|YMMV • Radar • Quotes • (Funny • Heartwarming • Awesome) • Fridge • Characters • Fanfic Recs • Nightmare Fuel • Shout Out • Plot • Tear Jerker • Headscratchers • Trivia • WMG • Recap • Ho Yay • Image Links • Memes • Haiku • Laconic|
Vanguards thrive in close combat with their great survivability and their ability to incapacitate enemies. Though mainly limited to melee abilities they can deal a great amount of damage if left unchecked.
- An Axe to Grind: His default weapon is a vicious looking scythe-axe appeared to be made of bone. Some other alternate weapons resemble some cleaver-sword and an axe-sword hybrids.
- Attack Reflector: His Reflect ability... reflects ranged attacks.
- Badass Beard: Damn right it is.
- Badass Normal
- Brawn Hilda: Female Vanguard in a nutshell.
- Combat Medic: A big function of his Battle Shout EX ability is to heal himself and allies.
- Combos: The purpose of his Rage buff is to improve his basic War Strike ability.
- Counter Attack: Hitting them while they are using Reflect is pretty much this. An old ability of theirs, Van's Guard reduced damage themself or an ally took for the duration,. It was the Vanguard's main source of damage since it was their main source of Rage at the time.
- Foe-Tossing Charge: His Intercept EX ability drags an enemy with him, stuns them, and gives the Vanguard Rage for an extra damaging hit while you're stunned. His Heroic Charge ultimate deals damage based on how far the Vanguard travelled before impact and incapacitates enemies near the impact spot.
- Fan Disservice: The default male Vanguard has a paunch... and the female Vanguard is more or less the same size.
- Heroic Resolve: His Battle shout used to be a short-term damage bonus, a movement speed bonus, and being unkillable. It was changed to heal himself and nearby allies for a flat amount along with a percentage of the health they've currently personally lost, slows enemies for a short while, and gives the Vanguard a Rage stack; increased by how many enemies he's hit.
- Jump Physics: The Vanguard's Leap Attack ability has him leap to a location, damaging, slowing and knocking back enemies hit by it. It used to incapacitate enemies hit instead at one point, even. He, of course, is unharmed by it.
- Luckily, My Shield Will Protect Me: Uses an oval shield that is as tall as he is and around as wide by default. Some alternate weapon sets have a shield that is even wider.
- Screaming Warrior: Four out of their nine abilities has them yell.
- Shield-Bash: An ability that knocks back enemies in a cone and 'demoralize's them, reducing their damage and healing done by 50% for four seconds (though hitting them for the duration of that reduces it by 25% per hit). This is also the logical conclusion as to why hitting the Vanguard with a melee attack while using Reflect stuns you.
- Stout Strength
- Tyke Bomb: Vanguards are chosen and trained from childhood.
The Thorn is a tank to be reckoned with, able to dig and burrow through the ground while rooting and snaring enemies.
- Combat Medic: The EX ability Fertilize heals some health for anyone inside when it is cast.
- Counter Attack: A sort of example for the Thorn's Treacherous Roots ability - it causes damage caused to gives you the defensive Regrowth buff, cancels damage taken and heals you for 50% of the damage it would of taken for the duration of the ability.
- Fan Disservice: The female thorns are very disturbing.
- Green Thumb: But Thorn's are terrible monsters that use their plant powers to tear you apart, so don't mock them about it.
- In the Hood: Their Officer outfit. Yes, a monster officer, it's kinda strange to think about.
- Man-Eating Plant: Possibly, as it's background says nothing is found of people who were likely victims of the Thorn aside from a piece of ripped clothing and broken trees, but not outright stated.
- Spikes of Villainy: A minor example, but arguably in the spirit of it, the Thorn has protruding branches on it to let you know what a monster it is... and considering it appears to be an animated tree, it's a Justified Trope.
- Tier-Induced Scrappy: Whether a person think Thorns are overpowered are not, their ease of play makes them hated by many players, especially with the intention of the game's skill-based multiplayer.
- Was Once a Man: An in-universe theory stated on their background page about them.
- When Trees Attack: Yep.
The Metal Wardens are the most fearsome defenders of the Anrodori. Since they were tasked with the protection of the mountains their people have constructed great fortifications in the mountain valleys. The Metal Wardens stand watch day and night at the walls and show any intruder that going near the living mountain is a bad idea.
