Kajir

From Gigantic Wiki

Kajir is a playable Hero in Gigantic: Rampage Edition. Also known as the Shadow, he is sneaky assassin skilled at deception. He was one the most well known unreleased heroes of Gigantic.

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Kajir
Deadly assassin
HEALTH
One full segment of in-game health bar represents 500 health points.
1600
     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.
15
     SPEED
Base speed value. Heroes can move faster by SPRINTING, JUMPING or DODGING, sometimes at the cost of STAMINA.
ROLE Melee DPS
ARCHETYPE Assassin
OFFENSE
DEFENSE
MOBILITY
UTILITY

Abilities

SLICE
LMB / RT
Basic attack
Base DAMAGE value, per hit.
Against heroes with LIGHT ARMOR:
Front: 63
Back: 70
Against heroes with HEAVY ARMOR:
Front: 56
Back: 61
 75

Base RANGE value. Melee
Melee attack combo, 4 hits.
Melee attack combo, 4 hits.
Show/Hide upgrades
Left path
Flurry of Claws
Precise Cut
On last hit, gains +5% basic attack and SKELETON CREW DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 3s. Stacks 15x.
Fourth hit does 150 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
⬩ On fourth hit, DODGE costs 25% less stamina for 2s.
Blizzard of Claws Backscratcher Throat Slice Organ pierce
JUMP and DODGE attacks extend FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freeze
duration by 1.5s.
On SKELETON CREW target hit, doubles 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.
crit
chance build up.
BACK ATTACK
Doing DAMAGE to an enemy from behind will deal an additional 10% damage.
For melee heroes, a JUMP attack that hits an enemy in the back will deal even MORE DAMAGE and apply CRIPPLE to the target.
Backstab
hit does +15% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
After using UNSEEN BLADE, first attack within 3s applies BLEED
Deals armor-ignoring damage over time.
bleed
, 36dmg/s for 3s.
Right path
Precise Cut
Fourth hit does 150 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
⬩ On fourth hit, DODGE costs 25% less stamina for 2s.
Throat Slice Organ pierce
BACK ATTACK
Doing DAMAGE to an enemy from behind will deal an additional 10% damage.
For melee heroes, a JUMP attack that hits an enemy in the back will deal even MORE DAMAGE and apply CRIPPLE to the target.
Backstab
hit does +15% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
After using UNSEEN BLADE, first attack within 3s applies BLEED
Deals armor-ignoring damage over time.
bleed
, 36dmg/s for 3s.
BACK STAB
RMB / LT
Default ability COOLDOWN. 10s
Base DAMAGE value, on charge levels 1/2.
Against heroes with LIGHT ARMOR:
Front: 212/297
Back: 233/327
Against heroes with HEAVY ARMOR:
Front: 187/262
Back: 206/288
 250/350

Base RANGE value. Melee
FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
 50dmg/s
HOLD [RMB/LT]: Charged dash attack. Level 1: Deals 250 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
Level 2:
⬩ Deals 350 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freezes
, 50dmg/s and -30% move speed for 3s.
⬩ INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
Cancels
enemies (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
HOLD [RMB/LT]: Charged dash attack.
Level 1: Deals 250 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
Level 2:
⬩ Deals 350 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freezes
, 50dmg/s and -30% move speed for 3s.
⬩ INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
Cancels
enemies (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
Show/Hide upgrades
Left path
Finesse
Swift Blade
Gains a third charge level:
⬩ Deals 450 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
⬩ FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freezes
, 50dmg/s and -30% move speed for 3s.
⬩ INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
Cancels
enemies (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
⬩ Increased range.
Gains +25% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
move speed
for 2s. On Level 2 hit, gains +5% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 2s.
Exhausting wound Surgical Cut Invigorating Strike Silent and Unseen
On Level 3 hit, WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakens
enemies, -25% damage for 3s.
On Level 3 hit, applies FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
full freeze
, 50dmg/s and -60% move speed for 3s.
Restores +30 stamina.
On hit, reduces UNSEEN BLADE's cooldown by 2s.
Right path
Swift Blade
Gains +25% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
move speed
for 2s. On Level 2 hit, gains +5% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 2s.
Invigorating Strike Silent and Unseen
Restores +30 stamina.
On hit, reduces UNSEEN BLADE's cooldown by 2s.
UNSEEN BLADE
Q / LB
Default ability COOLDOWN. 18s
Base DAMAGE value, below/above 75% enemy's health.
Against heroes with LIGHT ARMOR:
Front: 170/340
Back: 187/374
Against heroes with HEAVY ARMOR:
Front: 150/300
Back: 165/330
 200/400

