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Psychopomp

The civilization of the Diom people lies on a tall mountain, stretching from the jungles at the foot to the icy peak. The Diom are a hardy and inventive people, using their potent healing techniques to adapt and thrive.

Combat Role
The Psychopomps control the battlefield through healing and powerful debilitating effects. While weak on their own, their abilities make allied attacks more effective.

[ Read more: Related Cultures ]

Psychopomp Statistics

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Abilities
Soul Bolt

Projectile

Soul Bolt

Deals 14 damage, inflicts Soul on self.

Soul
Reduces damage taken from next enemy attack by
25%, increases damage done with Soul Bolt by 1, stacks up to 3 times, lasts 6s. One stack is removed when struck by a damaging attack.

Cooldown: 0.5 secCast time: 0.5 sec
Range: 102
Energy gain: 9%

Essence Renewal

Projectile

Essence Renewal

Heals ally closest to target location for 15 damage and inflicts Soul if target recovers health, heals other nearby allies for up to 8 health. As distance from impact location increases, healing decreases.

Soul
Reduces damage taken from next enemy attack by
25%, increases damage done with Soul Bolt by 1, stacks up to 3 times, lasts for 6s. One stack is removed when struck by a damaging attack.

Cooldown: 0.5 secCast time: 0.7 sec
Range: 196Area: 26
Energy gain: 7%

Impacts on Cursor Location.

Mind Transfer

Projectile

Mind Transfer

Usable on both allies and enemies. Switching locations with the struck target, deals 16 damage and inflicts Slow on impact with enemy. Heals 25 health on impact with ally.

Slow
Reduces movement speed by
50%, lasts for 3s.

Cooldown: 7.5 secCast time: 0.4 sec
Range: 132
Energy gain: 12%

Cannot be reflected.
Drops Artifact on use.

Terrifying Scream

Pbae

Terrifying Scream

Inflicts Spell Block, inflicts Slow.

Spell Block
Interrupts next ability cast and disables it for 3s, lasts 0.8s.

Slow
Reduces movement speed by
33%, lasts 2.5s.

Cooldown: 8.0 secCast time: 0.0 sec
Area: 40

Ignores Global Cooldown.
Can move while casting.

Spiritual Link

Projectile

Spiritual Link

Deals 15/10/5 damage and inflicts Sould Bind, bounces between enemy champions up to 3 times, each bounce reduces damage. May bounce off the Psychopomp if no enemies are nearby, has no efect on the Psychopomp and does not count towards maximum bounces.

Soul Bind
Deals
20% of damage taken as additional damage to other allies affected by Soul Bind, lasts 10s.

Cooldown: 7.0 secCast time: 0.7 sec
Range: 140
Energy gain: 4%

The Other Side

Target Player

The Other Side

All negative are removed from target ally, target ally becomes invulnerable, immaterial, invisible and unable to use abilities, increases movement speed by 30%, lasts for 2s. Nearby allies are healed for 12 health when the effect ends.

Cooldown: 12.0 secCast time: 0.0 sec
Area: 42
Energy gain: 3%

Ignores Global Coldown.
Can move while casting.

Guardian Spirit

Self Buff

Guardian Spirit

Summons a spirit mimicing the Psychopomp's Soul Bolt, Essence Renewal and Spiritual Link uses, lasts 8s. This effect cannot be dispelled.

Cooldown: 1.0 secCast time: 0.0 sec
Energy cost: 100%

Ignores Global Cooldown.
Can move while casting.


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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