Zandora

From Gigantic Wiki

Zandora is a playable hero in Gigantic. The Star Knight, she is a sword fighter who helps allies with her buffing auras. She was released February 23, 2017 with Eternal Dawn update during closed Beta.

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Zandora
Star knight
She moved with the confidence and purpose of a god among mortals.
HEALTH
One full segment of in-game health bar represents 500 health points.
2250
     ARMOR
Reduces incoming DAMAGE by 1% to 1 point of armor.
Heroes with light armor have 15 points of FRONT ARMOR and 7 points of BACK ARMOR.
Heroes with heavy armor have 25 points of FRONT ARMOR and 18 points of BACK ARMOR.
25
     SPEED
Base speed value. Heroes can move faster by SPRINTING, JUMPING or DODGING, sometimes at the cost of STAMINA.
650
ROLE
ARCHETYPE  / Utility
OFFENSE
DEFENSE
MOBILITY
UTILITY

[[Category:]][[Category:]]

Abilities

Star Lance Strike
LMB / RT
Basic attack
Base DAMAGE value, per normal hit/final strike.
Against heroes with LIGHT ARMOR:
Front: ?
Back: ?
Against heroes with HEAVY ARMOR:
Front: ?
Back: ?
 105/135

Base RANGE value. melee
Melee attack combo. Hitting extends active aura.
Melee attack combo. Hitting extends active aura.
Show/Hide upgrades
Left path
Aura Renewal
Star Light Stream
Aura Skill, [LMB/RT]: Hitting a foe can restart your last Aura up to 3s after it ended.
HOLD [LMB/RT]: Beam attack.
[LMB/RT]: Melee combo.
Aura Affinity Extended Focus Aura Projection Star Power
Aura Skill: If Aura times out, that skill's cooldown is reduced by 3s.
Aura Skill, [LMB/RT]: You gain 25% more FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
focus
whenever you restart an Aura.
HOLD [LMB/RT]: On hit, also attaches an Aura to your target.
HOLD [LMB/RT]: Beam attack does more DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and builds CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance.
Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.
critical chance
rapidly.
Right path
Star Light Stream
HOLD [LMB/RT]: Beam attack.
[LMB/RT]: Melee combo.
Aura Projection Star Power
HOLD [LMB/RT]: On hit, also attaches an Aura to your target.
HOLD [LMB/RT]: Beam attack does more DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and builds CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance.
Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.
critical chance
rapidly.
Aura of Strength
RMB / LT
Default ability COOLDOWN. 15s
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: ?
Back: ?
Against heroes with HEAVY ARMOR:
Front: ?
Back: ?
 150

