Single neutral point to contest in the middle of the arena
  • Many choke points and spaces for close-quarters fights

SIREN'S STRAND (CLASH)

As the Guardians Clash, the ocean waters recede while an avalanche pressures you into the tide flats.

  • The fight moves into a new area around the stern of the decrepit ship
  • Control and protect the D point; many races will come down to who gets the Power Orb from it
  • Harassing the enemy's point is a good way to divide their attention.
 

VB_test, gigantic, gigantic-guide,

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