Base RANGE value. 18m
[Q/LB]: Throws a dagger.
⬩ On hit, teleports Kajir to the enemy and deals 200 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
⬩ Deals additional +200 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
to enemy with 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
above 75%.
[Q/LB]: Throws a dagger.
⬩ On hit, teleports Kajir to the enemy and deals 200 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
⬩ Deals additional +200 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
to enemy with 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
above 75%.
Show/Hide upgrades
Left path
Trick up the Sleeve
Nimble Maneuver
On hit, teleports Kajir behind enemy.
Teleports Kajir to target location. Removes DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
. Increases range to 30m. Reduces cooldown to 12s.
Prowl Frost Bomb Feline Swiftness Cursed Blade
Second [Q/LB] within 4s uses ability again.
After teleport, FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freezes
enemies within 2.5m, 50dmg/s and -30% move speed for 2s.
After teleport, gains +20% SPEED
A measure which defines how fast character is moving across the battlefield.
Heroes can move faster by SPRINTING, JUMPING or DODGING. The former two will consume STAMINA when hero is IN COMBAT, while the latter always takes certain amount of it to perform.
move speed
for 2s.
After teleport, CURSE
Removes buffs and prevents any buffs from being applied to affected targets. Can be CLEANSED.
curses
enemies within 2.5m for 2s.
Right path
Nimble Maneuver
Teleports Kajir to target location. Removes DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
. Increases range to 30m. Reduces cooldown to 12s.
Feline Swiftness Cursed Blade
After teleport, gains +20% SPEED
A measure which defines how fast character is moving across the battlefield.
Heroes can move faster by SPRINTING, JUMPING or DODGING. The former two will consume STAMINA when hero is IN COMBAT, while the latter always takes certain amount of it to perform.
move speed
for 2s.
After teleport, CURSE
Removes buffs and prevents any buffs from being applied to affected targets. Can be CLEANSED.
curses
enemies within 2.5m for 2s.
SMOKE BOMB
E / RB
Default ability COOLDOWN. 25s
Base RANGE value. 7m
Default ability DURATION. 3s
HOLD [E/RB]: Creates a smoke cloud with 1.5m radius for 3s.
⬩ Gains STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
while in the smoke cloud.
⬩ Smoke cloud follows Kajir.
SKELETON CREW
RELEASE [E/RB]: within 3s, dash forwards.
⬩ Summons 1 attacking and 1 fleeing copies.
⬩ Copies last 5s and deal 40 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
per hit.
HOLD [E/RB]: Creates a smoke cloud with 1.5m radius for 3s.
⬩ Gains STEALTH
Makes hero invisible to enemies, creatures, and Guardians.
Damage indicators and debuffs will still display when striking a stealthed hero.
Invisible heroes also will be shown on the minimap by anything that reveals enemies, such as the vision radius of the Cerberuses.
stealth
while in the smoke cloud.
⬩ Smoke cloud follows Kajir.
SKELETON CREW
RELEASE [E/RB]: within 3s, dash forwards.
⬩ Summons 1 attacking and 1 fleeing copies.
⬩ Copies last 5s and deal 40 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
per hit.
Show/Hide upgrades
Left path
Coordinated trick
Toxic bomb
Gains +10% basic attack and SKELETON CREW DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
while copies are active.
Smoke applies POISON
Reduces incoming HEALING by 50% and damages targets over time.
HEAVY POISON reduces healing by 75%.
poison
, -50% healing and 21dmg/s for 2s.
Boarding Crew Swift Crew What doesn’t kill you Toxin Shock
Both SKELETON CREW copies attack.
After activating SKELETON CREW, gains +25% SPEED
A measure which defines how fast character is moving across the battlefield.
Heroes can move faster by SPRINTING, JUMPING or DODGING. The former two will consume STAMINA when hero is IN COMBAT, while the latter always takes certain amount of it to perform.
move speed
for 3s.
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Purifies
debuffs on allies and self within the smoke.
Smoke deals 85 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
per debuff the enemy has. Stacks 7x.
Right path
Toxic bomb
Smoke applies POISON
Reduces incoming HEALING by 50% and damages targets over time.
HEAVY POISON reduces healing by 75%.
poison
, -50% healing and 21dmg/s for 2s.
What doesn’t kill you Toxin Shock
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Purifies
debuffs on allies and self within the smoke.
Smoke deals 85 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
per debuff the enemy has. Stacks 7x.
PREDATOR
F,LMB / LS+RT,RT
 Focus ability
Default ability DURATION. 10s [F/LS+RT]: Enter predator mode.
⬩ Reveals nearby enemies for Kajir and his allies.
⬩  SLICE and SKELETON CREW gain DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage boost
for 10s.
⬩ Gains SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
for 10s.
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.
focus
point increases:
⬩ DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage boost
(25%/40%/50%).
⬩ SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
bonus (25%/40%/50%).
[F/LS+RT]: Enter predator mode.
⬩ Reveals nearby enemies for Kajir and his allies.
⬩  SLICE and SKELETON CREW gain DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage boost
for 10s.
⬩ Gains SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
for 10s.
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.
focus
point increases:
⬩ DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage boost
(25%/40%/50%).
⬩ SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
bonus (25%/40%/50%).
Show/Hide upgrades
Left path
Cunning
Endurance
Gain +15% Dodge Attack DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
.
Gains +25% maximum stamina.
Dominator Strength in numbers Easy Strider Pure Escapism
On kill SLICE gains +5% DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
until death. Stacks 3x.
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
while SKELETON CREW copies are active.
Gain +10% SPRINT speed. SPRINT costs 25% less stamina.
Once every 20s, DODGE CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
purifies
debuffs.
Right path
Endurance
Gains +25% maximum stamina.
Easy Strider Pure Escapism
Gain +10% SPRINT speed. SPRINT costs 25% less stamina.
Once every 20s, DODGE CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
purifies
debuffs.