The Metal Wardens use their control over metal and magnetic forces to unleash concentrated bolts of plasma at their enemies and bend the magnetic forces of the area to their will. In combat they use their unique skills to keep their enemies at a distance from both themselves and their allies.
- Arm Cannon
- Be the Ball: The Magnetic Orb ability.
- Charged Attack: The Charged Bolt ability can be fired immediately, or have the button held down up to 1.1 seconds to do more damage, fire farther, and have a longer-lasting Spell Block effect.
- Expy: She turns into a ball and uses an Arm Cannon. The Metal Warden is totally Samus Aran - even has a similar haircut.
- Extra Ore Dinary: If the name didn't tip you off...
- Healing Shiv: Their Recuperating Beam EX ability heals allies or the Metal Warden hit by it.
- Jump Physics: The Iron Jump ability has the Metal Warden jump up into the air and fall downward onto a location, damaging enemies and slowing them down to immobility, with their movement speed returning back over 3 seconds.
- Rolling Attack: Magnetic Orb's large speed boost can be useful for a handy escape, but the damage and knockback it provides off hitting enemies while transformed into it also disrupts enemies or can be comboed to make Energy Leash work to its fullest.
- Stripperiffic: Basically wears a tube top for their torso. The male outfit is a Walking Shirtless Scene.
- Taken for Granite: The Iron Claw ability freezes a target ally in place, stopping them from moving for a duration or up to a damage limit. However, they take much less damage, do damage back to enemies which damage them and gain energy off being hit.
- You Will Not Evade Me: The ultimate ability Overcharge does damage to enemies in an area and lasts a few seconds longer to do more damage over time, until it implodes. Any enemies inside get pulled toward the center. Said enemies better hope they have abilities to escape it, lest they eat the implosion and possibly a fully-Charged Bolt too.
The Inhibitors are zealous protectors of the religion and law in Trolobe. Jury, judge and enforcer, the Inhibitors are feared for their ruthless determination when enforcing their views and beliefs upon others.
Inhibitors thrive in the midst of combat where they can catch incoming projectiles and use them to displace themselves on the battlefield, turning enemy projectile spells on their owners.
- Anti-Magic: The Runic Discharge ability, to an extent. It causes the "Spell Block" effect which will block the first ability used by a hit target and enemies nearby the area when the ability is applied, but the ability can easily be non-magical.
- Beehive Barrier: The Rune Shield does this.
- Church Militant
- Combos: Using the Inhibitor's Ohm or Sol Bolt after hitting with the other three times is important to their damage or survivability. Their ultimate can apply them all to enemies hit by it, so use consume them both after you're done firing your ultimate!
- Counter Attack: The Wuju ability damages and incapacitates enemies hit on your path while you teleport to the enemy who hit you while using it.
- Judge, Jury, and Executioner: In their background, this seems to be their role.
- Teleportation: The Waji ability teleports to a location, damaging and incapcitating enemies hit in your path between, and the Wuju ability teleports you behind the target who hit you while using it.
A holy warrior wielding the two-handed great axe with ease, the Guardian symbolizes the unstoppable zeal of the Monastery, swiping at foes with huge, forceful blows.
- Action Girl: Default skin.
- An Axe to Grind: An imposing two-handed axe is the Guardians' weapon, aside from an alternate one which is specifically called a halbard.
- Church Militant
- Counter Attack: Hitting them while they are using Disperse will refresh the cooldown of their Thrust ability while silencing nearby enemies.
- Herd-Hitting Attack: There's a reasonable amount of them in the game, but the Guardian pretty much has only two abilities that can only hit one target at a time.
- Precision-Guided Boomerang: The Axe of Zechs attack throws a large two-handed axe that will return back. Does a chunk of damage and has a small incapacitation effect when it hits, though it does less damage per target hit.
- One-Hit Polykill: The Axe of Zechs attack and their ultimate, Cyclone Charge, pierces through enemies.
- Spin Attack: The Ultimate ability Cyclone Charge. The name is rather indicative.
- Synchronization: A past version of the Guardian took some of the damage an ally hit by it would take to the Guardian, the damage the Guardian taking from it would be reduced first.
- Taking the Bullet: A past version of the Guardian's Intervene ability was called Thrust and redirected some of the damage an ally would take (the damage the Guardian takes would be reduced as well) for a short amount of time after hitting them with the ability. Now, it heals them both. We can't say why, but it works.
