Kajir: Difference between revisions
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<!---- tier 1 left ----> |
<!---- tier 1 left ----> |
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|L = Finesse |
|L = Finesse |
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|l = Gains a third charge level: {{*}}Deals 450 {{buff|dmg|damage}}.{{*}}{{debuff|freeze|freezes}}, 50dmg/s and -30% move speed for 3s.{{*}}{{CC|interrupt|Cancels}} enemies ({{CC|interrupt|interrupts}}).{{*}}Increased range. |
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|l = |
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|lt = control |
|lt = control |
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<!---- tier 1 right ----> |
<!---- tier 1 right ----> |
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|R = Swift Blade |
|R = Swift Blade |
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|r = Gains +25% {{buff|speed|move speed}} for 2s. On <b>Level 2</b> hit, gains +5% basic attack {{buff|dmg|damage}} for 2s. |
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|r = |
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|rt = improv |
|rt = improv |
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<!---- tier 2 left/left ----> |
<!---- tier 2 left/left ----> |
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|LL = Exhausting wound |
|LL = Exhausting wound |
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|ll = On <b>Level 3</b> hit, {{debuff|weak|weakens}} enemies, -25% damage for 3s. |
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|ll = |
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|llt = control |
|llt = control |
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<!---- tier 2 left/right ----> |
<!---- tier 2 left/right ----> |
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|LR = Surgical Cut |
|LR = Surgical Cut |
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|lr = On <b>Level 3</b> hit, applies {{debuff|freeze|full freeze}}, 50dmg/s and -60% move speed for 3s. |
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|lr = |
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|lrt = agility |
|lrt = agility |
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<!---- tier 2 right/left ----> |
<!---- tier 2 right/left ----> |
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|RL = Invigorating Strike |
|RL = Invigorating Strike |
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|rl = |
|rl = Restores +30 stamina. |
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|rlt = attack |
|rlt = attack |
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<!---- tier 2 right/right ----> |
<!---- tier 2 right/right ----> |
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|RR = Silent and Unseen |
|RR = Silent and Unseen |
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|rr = On hit, reduces {{MiniSkill|Kajir|3|UNSEEN BLADE's}} cooldown by 2s. |
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|rr = |
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|rrt = temp}} |
|rrt = temp}} |
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Revision as of 22:55, 25 May 2024
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.
Hero | Lore | Cards | Skins | Responses | Changelogs | Miscellaneous | Gallery |
![](http://static.miraheze.org/gogiganticwiki/thumb/0/04/Hero_art_Kajir.png/300px-Hero_art_Kajir.png)
Kajir |
Deadly assassin |
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 | Melee DPS |
ARCHETYPE | Assassin |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
Abilities
SLICE LMB / RT
Basic attack | ||
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Base DAMAGE value, per hit. Against heroes with LIGHT ARMOR: Front: 63 Back: 70 Against heroes with HEAVY ARMOR: Front: 56 Back: 61 ![]() Base RANGE value. ![]() |
Melee attack combo, 4 hits. |
Melee attack combo, 4 hits. |
Show/Hide upgrades
Left path Flurry of Claws
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Precise Cut | |||
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![]() On last hit, gains +5% basic attack and
![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() Fourth hit does 150 DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() ⬩ 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. ![]() |
![]() On
![]() 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. ![]() |
![]() Backstab hit does +15% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() After using
![]() Deals armor-ignoring damage over time. ![]() |
Right path Precise Cut
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![]() Increases outgoing DAMAGE dealt by skills. ![]() ⬩ On fourth hit, DODGE costs 25% less stamina for 2s. | |
Throat Slice | Organ pierce |
![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() ![]() Deals armor-ignoring damage over time. ![]() |
BACK STAB RMB / LT
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Default ability COOLDOWN.![]() 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 ![]() Base RANGE value. ![]() FREEZE Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() |
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. ![]() 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. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE 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. ![]() |
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. ![]() 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. ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE 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. ![]() |
Show/Hide upgrades
Left path Finesse
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Swift Blade | |||
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![]() Gains a third charge level:
⬩ Deals 450 DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() ⬩ FREEZE Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE 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. ![]() ⬩ Increased range. |
![]() Gains +25% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() Increases outgoing DAMAGE dealt by skills. ![]() | |||
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. ![]() |
![]() On Level 3 hit, applies FREEZE
Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() |
![]() Restores +30 stamina.
