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Harbinger

There lies a swamp far to the south, infested by a wicked presence: the Malevolent tribe. These malevolent beings use dark magic and ancient rituals to ensure their ancestors peace in the afterlife. Their zealous fury makes them formidable opponents, twisting their curses upon their enemies.

Combat Role
Harbingers heal themselves through dealing melee damage, complementing their potent debilitating magic.

[ Read more: Related Cultures ]

Harbinger Statistics

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Abilities
Shadow Slash

Melee

Shadow Slash

Deals 150/170/190 damage on consecutive hits. Heals self for 35% of damage dealt if target is affected by Hemorrhage.

Cooldown: 0,5 secCast time: 0,40 sec
Range: 22
Energy gain: 8%

Can move while using.

Blood Grip

Projectile

Blood Grip

Usable on both allies and enemies. Deals 100 damage, leeches 100 health, inflicts Silence and Hemorrhage on impact with enemy. Pulls target to Harbinger's location.

Silence
Unable to use abilities, lasts
0,5s - 0,8s depending on distance travelled.

Hemorrhage
Reduces movement speed by
20%, lasts for 4s.

Cooldown: 7,0 secCast time: 0,40 sec
Range: 110
Energy gain: 12%

Shadow Shift

Throw

Shadow Shift

Travels to target location after impact and inflicts Hemorrhage on enemies near the destination.

Hemorrhage
Reduces movement speed by
20%, lasts for 4s.

Cooldown: 9,0 secCast time: 0,15 sec
Range: 120Area: 30

Drops Artifact on use.
Can move while using.

Affliction

Target Ground

Affliction

Deals 80 damage, leeches 80 health and inflicts Plague after a 1s delay. Enemies affected by Plague spread the effect to nearby unaffected enemies after a 1s delay.

Plague
Causes the movement speed to be reduced by
15%, deals 40 damage, heals the Harbinger for 40 health every 1s, and lasts for 3s.

EX

Nether Strike

Deals 160 damage, leeches 160 health and inflicts Silence after a 0,7s delay.

Silence
Unable to use abilities, lasts
1s.

Cooldown: 7,0 secCast time: 0,45 sec
Range: 120Area: 20
Energy gain: 5%

Shadow Bolt

Projectile

Shadow Bolt

Deals 280 - 360 damage and inflicts Amplify. Damage increases the farther the projectile travels.

Amplify
Increases damage taken by
20% and lasts for 5s.

EX

Shadow Curse

Deals 180 damage, inflicts Amplify.

Amplify
Increases damage taken by
33% and lasts for 6s.

Cooldown: 5,0 secCast time: 1,10 sec
Range: 132
Energy gain: 16%

Nether Shift

Target Player

Nether Shift

Target ally becomes invulnerable, immaterial and unable to use abilities, increases movement speed by 40%. Moving through an enemy target deals 80 damage, inflicts Hemorrhage and heals the wearer for 80 health, lasts for 1,8s.

Hemorrhage
Reduces movement speed by
20%, lasts for 4s.

Cooldown: 11,0 secCast time: 0,00 sec

Ignores Global Cooldown.
Can move while using.

Dark Ward

Self Buff

Dark Ward

Empowers abilities, reduces damage taken by 20%, reduces debuff durations by 33%, lasts 8s. This effect cannot be dispelled.

Shadow Slash
Increases damage by
15%, each strike leeches 75% health. The self heal effect does not stack with Hemorrhage.

Shadow Bolt
Reduces cooldown to
0,5s, reduces cast time by 25%.

Plague
Increases damage and healing by
75%, slows target by 30%.

Cooldown: 1,0 secCast time: 0,00 sec
Energy cost: 100%

Ignores Global Cooldown.
Can move while using.

Alchemist

Alchemist

With their strong support capabilities, Alchemists can turn the tide of any battle using their potent healing, deadly poison and incapacitating abilities.

Archetype: HealerSize: 6
Health: 1600Run Speed: 150

Psychopomp

Psychopomp

The Psychopomps control the battlefield through healing and powerful debilitating effects. Using spiritual bounds she can enhance her own as well as her allies' attacks.

Archetype: HealerSize: 6
Health: 1650Run Speed: 145

Herald_of_insight

Herald Of Insight

Possessing strong support abilities the Heralds warp space and time, turning their enemies against themselves while keeping their allies protected.

Archetype: HealerSize: 6,5
Health: 1650Run Speed: 140

Astronomer

Astronomer

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 instrumentation on enemies.

Archetype: HealerSize: 6,5
Health: 1650Run Speed: 150

Blood_priest

Blood Priest

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.