Possessing both physical strength and earth magic, the Gluttons wreak havoc upon their enemies. Though mainly melee damage dealers, they have some ranged abilities as well as the ability to heal themselves.
- Blessed with Suck: Gluttons are immensely stronger than the small people they came from and have earth magic... at the cost of perpetual hunger.
- Counter Attack: Hitting a Glutton while they are using Stone Shield reduces the damage it causes greatly while doing doing damage to enemies nearby them.
- Dishing Out Dirt: Their powers. It is not specifically stated, but it may explain their physical strength also.
- Fan Disservice: The female version of the Glutton is no better clothed or less fat than the male version.
- Hyperactive Metabolism: The Eat ability heals the Glutton.
- Invulnerable Knuckles: The Glutton bloodline may have something attached to their right hand, but their left hand is left bare while they still punch with it. That might be related to their earth magic.
- Power Fist: Gluttons have wooden spikes attached to their right fist default, with other more fancy alternate weapons.
- Stout Strength
- Stripperiffic: Gluttons wear little more than a skull over their head, pants and a large metal plate over their stomach... But they're totally fat and unattractive.
- Taken for Granite: An intentional example which is a good thing - the Stone Shield ability, which renders players immobile for its duration or a damage limit, but greatly reduces damage taken, deals a lot of damage back and reduces energy gained from hitting them, dissuading players from considering touching them.
- Walking Shirtless Scene: Oh god, why!?
Illusionary tricks coupled with different elemental shots makes the Seeker a resourceful and cunning ranged marksman, able to hunt down any prey on the battlefield.
- The Archer: There, that's the Seeker in a nutshell.
- Elemental Powers: Of fire, lightning, ice, and earth. A past version of the Seeker's Ultimate had an effect called "Elemental Fusion" attached to it.
- Fan Service: All the Seekers wear hoods. Except for the female one. A rather obvious reason why.
- In the Hood: For the default Seeker, the officer Seeker, and the Skirmisher Seeker. Not the female one, though.
- Rapunzel Hair: The female Seeker ties up her hair behind her head, but leaves some really long bangs down.
- TrickArrows: They include...
- Multishot: An ability called that. It knocks back and slows targets hit.
- One on fire, doing a chunk of damage and setting the area where it hit an enemy alight to cause extra damage while they are inside it. Pierces through enemies.
- When Marksmanship is on, the ability changes to an Explosive Arrow, dealing more up front damage and knocking back on impact in a small area, but doesn't burn the ground or pierce through enemies.
- A rain of them onto a circle causing an ice effect, freezing enemies hit until damaged again and slowing them or any which enter in the area.
- When Marksmanship is active, the ice arrow turns to a projectile that is fired in a direction, but the freezing effect lacks much longer.
- One with lightning, greatly slowing a target hit.
- Super Mode: The Marksmanship ultimate resets all the Seeker's cooldowns, increases movement speed by 25%, makes their basic ranged attack travel and have a longer range, turns fire arrow into an explosive arrow, and ice arrow fires as a projectile that freezes much longer.
The Nomads are fast, flexible and deadly. Their boomerangs can easily overwhelm the enemy with the ability to hit several targets at once. This, coupled with great crowd control abilities, helps them control the flow of the battle. However, they have a hard time fleeing from an enemy once cornered.
- Badass Normal: Thematically this, though their in-game abilities imply a wind magic to them.
- Bifauxnen: The Officer Nomad has cleavage, but still looks very androgynous. The piercing under their lip could be mistaken to be a soul patch.
- Blow You Away: Not stated in their background, but their abilities imply this.
- Do Not Touch the Funnel Cloud: The Nomad's abilities can make a few tornadoes. Tornado Call makes an enemy hit by it be stuck up in the air while functionally being invincible for it's 3.2 second duration while an EX slows and damages enemies inside it. If you are not the person hit by it for the former ability, it does not effect you. If you are outside it's immediate radius which is shown by the tornado graphic for the latter, it also does not effect you.
- Precision-Guided Boomerang: Half of the Nomad's abilities (though they use an actual boomerang, unlike the Guardian). The Nomad can throw two at once in different arcs and have them come back on the paths the other one travelled.
- Spam Attack: The Nomad's ultimate consists of throwing many boomerangs really fast for it's duration.