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![]() On hit, reduces
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Right path Swift Blade
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![]() Increases the speed of hero by a percent determined by the skill applying it. ![]() Increases outgoing DAMAGE dealt by skills. ![]() | |
Invigorating Strike | Silent and Unseen |
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UNSEEN BLADE Q / LB
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Default ability COOLDOWN.![]() Base DAMAGE value, bellow/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 ![]() Base RANGE value. ![]() |
[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. ![]() ⬩ 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. ![]() 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. ![]() |
[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. ![]() ⬩ 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. ![]() 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. ![]() |
Show/Hide upgrades
Left path Trick up the Sleeve
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Nimble Maneuver | |||
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Prowl | Frost Bomb | Feline Swiftness | Cursed Blade | |
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Right path Nimble Maneuver
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Feline Swiftness | Cursed Blade |
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SMOKE BOMB E / RB
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Default ability COOLDOWN.![]() Base RANGE value. ![]() Default ability DURATION. ![]() |
HOLD [E/RB]: Creates a smoke cloud with ![]() ![]() ⬩ 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. ![]() ⬩ Smoke cloud follows Kajir. |
SKELETON CREW RELEASE [E/RB]: within 3s, dash forwards. ⬩ Summons 1 attacking and 1 fleeing copies. ⬩ Copies last ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
HOLD [E/RB]: Creates a smoke cloud with ![]() ![]() ⬩ 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. ![]() ⬩ Smoke cloud follows Kajir. | |||
SKELETON CREW RELEASE [E/RB]: within 3s, dash forwards. ⬩ Summons 1 attacking and 1 fleeing copies. ⬩ Copies last ![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Show/Hide upgrades
Left path Coordinated trick
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Toxic bomb | |||
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Boarding Crew | Swift Crew | What doesn’t kill you | Toxin Shock | |
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Right path Toxic bomb
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What doesn’t kill you | Toxin Shock |
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PREDATOR F,LMB / LS+RT,RT
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Default ability DURATION.![]() |
[F/LS+RT]: Enter predator mode. ⬩ Reveals nearby enemies for Kajir and his allies. ⬩ ![]() ![]() Increases outgoing DAMAGE dealt by skills. ![]() ![]() ⬩ Gains SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it. ![]() ![]() |
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. ![]() ⬩ DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() ⬩ SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it. ![]() |
[F/LS+RT]: Enter predator mode. ⬩ Reveals nearby enemies for Kajir and his allies. ⬩ ![]() ![]() Increases outgoing DAMAGE dealt by skills. ![]() ![]() ⬩ Gains SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it. ![]() ![]() | |||
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. ![]() ⬩ DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() ⬩ SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it. ![]() |
Show/Hide upgrades
Left path Cunning
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Endurance | |||
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Dominator | Strength in numbers | Easy Strider | Pure Escapism | |
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Right path Endurance
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Easy Strider | Pure Escapism |
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Talents
Backstabber | ||
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BATTLE | BATTLE Reduces
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CLASH | CLASH ![]() Reduces movement speed by 20% and damages enemies over time. DEEP FREEZE and FULL FREEZE are more powerful. ![]() |
Weak Spot | ||
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BATTLE | BATTLE Reduces
![]() Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() 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. ![]() |
CLASH | CLASH After teleport,
![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() ![]() ![]() |
Savvy Captain | ||
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BATTLE | BATTLE ![]() 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. ![]() |
CLASH | CLASH Gains DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() ![]() |
Strategy
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Tips and Tricks
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References
Heroes of Gigantic | |
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