Talents

Backstabber
Reduces BACK STAB's cooldown to 8s.

CLASH: BACK STAB applies FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
deep freeze
, 50dmg/s and -45% move speed for 3s.
Weak Spot
Reduces UNSEEN BLADE's DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
threshold to 50% 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
.

CLASH: After teleport, UNSEEN BLADE WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakens
enemies within 2.5m for 2s.
Savvy Captain
SKELETON CREW copies gain +300HP 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
and last for 6s.

CLASH: Gains DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
resistance
to damage over time while SKELETON CREW copies are active.

Strategy

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

Kajir is a slippery and deadly assassin with the ability to slink behind enemy lines, take out a carry, and be gone before the opposing team knows what happened.

Kajir's kit is built to combo abilities together to maximize burst damage. UNSEEN BLADE lets him approach from any angle and teleport directly to his target, usually allowing him to follow up with a level 2 BACKSTAB. The resulting FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freeze
keeps enemies in range of SLICE, which can be upgraded to either apply BLEED
Deals armor-ignoring damage over time.
bleeding
or extend the duration of his FREEZE
Reduces movement speed by 20% and damages enemies over time.
DEEP FREEZE and FULL FREEZE are more powerful.
freeze
.

Making strategic use of SMOKE BOMB is crucial. The skill is a very powerful escape tool but sports a beefy 25s cooldown. It's also the only form of CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
purify
in his kit, which if exhausted can lead to a very swift demise.

Tips and Tricks

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

References