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Zandora/Hero

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Zandora
Star knight


She moved with the confidence and purpose of a god among mortals.

HERO TYPE Tank / Utility
OFFENSE
4
DEFENSE
7
MOBILITY
5
UTILITY
9

Abilities

Star Lance Strike
LMB / RT
Basic attack | 
Default damage against lightly armored enemies.
 89 | 
Default damage against heavily armored enemies.
 78
Melee attack combo. Hitting extends active aura.
Show/Hide upgrades
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
A 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.
Aura of Strength
RMB / LT
Default ability cooldown.
 15s | 
Default damage against lightly armored enemies.
 127 | 
Default damage against heavily armored enemies.
 112
[RMB/RT]: Damage enemies in melee range.
AURA (3s duration): You and nearby allies deal 10% basic attack damage.
Show/Hide upgrades
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)
Aura of Haste
Q / LB
Default ability cooldown.
 15s
[Q/LB]: +8 stamina.
AURA (3s duration): You and nearby allies move 10% faster
Show/Hide upgrades
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
.
Aura of Life
E / RB
Default ability cooldown.
 15s
[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
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)
Vow of Shielding
F,LMB / LS+RT,RT
 Focus ability
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
Amity Blesser's Boon
Gain
HEALTH REGENERATION
Provides HEALTH every second. The amount is determined by the skills applying it.
80 HP/s
after each assist or kill. (4s duration)
Triggering an Aura with allies nearby gives you
FOCUS
A 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
A special resource that represents hero's (or creature's) life pool, and is a measure of how long he able to remain in the fight.
The amount of health is varying between characters. One segment of green bar represents 500 health, additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using of some of the skills reduces health. Health can be regenerated by various sources, characters OUT OF COMBAT slowly regenerate their health by themselves.
When health bar reaches 0, hero is defeated and returns to the Airship, while creature just dies.
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)

Talents

Resurgent Might
BATTLE [RMB/LT]: AURA OF STRENGTH has a shorter cooldown. (-5s)
CLASH -5s cooldown if no other Aura is active.
Speed Persisted
BATTLE [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
BATTLE [E/RB]: AURA OF LIFE affects a 50% larger area.
CLASH Gain
FOCUS
A 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

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You can help the Gigantic Wiki by expanding it.