Archetype: HealerSize: 6,5
Health: 1650Run Speed: 140

Grimrog

Grimrog

The Grimrog combat units are separated into two different subspecies that aid and complete each other in battle. The Grims are small shamanistic beings, they wield powerful healing spells as well as terrifying curses. Then there's the Rogs, their opposite in both size and combat approach. They are relentless warriors that devote their lives to protecting the fragile Grims, they carry a Grim shaman on their back into battle. Strangely enough they are both descendants from the same Bloodline, and since they never enter battle as a lone combatant, their symbiotic combat units are known as the Grimrogs to outsiders.

Archetype: HealerSize: 6,5
Health: 1650Run Speed: 150

Dryad

Dryad

The Dryads support their allies with strong shields and the healing power of nature while keeping the enemy at bay using mind controlling songs. They have proven to be formidable enemies in combat, as even the smallest seed can break the mightiest boulder.

Archetype: HealerSize: 6
Health: 1600Run Speed: 150

Igniter

Igniter

Igniters are masters of ranged combat, using their fire magic to deal large amounts of damage both to single targets and crowds.

Archetype: RangedSize: 6
Health: 1700Run Speed: 140

Gunner

Gunner

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.

Archetype: RangedSize: 6,5
Health: 1750Run Speed: 145

Nomad

Nomad

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.

Archetype: RangedSize: 6,5
Health: 1700Run Speed: 155

Engineer

Engineer

Engineers bring a vast array of tricks and gadgets to the field of battle, ranging from shrink rays to flamethrowers and jetpacks.

Archetype: RangedSize: 7
Health: 1850Run Speed: 145

Seeker

Seeker

Illusionary tricks coupled with different elemental shots make the Seeker a resourceful and cunning ranged marksman, able to hunt down any prey on the battlefield.

Archetype: RangedSize: 6,5
Health: 1700Run Speed: 145

Stormcaller

Stormcaller

Stormcallers use their powers to flash across the battlefield in a barrage of lightning strikes while dealing damage to multiple targets at the same time. Keeping their distance they will unleash intense storms that freeze and tear the flesh from their enemies' bones.

Archetype: RangedSize: 6,5
Health: 1700Run Speed: 145

Glutton

Glutton

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.

Archetype: TankSize: 7,5
Health: 2100Run Speed: 155

Vanguard

Vanguard

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.

Archetype: TankSize: 7,5
Health: 2100Run Speed: 155

Inhibitor

Inhibitor

Using their unique rune power to weaken their enemies as well as combining runes into powerful attacks the Inhibitors thrive in the midst of combat. With the ability to catch incoming projectiles and use them to displace themselves on the battlefield they can quickly turn the tides of battle.

Archetype: TankSize: 7,5
Health: 2000Run Speed: 145

Thorn

Thorn

The Thorns have the ability to control nature itself, able to dig and burrow through the ground and snare their enemies with roots and vines.

Archetype: TankSize: 7,5
Health: 2100Run Speed: 155

Guardian

Guardian

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.

Archetype: TankSize: 7,5
Health: 2100Run Speed: 155

Metal_warden

Metal Warden

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.

Archetype: TankSize: 7
Health: 1900Run Speed: 145

Sentinel

Sentinel

Wielding massive hammers charged with raw spirit power the Sentinels smash their opponents into the ground. Using the terrain to their advantage the Sentinels are quick to close in on their enemies, each crushing blow limiting the healing received by their victims.

Archetype: TankSize: 7,5
Health: 2100Run Speed: 155

Harbinger

Harbinger

Combining health draining magic with powerful hatchet skills, the Harbinger is a fearsome enemy on the battlefield.

Archetype: MeleeSize: 7
Health: 1850Run Speed: 160

Spear_master

Spear Master

The Spear Masters are experts at dealing melee damage while avoiding enemy damage through precise application of their avoidance abilities.

Archetype: MeleeSize: 6,5
Health: 1800Run Speed: 160

Ranid_assassin

Ranid Assassin

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.

Archetype: MeleeSize: 6,5
Health: 1800Run Speed: 160

Ravener

Ravener

Raveners bash enemies with their dual maces, aggressively moving across the battlefield in a fury of blows; they are also able to reflect projectiles back at their origin with their spin attack.

Archetype: MeleeSize: 6,5
Health: 1850Run Speed: 160

Stalker

Stalker

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.

Archetype: MeleeSize: 6,5
Health: 1800Run Speed: 160

Reaver

Reaver

Reavers are masters of melee combat, employing an oversized sword together with intoxicated martial arts that enable them to stay within melee range and control the fight in their favor provided they play their cards right.

Archetype: MeleeSize: 6,5
Health: 1800Run Speed: 160

Headhunter

Headhunter

Headhunters attack with a whirlwind of vicious scythes and snarling maws, using the pressure of relentless onslaught to overwhelm their enemies on the battlefield. But at the same time they can also be elusive and hard to catch when facing strong opposition.

Archetype: MeleeSize: 6,5
Health: 1850Run Speed: 160

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