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.
Combat Role
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.
[ Read more: Related Cultures ]
Deals 130 damage. Consumes Molten Metal dealing 70 bonus damage and knocking back enemies.
Cooldown: 0,5 secCast time: 0,30 sec
Range: 92
Energy gain: 7%
Charging attack that fires a massive bolt. The bolt deals 100 - 360 damage and inflicts Spell Block. The damage, range and the effect of Spell Block increase with the time spent charging.
Spell Block
Interrupts next ability cast and disables it for 1,5s - 3s. This lasts for 0,6s.
Cooldown: 6,5 secCast time: 1,10 sec
Range: 80
Energy gain: 12%
Removes all movement impairing effects, increases movement speed by 100%. Deals 120 damage to enemies hit and knocks target and self back. The knockback effect can only be triggered once every 0,5s. Lasts for 1,4s.
Cooldown: 8,0 secCast time: 0,00 sec
Energy gain: 4%
Drops Artifact on use.
Can move while using.
Cone attack that deals 120 damage and applies Molten Metal to enemies.
Molten Metal
Reduces damage and healing done by 33% and reduces movement speed by 20%. Lasts for 4s.
Leaps to target location, deals 160 damage, applies Gradual Slow and knocks back enemies near the destination.
Gradual Slow
Slows movement speed to 0%, movement speed gradually returns to 100% over a duration of 3s.
Cooldown: 8,0 secCast time: 0,30 sec
Range: 55Area: 55
Energy gain: 3%
Can move while using.
Fires an energy core towards the target location. The core activates after a 0,3s delay and inflicts Magnetize to nearby enemies. The core attaches a leash onto nearby enemies that does 120 damage and inflicts Incapacitate when they leave the core's area of influence. The core lasts for 2,3s.
Magnetize
Reduces projectile speed by 40% and lasts for 3,2s.
Incapacitate
Incapacitates target for 1s, damage breaks this effect.
Focuses a beam of healing energy at your cursor position that heals for 320 health per second. Lasts for 1,5s.
Cooldown: 8,5 secCast time: 0,20 sec
Range: 135Area: 24
Energy gain: 3%
Impacts on Cursor Location.
Channeling Ability.
Shields self or target ally, dispelling all movement impairing effects and reducing damage taken by 80%, energy gains from enemy attacks are reduced by 75%. Fires a projectile towards the attacker when hit by an attack, which does 70 damage on impact and grants 3 energy to the protected. Projectiles will only fire at the same attacker every 0,25s. This effect breaks after absorbing 400 damage or after 2s. A targetted ally cannot move or act while under this effect.
Cooldown: 9,0 secCast time: 0,20 sec
Range: 152
Energy gain: 3%
Channeling Ability.
Deals 200 damage on a direct hit with an enemy and 100 damage to enemies in an area near the impact. Creates a gravitational singularity on impact that deals 50 damage per second to nearby enemies and pulls them towards the center of the singularity. The singularity implodes after 2s and deals 160 damage to nearby enemies.
Cooldown: 1,0 secCast time: 0,60 sec
Range: 120Area: 28
Energy cost: 100%
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