- Super Speed: The Haste ability seems to be an example of this. It removes all movement-impairing effects, increases speed by 60%, and even reduces damage taken while using it by 40%.
- Tier-Induced Scrappy: Nomads are hated for their excessive amount of boomerang attacks, making it easy to land since you have to dodge them twice.
Igniters are masters of ranged combat, using their fire magic to deal large amounts of damage both to single targets and crowds. Extremely weak in close combat, the Igniters keep their distance by teleporting across the battlefield.
- Badass Beard: Visible on their Officer outfit.
- Convection, Schmonvection: If you are not within the radius of the Igniter's abilities, you won't be affected. Even if that ability is called Volcano and makes a small one, just dodge it and you'll be fine.
- Kamehame Hadoken: The Fire Beam EX seems to does this. Less possible damage on one target than the Fire Storm ability would do and costs energy, but it pierces through enemies, hits almost instantly and is a reliable way of inflicting Ignite on your opponents.
- Mundane Utility: The Igniter bloodline sets his enemies on fire in the game, but their real job is to teleport around their people's underground city, maintaining the torches.
- One-Hit Polykill: The Fire Beam EX and ultimate hits through enemies.
- Pint-Sized Powerhouse: The Igniter is at least half the size of the other Bloodlines. They are no less powerful.
- Playing with Fire: The Igniter's MOS.
- Psychopathic Manchild: The Igniter has some funny and arguably immature mannerisms to go along with their fire powers - the running animations looks like skipping, their strange standing animation has them tilting their head to the left with their right palm up, and their idle animation is hopping up and down left and right on the spot.
The Gunners can deal an immense amount of damage to a single target at a long range while ensuring their own survival through stealth and cunning tricks.
- Badass Normal
- Charged Attack: The Execute ability in a nutshell. Takes longer to start being used than any other ability in the game, but does a large chunk of damage, stuns, has a far range, and travels very fast.
- Eyepatch of Power: On the Gunner officer outfit.
- Guns Akimbo: With two... flintlock-esque carbines.
- Hand Cannon: The general size of their main weapons isn't large enough to resemble a rifle or musket, but the barrels are quite long.
- Macross Missile Massacre: The Gunner ultimate fires 5 missles in a few seconds.
- Rocket Jump: A Gunner ability. It doesn't damage themselves or allies, only enemies.
Engineers bring a vast array of tricks and gadgets to the field of battle, ranging from shrink rays to flamethrowers and jetpacks.
- Anachronism Stew: In a nutshell.
- Badass Beard: All of their non-female outfits.
- Badass Bookworm: Fights with gadgets!
- Badass Normal
- EMP: An ability. Slows enemies in the area of impact, damages a target directly hit by the projectile. No, We don't think there are electronics in the game at all.
- Jet Pack: The Engineer has an ability to use this for an instant. It leaves oil in it's wake, to the detriment of only the Engineer's enemies.
- More Dakka: The Engineer's ultimate ability is firing a machine gun. While its 3 second duration makes it unlikely you'll be allowed to do the entire thing, it's maximum potential damage is a significant 144 in a game where the health ranges to 160-210.
- Playing with Fire: The Engineer has a Flame Thrower ability. Use it only enemies hit by your Jet Pack's oil for extra damage over time.
- Short-Range Shotgun: While the Engineer's Boomstick can do more damage in one hit than pretty much any other ability mapped to the left-mouse button, it requires being close to a target to make the most of it, compared to other ranged damage bloodlines.
- Shrink Ray: A Shrink Device ability. The EX instead inverts it and enlarges a target ally.
- Shout-Out: His T-800 Prototype outfit.
- Spent Shells Shower: This is the icon for the Engineer's Machine Gun ultimate ability.
- Swiss Army Weapon: The large object Engineers' heft around appear to be able to act as a shotgun, a flamethrower, shrink device, machine gun, EMP deployer and is capable of firing large slugs.
The Stalker is an agile warrior of considerable prowess. Switching in and out of view and shifting position constantly while employing uncanny melee moves the Stalkers are incredibly nimble skirmishers.
- All-Encompassing Mantle: Though certain parts of it are strapped to the Stalker's arms, presumedly to allow movement. The Stalker's Cloak ability implies it may be capable of acting as armour since it removes a debuff when ability and reduces damage for it's duration.