Base RADIUS OF IMPACT value; base RANGE value of lance attack is melee. 5m
[RMB/RT]: Damage enemies in melee range.
AURA (3s duration): You and nearby allies deal 10% basic attack damage.
[RMB/RT]: Damage enemies in melee range.
AURA (3s duration): You and nearby allies deal 10% basic attack damage.
Show/Hide upgrades
Left path
Strength of Arms
Lancing Blow
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
Damage
bonus increased to 20%.
Aura duration increased to 4s.
Perform a powerful melee strike that has extended range. (+10m)
Aurea duration reduced to 2s.
Foes Beware Conversion of Strength Lancing Flow Foe Fire
On [LMB/RT]: STAR LANCE STRIKE hit, gain +10% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
vs. attacking foes.
On [LMB/RT]: STAR LANCE STRIKE hit, shorten cooldown for [Q/LB]: AURA OF HASTE and [E/RB]: AURA OF LIFE by 1s.
Adds +5s to cooldown.
On melee miss, sends out a wave projectile. (30m range, 250 damage)
On melee hit, attacking foes suffer BURN
Deals damage over time.
burning
. (30 dmg/s, 3s duration)
Right path
Lancing Blow
Perform a powerful melee strike that has extended range. (+10m)
Aurea duration reduced to 2s.
Lancing Flow Foe Fire
On melee miss, sends out a wave projectile. (30m range, 250 damage)
On melee hit, attacking foes suffer BURN
Deals damage over time.
burning
. (30 dmg/s, 3s duration)
Aura of Haste
Q / LB
Default ability COOLDOWN. 15s
Base RADIUS OF IMPACT value. 5m
[Q/LB]: +8 stamina.
AURA (3s duration): You and nearby allies move 10% faster
[Q/LB]: +8 stamina.
AURA (3s duration): You and nearby allies move 10% faster
Show/Hide upgrades
Left path
All Do Haste
Rainbow Dash
SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
Speed
boost increased to 25%.
Aura duration increased to 4s.
SPRINT+[Q/LB]: Rush forward. Enemies hit are PUSH
Knocks enemies back. This does not stop them from using skills.
pushed
.
Does not trigger Aura if you dash.
Energize Conversion of Haste Dash of Healing Dash of Damage
On start, gain +16 stamina
On [LMB/RT]: STAR LANCE STRIKE hit, shorten cooldown for [RMB/LT]: AURA OF STRENGTH and [E/RB]: AURA OF LIFE by 1s.
Adds +5s to cooldown.
[E/RB],SPRINT+[Q/LB]: If you had [E/RB]: AURA OF LIFE, you are HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healed
for 150 HP.
[RMB/LT],SPRINT+[Q/LB]: If you had [RMB/LT]: AURA OF STRENGTH, deal 200 armor-ignoring DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
Right path
Rainbow Dash
SPRINT+[Q/LB]: Rush forward. Enemies hit are PUSH
Knocks enemies back. This does not stop them from using skills.
pushed
.
Does not trigger Aura if you dash.
Dash of Healing Dash of Damage
[E/RB],SPRINT+[Q/LB]: If you had [E/RB]: AURA OF LIFE, you are HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healed
for 150 HP.
[RMB/LT],SPRINT+[Q/LB]: If you had [RMB/LT]: AURA OF STRENGTH, deal 200 armor-ignoring DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
Aura of Life
E / RB
Default ability COOLDOWN. 15s
Base HEALING value. 25HP/s
Base RADIUS OF IMPACT value. 5m
[E/RB]: CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Cleanse
debuffs from yourself and nearby allies.
AURA (3s duration): You and nearby allies regenrate HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.
25 HP/s
.
[E/RB]: CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Cleanse
debuffs from yourself and nearby allies.
AURA (3s duration): You and nearby allies regenrate HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.
25 HP/s
.
Show/Hide upgrades
Left path
Life Goes On
Bursting with Life
HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Healing
increased to 35 HP/s.
Aura duration increased to 4s.
You and nearby allies are HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healed
for 200 HP.
Duration reduced to 2s.
No longer cleanses.
Battle Armor Conversion of Life Life of the Party Defy Damage
On [LMB/RT]: STAR LANCE STRIKE hit, you and allies in your Aura gain +10 ARMOR
Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.
armor
for 2s.
On [LMB/RT]: STAR LANCE STRIKE hit, shorten cooldown for [RMB/LT]: AURA OF STRENGTH and [Q/LB]: AURA OF HASTE by 1s.
Adds +5s to cooldown.
HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Heals
an additional 30 HP per ally hit.
+150 HP max bonus.
Inflict WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
on nearby foes. (3s duration)
Right path
Bursting with Life
You and nearby allies are HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healed
for 200 HP.
Duration reduced to 2s.
No longer cleanses.
Life of the Party Defy Damage
HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Heals
an additional 30 HP per ally hit.
+150 HP max bonus.
Inflict WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
on nearby foes. (3s duration)
Vow of Shielding
F,LMB / LS+RT,RT
 Focus ability
Base RADIUS OF IMPACT value. 5m Give HP SHIELD
Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value).
shield
(600/800/1000) to you and nearby allies. (5s/6s/7s duration)
[LMB/RT] STAR LANCE STRIKE hits restore 75 HP to the shield.
Give HP SHIELD
Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value).
shield
(600/800/1000) to you and nearby allies. (5s/6s/7s duration)
[LMB/RT] STAR LANCE STRIKE hits restore 75 HP to the shield.
Show/Hide upgrades
Left path
Amity
Blesser's Boon
Gain HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.
65 HP/s
after each assist or kill. (4s duration)
Triggering an Aura with allies nearby gives you FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
focus
.
Hero's Vitality Stonewall Focused Healing Focused Might
+15% maximum HEALTH
Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight.
The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies.
Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.
health
.
You are INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
immune
to critical hits.
+20% HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
power after using your FOCUS. (Lasts until you die)
[F/LS+RT],[LMB/RT]: gain +7% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
when you use your FOCUS. (Max +14%, lasts until you die)
Right path
Blesser's Boon
Triggering an Aura with allies nearby gives you FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
focus
.
Focused Healing Focused Might
+20% HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
power after using your FOCUS. (Lasts until you die)
[F/LS+RT],[LMB/RT]: gain +7% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
when you use your FOCUS. (Max +14%, lasts until you die)

Talents

Resurgent Might
[RMB/LT]: AURA OF STRENGTH has a shorter cooldown. (-5s)

CLASH: -5s cooldown if no other Aura is active.
Speed Persisted
[Q/LB]: AURA OF HASTE lasts 3s after allies leave your Aura.

CLASH: Removes CRIPPLE
Reduces movement speed by 40% and limits jump height.
cripple
and SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slow
on start.
Life Abounds
[E/RB]: AURA OF LIFE affects a 50% larger area.

CLASH: Gain FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
focus
for each affected ally.

Strategy

This section needs some improvements.
You can help the Gigantic Wiki by expanding it.

When playing Zandora, stick close to allies to get the full worth of her aura buffs. Stay within your team as you fight in order to constantly provide support while being able to strike the enemy frontline with the extended reach on your basic attack.

Tips and Tricks