Aisling
Aisling is a playable Hero in Gigantic. She is a melee fighter who carries her father's sword – and her father's ghost – into a battle. She was first introduced on PAX East 2015.
Hero | Lore | Cards | Skins | Responses | Changelogs | Miscellaneous | Gallery |
![](http://static.miraheze.org/gogiganticwiki/7/73/Hero_render_Aisling_small.png)
Aisling |
Young warrior |
By taking up her father's sword, Aisling conjured more than just his memory. | |
HEALTH One full segment of in-game health bar represents 500 health points. ![]() 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. ![]() Base speed value. Heroes can move faster by SPRINTING, JUMPING or DODGING, sometimes at the cost of STAMINA. ![]() | |
ROLE | Support / Melee DPS |
ARCHETYPE | Summoner / Utility |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
Abilities
Slash LMB / RT
Basic attack | |||
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Base DAMAGE value, per hit. Against heroes with LIGHT ARMOR: Front: 95 Back: 105 Against heroes with HEAVY ARMOR: Front: 84 Back: 92 ![]() Base RANGE value. ![]() |
Melee attack combo, 3 hits. | SIR CADOR Fights alongside Aisling. ⬩ Deals +200% DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
Melee attack combo, 3 hits. | |||
SIR CADOR Fights alongside Aisling. ⬩ Deals +200% DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
Left path Father's Lessons
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Spectral Wave | |||
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![]() Deals +25% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() Shoots
![]() ![]() No longer perform a melee attack. | |||
Father's Flame | Father's Reproof | Spectral Might | Spectral Defense | |
![]() Deal +60 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() Deals damage over time. ![]() |
![]() WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() -5% damage for ![]() |
![]() On ally hit, gives +15% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
![]() On ally hit, gives +20 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. ![]() ![]() |
Right path Spectral Wave
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![]() ![]() ![]() No longer perform a melee attack. | |
Spectral Might | Spectral Defense |
![]() Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
![]() 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. ![]() ![]() |
CADOR'S COMMAND RMB / LT
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Default ability COOLDOWN.![]() Base DAMAGE value, per hit. Against heroes with LIGHT ARMOR: Front: 34 Back: 34 Against heroes with HEAVY ARMOR: Front: 30 Back: 30 ![]() Base SUMMON RANGE value. Cador's attack is a melee. ![]() |
Summon Sir Cador or while summoned, directs him to target area or enemy. ⬩ On death, Sir Cador enters sword and STUN Interrupts and prevents skill usage and movement for the duration of the stun. ![]() ![]() ![]() ![]() ![]() ![]() |
Summon Sir Cador or while summoned, directs him to target area or enemy. ⬩ On death, Sir Cador enters sword and STUN Interrupts and prevents skill usage and movement for the duration of the stun. ![]() ![]() ![]() ![]() ![]() ![]() |
Left path Cador's Charge
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Cador's Defenses | |||
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![]() Every
![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() Sir Cador gives +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. ![]() ![]() | |||
Fast Recharge | Burning Blade | Cador's Might | Cador's Restoration | |
![]() Reduces Sir Cador's DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
![]() Every
![]() Increases outgoing DAMAGE dealt by skills. ![]() Deals damage over time. ![]() ![]() |
![]() Sir Cador gives +15% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
![]() HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() ![]() |
Right path Cador's Defenses
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![]() 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. ![]() ![]() | |
Cador's Might | Cador's Restoration |
![]() Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() ![]() |
CADOR'S WAR CRY Q / LB
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Default ability COOLDOWN.![]() Base RANGE value. ![]() |
Sir Cador roars in ![]() ⬩ SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() ![]() ⬩ INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() |
Sir Cador roars in ![]() ⬩ SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() ![]() ⬩ INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() |
Left path Chastise
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Spectral Barrier | |||
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![]() On cancel, CRIPPLE
Reduces movement speed by 40% and limits jump height. ![]() ![]() |
![]() Sir Cador creates a barrier that blocks enemy projectiles for
![]() No longer INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() | |||
Intimidation | Cry More | Spectral Armor | Spectral Lens | |
![]() On cancel, WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() ![]() |
![]() On cancel, reduces cooldown by
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![]() Allies inside the barrier receive +20 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. ![]() |