- Badass Cape: Hell ya, that cloak looks cool.
- Bifurcated Weapon: The two blades attached to their arms has also act as crossbows.
- Crossbows And Sword In Accord
- Combos: Their ability have a lot of damage increasers for themself after being used, so make sure those abilities aren't the only thing you hit with after those increasers are up.
- Dual-Wielding: The Stalker uses two large blades attached to their wrists... with crossbows attached to them. Their M2 ability fires them both once, one after another.
- Flash Step: The ultimate, Shadow Cloak and Shadow Step ability of the Stalker. The first and third allows you to cause extra damage for a bit after use. The Puncturing Strike ability of the Stalker does this three times from a starting point and a location, damaging and incapacitating enemies in between.
- Invisibility Cloak: The Shadow Cloak EX ability. It normally reduces damagein the slot that's not an EX.
- Teleport Cloak: It's not entirely clear if they use it for this, but they do have quite the cool cloak to go along with copious teleporting abilities.
- Super Mode: Their ultimate teleports them to a location, and applies an 8-second effect on themr that increases the damage of their next basic attack, and causes hitting with their basic attack to reset the cooldown of their teleporting Deviate ability (which also increases their damage for a short time after using). Casting Deviate during the duration of the ultimate resets the aforementioned affect.
The Spear Masters are experts at dealing melee damage and avoiding enemy damage through improving their own capabilities and incapacitating their opponents.
- Badass Long Hair: All of the Spear Master outfits.
- Badass Normal
- Blade on a Stick: Spear Master bloodline... well, you can extrapolate.
- Counter Attack: Their Kunju ability will slow you, damage you and teleport them behind you should you hit them while they're using it.
- Flash Step: Their EX, damaging and locking the cooldowns of enemies hit in the path.
- Fuuma Shuriken: The Spear Master's Shuriken Throw ability's shuriken is rather conspicuous to see even from the game's bird's eye view.
- Rapunzel Hair: Pretty much all of the Spear Masters have this. It's less thick on the default male Spear Master, but still long.
- Spin Attack: The Whirling Blade ability incapacitates enemies hit while causing 12 damage, and the Spear Master's ultimate, Whirlwind, does it for an extended amount of time while the Spear Master cannot be stopped from moving save for death while using it.
- Super Speed: The Fleetfoot ability causes the Spear Master to move faster but do less damage on attacks, and makes them invincible, for the duration.
The Reaver is a fearsome master of melee combat, employing an oversized sword together with intoxicated martial arts that enable him to stay within melee range and control the fight in his favor provided he plays his cards right.
- Booze-Based Buff: Their ultimate is more or less this - they move faster for its duration, swing repeatedly in an arc in front of them which does more damage and knocks back targets hit than their normal sword strikes would do. An Inverted Trope by their Drunken Haze ability, which causes enemies hit by it to move and attack slower until they take damage or the effect runs out.
- BFS: You read 'oversized sword', right?
- Counter Attack: Their parry ability cancels direct attacks to them and sends a projectile of dust back to the opponent which damages and incapacitates them. Don't think about it.
- Drunken Master: The ultimate is basically described as four wide swings made while drunk.
- Fan Service: Blatant with the female outfit, who has cleavage and thighs exposed by their clothing.
- Grappling Hook Pistol: The Reaver just throws a chain, actually. Nonetheless, it brings the hit target and them closer together and locks the cooldowns of the targets for a few seconds.
- Hired Guns: Reavers primarily have themselves employed as mercenaries. They are not know for trustworthiness if things aren't going well for their side, however...
- Life Drain: Using the Vigilance ability causes them to heal for all damage they do in addition to taking less for the duration - however, the damage they can do is halved.
- Master Swordsman
- Scarf of Asskicking: Used for the default, renegade and officer outfits.
- Shout-Out: Two of the Reaver's abilities have the exact same names as two from the Pandaren Brewmaster from Warcraft 3: The Frozen Throne (and possibly the Pandaren Brewmaster character Mangix from Defense of the Ancients since it has the same names for similar abilities) - Drunken Haze and Drunken Brawler.
- Stocking Filler: The female outfit has this.
- Supernatural Martial Arts: Their basic Roundhouse Kick ability skirts this trope for some by dashing awfully far twice despite holding an enormous sword, but their Explosive Kick ability takes this Up to Eleven by knocking back enemies hit, doing the same dashing three times, and doing much more damage in an area of effect.
