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Inhibitor

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.

Combat Role
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.

[ Read more: Related Cultures ]

Inhibitor Statistics

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Abilities
Sol Bolt

Projectile

Sol Bolt

Deals 12 damage, inflicts Sol, consumes any Ohm effect healing self for 9 health per stack.

Sol
Increases damage taken by
8%, stacks up to 3 times, lasts 6s

Cooldown: 0.5 secCast time: 0.4 sec
Range: 99
Energy gain: 8%

Ohm Bolt

Projectile

Ohm Bolt

Deals 7 damage, heals self for 7 health, inflicts Ohm, consumes any Sol stacks dealing 7 damage per stack.

Ohm
Reduces damage done by
8%, stacks up to 3 times, lasts 6s

Cooldown: 0.5 secCast time: 0.4 sec
Range: 99
Energy gain: 8%

Waji

Projectile

Waji

Teleports to target location on impact, deals 10 damage and inflicts Incapacitate on enemies passed through during the teleport

Incapacitate
Incapacitates target for
0.5s, damage breaks this effect.

Cooldown: 10.0 secCast time: 0.3 sec
Range: 132
Energy gain: 3%

Drops Artifact on use.
Cannot be reflected.

Runic Discharge

Projectile

Runic Discharge

Deals 12 damage on direct hit and 8 damage to enemies near the impact location, inflicts Slow, inflicts Spell Block.

Spell Block
Interrupts next ability cast and disables it for
2.5s, lasts 0.6s.

Slow
Reduces movement speed by
30%, last 2s.

Cooldown: 7.5 secCast time: 0.5 sec
Area: 20
Energy gain: 12%

Wuju

Self Buff

Wuju

Negates the next direct damage attack directed at the Inhibitor within 1.4s. Negating an attack removes all negative effects and teleports the Inhibitor behind the attacker. Deals 10 damage and inflicts Incapacitate on all targets passed through during the teleport.

Incapacitate
Incapacitates target for
0.5s, damage breaks this effect.

Cooldown: 10.0 secCast time: 0.0 sec
Energy gain: 3%

Ignores Global Cooldown.
Can move while using.

Rune Shield

Target Player

Rune Shield

Shield target ally, reduces damage taken by 50%, absorbs up to 18 damage, lasts for 3s. Breaking the shield with damage causes an explosion; deals 12 damage and inflicts Stun on nearby enemies.

Stun
Incapacitates target for
2s.

Cooldown: 11.0 secCast time: 0.0 sec
Area: 30

Can move while using.

Rune Infusion

Projectile

Rune Infusion

Fires 5 projectiles over 2.5s, each projectile deals 18 damage, heals self for 9 health, inflicts 3 stacks of Sol, inflicts 3stacks of Ohm and knocks target back slightly.

Sol
Increases damage taken by
8%, stacks up to 3 times, lasts 8s

Ohm
Reduces damage done by
8%, stacks up to 3 times, lasts 8s

Cooldown: 1.0 secCast time: 0.5 sec
Range: 126
Energy cost: 100%

Channeling Ability.


Alchemist

Alchemist

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

Archetype: HealerSize: 6
Health: 140Run Speed: 140

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: 155Run Speed: 130

Herald

Herald

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: 150Run Speed: 130

Astronomer

Astronomer

Able to switch stances between sun and moon, the Astronomer is able to either do powerful ranged damage or potent healing, switching between the two on the fly.

Archetype: HealerSize: 6.5
Health: 160Run Speed: 145

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: 150Run Speed: 130

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: 155Run Speed: 130

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: 150Run Speed: 150

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: 165Run Speed: 140

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: 8
Health: 200Run Speed: 145

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: 8
Health: 200Run Speed: 140

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: 180Run Speed: 130

Thorn

Thorn

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

Archetype: TankSize: 8
Health: 190Run Speed: 145

Harbinger

Harbinger

Harbingers combines dark magic with deadly blade skill coupled with the ability to drain their enemies health, making them fearsome enemies on the battlefield.

Archetype: MeleeSize: 7
Health: 165Run Speed: 145

Spear_master

Spear Master

The Spear Masters are experts at dealing melee damage and avoiding enemy damage through improving their own capabilities and incapacitating their opponents.

Archetype: MeleeSize: 6.5
Health: 155Run Speed: 145

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: 155Run Speed: 145

Ravener

Ravener

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

Archetype: MeleeSize: 7
Health: 165Run Speed: 145

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