![]() Allies inside the barrier have +100% 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. ![]() |
Right path Spectral Barrier
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![]() ![]() No longer INTERRUPT Disrupts any skills in use and very briefly slows the target's movement. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() | |
Spectral Armor | Spectral Lens |
![]() 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. ![]() |
![]() 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. ![]() |
INTO THE BLADE E / RB
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Default ability COOLDOWN.![]() |
Retreat Sir Cador into the sword. ⬩ With Sir Cador in sword Aisling gains +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. ![]() ⬩ HEALING Provides HEALTH every second. The amount is determined by the source of the healing. ![]() ⬩ On retreat, puts ![]() ![]() 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. ![]() ![]() ![]() |
Retreat Sir Cador into the sword. ⬩ With Sir Cador in sword Aisling gains +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. ![]() ⬩ HEALING Provides HEALTH every second. The amount is determined by the source of the healing. ![]() ⬩ On retreat, puts ![]() ![]() 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. ![]() ![]() ![]() |
Left path Swift Return
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Shielding Presence | |||
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![]() Restores +20 STAMINA
Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively. ![]() ⬩ Allows to SPRINT Provides a significant boost to hero's movement speed. OUT OF COMBAT sprinting is free, but after entering COMBAT it begins to consume STAMINA every second. ![]() |
![]() Gain a 250 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). ![]() ![]() | |||
Spirited Run | Ardent Blade | Aura of Healing | Pure of Spirit | |
![]() Gain +25% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() ![]() |
![]() Gain +25% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
![]() Buffs initial healing. HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() ![]() |
![]() Gives INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs. ![]() ![]() ![]() |
Right path Shielding Presence
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![]() Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value). ![]() ![]() | |
Aura of Healing | Pure of Spirit |
![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() ![]() |
![]() Negates all incoming DAMAGE and prevents the application of debuffs. ![]() ![]() ![]() |
TERRIFY F,LMB / LS+RT,RT
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Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: Back: Against heroes with HEAVY ARMOR: Front: Back: ![]() Base RANGE value. ![]() |
Teleports Sir Cador to target area up to ![]() ⬩ LAUNCH Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() ⬩ SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() ⬩ WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() Each 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. ![]() ⬩ SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() ⬩ Attack DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() |
Teleports Sir Cador to target area up to ![]() ⬩ LAUNCH Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land. ![]() Disrupts any skills in use and very briefly slows the target's movement. ![]() ⬩ SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() ⬩ WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() Each 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. ![]() ⬩ SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() ⬩ Attack DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() |
Left path Ghostly Might
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Skirmishing | |||
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![]() Sir Cador deals +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() ⬩ ![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() In COMBAT
A state in which characters enter while using their DAMAGE dealing skills and taking damage from enemies. During combat active movements (SPRINT, JUMP and DODGE) consume STAMINA. In 7 seconds after not performing attacks and taking damage, character is OUT OF COMBAT and begins to regenerate his HEALTH and STAMINA. ![]() Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively. ![]() Out of combat, starts 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. ![]() | |||
En Garde | Will to Power | Pure Escapism | Hit and Run | |
![]() During attack, gains +20% front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
![]() After using
![]() Increases outgoing DAMAGE dealt by skills. ![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
![]() Once every
![]() Gives character a chance to completely avoid incoming attack and gain invulnerability for a brief moment (does not apply to damage from ground effects or debuffs). One dodge always costs 25 points of STAMINA. When stamina bar reaches 0, hero still can dodge, but will lost chance to gain invulnerability. Melee Heroes also gain a special attack by using their primary attack after dodging at the cost of additional stamina, but charging forward and deal damage. ![]() Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds). ![]() |