- Walking Shirtless Scene: On the default outfit.
Raveners bash enemies with their dual maces, aggressively moving across the battlefield in a fury of blows.
- Attack Reflector: Half of the point of the Spinning Strike ability.
- Badass Normal: In the background, though their in-game abilities named to seem to use a sort of earth magic.
- Combos: Hitting with consecutive Spike Strikes increase the damage by one for every hit up to two and stuns for 2.5 seconds on the third hit.
- Counter Attack: Don't shoot at the Ravener while they are using Spinning Strike. Don't hit them while they are using Earth Shield next to lest you practically take more damage than you are causing.
- Dishing Out Dirt: Some implications of it from their abilities, though their ability Thunder Strike (which is basically just throwing a mace) shows it might be just cool names.
- Dual-Wielding: With two large maces.
- Ground-Shattering Landing: Their Earth Crush ultimate. If the damage doesn't kill you, the massive debuffs to your capabilities from it might anyway.
- Hitbox Dissonance: It's been found some ranged attacks will reflect back to you if you're being damaged by the Spinning Strike ability, even if it's hitting you from behind and you're trying to shoot in the opposite direction.
- Punched Across the Room: The Crude Strike ability knocks a target away from the direction the Ravener approached from. Hope your team can survive without you while you're gone.
- Rapunzel Hair: Female Raveners got this kind of hair.
- Spin Attack: The Ravener's Spinning Strike... unsurprisingly. Though the real point of it is reflecting ranged attacks and moving faster for it's duration.
The Ranid Assassins are agile warriors, using stealth and acrobatics to give them an edge on the battlefield. Their blades can deal high damage over a short period of time while their poisons keep foes from getting away. Foregoing armor for mobility, they rely on deception to stay alive.
- Badass Long Hair: On the Officer outfit.
- Badass Normal
- Back Stab: Attacking with your Blade Flurry ability while Camouflage is on you stuns the target hit and makes you land an extra strike.
- Combos: Apply the Vicious Poison debuff from your Blowdarts ability, then hit them with the Toxin Bomb ability to slow them even longer and do more damage!
- Demonic Spiders: With their high speed, damage, mobility and a reasonable amount of crowd control, they can be heavily annoying to play against if you keep missing.
- Dual-Wielding: Holds two different blades in their hands. One of the them held is larger and longer, and Sticks to the Back while they have two others attached to their belt that are smaller. One of those smaller ones are held in the other hand. Against realistic depictions, they hold the larger one in their forward hand.
- Jump Physics: Jumps high in the air, twice, with the Frog Leap ability, dealing damage to a target when they hit the ground each time. To make more sense, the damage is entirely from them hitting an enemy rather than the impact of the fall.
Harbingers heal themselves through dealing melee damage, complementing their potent debilitating magic.
- Badass Long Hair: Comes with their Officer outfit.
- Combos: Anything that applies the Hemorrhage debuff has the added effect of making your basic Shadow Slash ability also heal you for part of the damage done. Using the Shadow Bolt/Shadow Curse (EX) ability applies the Amplify debuff on a target hit, greatly increasing damage taken for its duration.
- Dark Is Not Evil: The Harbingers' people are more or less described as this. They are very territorial, though, so stay out their land.
- Life Drain: Just one of their abilities does not do this or set up for them to do this.
- Super Mode: Their ultimate reduces the damage they take by 25% and massively increases the damage they'll deal with most of their stuff while also improving how much they'll heal.
The Psychopomps control the battlefield through healing and powerful debilitating effects. While weak on their own, their abilities make allied attacks more effective.
- Combat Medic: Standard for healers in Bloodline Champions. The ultimate of the Psychopomp makes them especially dangerous to your health.
- Granola Girl: With her headband, sticks in her long hair, and clothing that resembles an Inuit's, the default outfit looks a lot like some sort of hippie. The male outfit more or keeps that look while being shirtless and having a lengthy hippie beard.
- Guardian Entity: The Psychopomp ultimate is called Guardian Spirit. It used to reduce how long debuffs last on the Psychopomp while mimicking their Soul Bolt, Essence Renewal and Spiritual Link ability for 8 seconds, meaning they damage and heal twice as much while being harder to crowd control. It has since been nerfed to be a overall 75% increaser (all damage and healing done while Guardian Spirt is reduced by 15% and then doubled from that by the Guardian Spirit) instead while the debuff reducer was nerfed as well.