![]() After using
![]() Increases the speed of hero by a percent determined by the skill applying it. ![]() 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. ![]() |
Right path Skirmishing
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![]() A state in which characters enter while using their DAMAGE dealing skills and taking damage from enemies. During combat active movements (SPRINT, JUMP and DODGE) consume STAMINA. In 7 seconds after not performing attacks and taking damage, character is OUT OF COMBAT and begins to regenerate his HEALTH and STAMINA. ![]() Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively. ![]() Out of combat, starts 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. ![]() | |
Pure Escapism | Hit and Run |
![]() ![]() Gives character a chance to completely avoid incoming attack and gain invulnerability for a brief moment (does not apply to damage from ground effects or debuffs). One dodge always costs 25 points of STAMINA. When stamina bar reaches 0, hero still can dodge, but will lost chance to gain invulnerability. Melee Heroes also gain a special attack by using their primary attack after dodging at the cost of additional stamina, but charging forward and deal damage. ![]() Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds). ![]() |
![]() ![]() Increases the speed of hero by a percent determined by the skill applying it. ![]() 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. ![]() |
Talents
Command Performance | ||
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BATTLE | BATTLE Sir Cador deals +40% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() ![]() |
CLASH | CLASH Sir Cador's attacks on
![]() 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. ![]() |
Echoes from Beyond | ||
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BATTLE | BATTLE ![]() ![]() |
CLASH | CLASH On
![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
Total Recall | ||
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BATTLE | BATTLE ![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
CLASH | CLASH Reduces cooldown of
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Strategy
Aisling may seem like an easy hero to play, but for new players she can be challenging due to her unique gameplay, which involves summoning and controlling Sir Cador. Despite her strong attacking and defensive capabilities when focused, she still dies very quickly.
Leaning on Sir Cador in difficult situations is always a great option. Even the worst situations can be at least mitigated and, at best turned around. Other time using Sir Cador's passive damage boost can help with one-on-one encounters. Just watch your back and corners to ensure you're not being pulled into a trap.
Aisling's focus skill TERRIFY has a significant impact on the battle. It can be used both to save teammate and to kill enemies (often at the same time). This, combined with other skills and the ability to switch between defensive and offensive strategies, is incredibly effective.
From the very beginning of the match, it is important to define your future strategy and decide on the path of upgrades that you will follow. You can choose between support with lots of buffs or melee 2-in-1 fighter (and a wide range of combinations between these two archetypes).
Tips and Tricks
- Sir Cador is your best weapon and shield, but you can't treat him like that all the time. Don't let him stay alone near enemies. Don't let him die. Sir Cador's death gives you an unpleasant penalty of 1s STUN
Interrupts and prevents skill usage and movement for the duration of the stun.stun and
16s cooldown on your skills. This can be crucial in a sudden team fight.
CADOR'S COMMAND repositions him, so use it whenever Sir Cador is in danger.
- Use
INTO THE BLADE to save Sir Cador from being banished or to replenish his shield, so that he will be prepared for action most of the time.
CADOR'S WAR CRY Spectral Barrier upgrade is very effective against enemy ranged DPS as both a defensive and offensive ways. It's makes life much easier for your frontliners.
- Sir Cador's damage can be greatly enhanced by adding BURN
Deals damage over time.burning damage with
CADOR`S COMMAND Burning Blade upgrade. Using this in group fights is incredibly powerful, as it can deal significant damage to a crowded enemies.
- When an enemy is within your melee range, use
CADOR`S COMMAND to increase your damage output with
SLASH Father`s Flame upgrade.
- When an enemy is within your melee range, use
- If Cador is dead you can use
TERRIFY to bring him back to life in an instant. But this does not refresh your cooldowns. So beware, it could result that Cador will die again.
Bugs
TERRIFY will sometimes not register, if the ground isn't flat, or if there isn't room for the ability, or it won't work at all at times. This doesn't use up the ability, but it won't execute either.
CADOR'S COMMAND used to periodically noclip Sir Cador down into the Backrooms. This has been resolved, but the reticle will still sometimes show that Sir Cador cannot move there, even though he does.
Heroes of Gigantic | |
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