- Make Me Wanna Shout: The Terrifying Scream ability slows enemies and spell blocks the next ability they use, the Death Scream EX make them run around in fear.
- Spirit World: While not stated, this is a logical assumption as to where a target affected by The Other Side ability goes for the duration of it. It makes the target invunerable, invisible, move faster, invisible to enemies, and heals themself and nearby allies after the effect ends.
- Super Mode: Their Guardian Spirit increases the amount of damage and healing they'll do by a lot for it's duration.
- Synchronization: The Spiritual Link ability damages enemies hit and causes them to be afflicted by Soul Bind, which makes them take 20% of the damage an ally also affected by Soul Bind takes.
- Rapunzel Hair: Female Psychopomps have this.
- Walking Shirtless Scene: The male outfit.
- White Mage
Herald of Insight
Possessing strong support abilities the Heralds warp space and time, turning their enemies against themselves while keeping their allies protected.
- Attack Reflector: His Chronoflux ability does this... though the projectiles take a while to start returning to the same direction, so careful enemies can avoid the backfire very easily.
- Combat Medic: Standard for healers in Bloodline Champions. Heralds may not be the best one-on-one bloodline, but are far from helpless.
- Perma Stubble: The Officer outfit has this.
- Time Master: Though not as powerful as other examples, part of his powers is explained from manipulation of time.
- White Mage
Able to control the flow of blood through dark perverted magic, the Blood Priest is both a benevolent healer to his team, and a dark twisted plague on the enemy.
- Cast From Hit Points: Their main healing ability will damage themselves unless they maintain Darkness stacks from using their main attack ability.
- Combat Medic: Standard for healers in Bloodline Champions. The Blood Priest will actually lose some health from casting their main healing ability unless stacks of Darkness from using their main attack ability is maintained in combat.
- Counter Attack: Hitting a target while the Blood Priest's shield is on them will just damage you if you're too close.
- Fan Disservice: Stripperiffic in all forms. Fat and unattractive in all forms also.
- Fat Bastard: he has unambiguously evil powers and is absurdly fat.
- The Power of Blood
- Stripperiffic: All outfits for the Blood Priest doesn't involve a shirt. They are also all fat and ugly.
- White Mage
Controlling the aspects of stellar bodies, the Astronomer is a healer to be reckoned with. Specializing in close range combat operations, the Astronomer is no stranger to direct application of his instruments on enemies.
- Badass Bookworm: The Astronomer's abilities seem to be from a sort of Light'Em Up and other astronomical powers, but it actually happens from the use of scientific tools that are very carefully calibrated.
- Badass Normal: As it turns out, the Astronomer's abilities are from using esoteric tools.
- Combat Medic: Standard for healers in Bloodline Champions. Especially since his main attack ability is melee range.
- Counter Attack: Hitting an Astronomer using their R ability will blind close-by enemies and increase their speed. Hope you weren't close.
- Rings of Death: The Astronomer uses a wickedly large one as their weapon.
With their strong support capabilities the Alchemist can turn the tide of any battle using their potent healing and incapacitating abilities.
- Action Girl: Default skin. May be a healer, but it still quite a Combat Medic.
- Badass Bookworm: Their abilities seem to be all from (sort of...) scientific concoctions. Though the Barrier ability might break that trend.
- Badass Normal: Scientific creations are their weapons.
- Blinded by the Light: The Flash Powder EX ability blinds enemies hit for 2.8 seconds.
- Combat Medic: Standard for healers in Bloodline Champions. Other bloodlines may generally win against them if fighting one-on-one, but they won't make it easy on you.
- Hot Scientist: The default female Alchemist's scarf and clothing is baggy and very covering, but what you can see of her is pretty nice.
- Status Buff Dispel: The Clarity Potion does this, removing negative effects (for allies), and positive effects (for enemies).
- Standard Status Effects: Probably utilizing the most amongst the other bloodlines in the game.
- Viewer Gender Confusion: Due to a hat, shoulder-length hair, poofy pant legs, well-covered torso and a scarf on their neck blocking her chin, many players don't realize immdediately the default Alchemist is female.
- White Mage: The default Alchemist's healing role.