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Stormcaller

The Stormcallers are the full wizard Masters of the Faran'Gol Storm Academy. They are free agents that will use their powers how they see fit, as long as it is according to the disciplined rules set by the Storm Council. Stormcallers wield tremendous powers that revolve around the essence of the great storm spirits. This enables the Stormcallers to excel in the art of lightning and wind magic. The essence is so strong in some Masters that they float above the ground like actual storm spirits.

Combat Role
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.

[ Read more: Related Cultures ]

Stormcaller Statistics

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Abilities
Storm Bolt

Projectile

Storm Bolt

Deals 150 damage and inflicts Static. Bounces towards nearby enemies affected by Static dealing 40/30/20/10 damage, each bounce reduces damage.

Static
Lasts for
7s.

Cooldown: 0,5 secCast time: 0,40 sec
Range: 100
Energy gain: 8%

Charged Lightning

Projectile

Charged Lightning

Casts 2 projectiles over 0,6s, each projectile deals 130 damage. Inflicts Silence if a target is hit by both projectiles. Hitting two different targets triggers a discharge effect dealing 50 extra damage to each target and inflicts Silence.

Silence
Unable to use abilities, lasts
0,8s.

Cooldown: 7,0 secCast time: 0,30 sec
Range: 98
Energy gain: 6%

Channeling Ability.
Can move while using.

Flash

Target Ground

Flash

Travels to target location, deals 100 damage, inflicts Gradual Slow and Static on enemies passed through during the teleport.

Gradual Slow
Slows movement speed to
0%, movement speed gradually returns to 100% over a duration of 0,7s.

Static
Lasts for
7s.

EX

Chain Flash

Instantly teleports towards target location 3 times in a row, teleporting through an enemy deals 80 damage and inflicts Static.

Cooldown: 6,0 secCast time: 0,00 sec
Range: 70
Energy gain: 3%

Drops Artifact on use.

Hail Storm

Target Ground

Hail Storm

Creates a hail storm at target location after a 0,4s delay, the storm inflicts Slow and deals 120 damage over 1,6s to enemies inside it. Thunder strikes the area when the effect ends dealing 160 damage and inflicts Stun.

Slow
Reduces movement speed by
25%, lasts for 0,5s.

Stun
Stuns target for
0,7s.

EX

Vengeful Storm

Shields self dispelling all negative effects. Damage taken is reduced by 75% and energy gains from enemy attacks are reduced by 75%. A bolt of gathered energy is released when the effect ends, the bolt deals 150 - 450 damage and knocks target back. Damage and knockback effect increases as more damage is absorbed by the shield. You cannot move or act during the effect. Lasts for 1,2s.

Cooldown: 9,0 secCast time: 0,40 sec
Range: 110Area: 20
Energy gain: 5%

Eye of the Storm

Projectile

Eye of the Storm

Knocks target back and lifts it into the air removing it from combat, target is incapacitated during the effect and takes 30 damage every 0,5s. When the effect ends, the target is thrown out of the storm towards the direction the player is aiming. Lasts for 1,5s.

Cooldown: 9,0 secCast time: 0,40 sec
Range: 99
Energy gain: 10%

Lightning Shield

Buff

Lightning Shield

Reduces damage taken from enemy attacks by 50%. Absorbs up to 200 damage, lasts for 2,6s. This ability can be triggered a second time, firing the shields as bolts dealing 100 damage and knocking enemies away. The shields always spawn in the directions north, south, east and west and rotate 180 degrees during the duration. Explodes when the duration runs out and shocks nearby enemies for the shields remaining health and heals self for the same amount.

Cooldown: 9,0 secCast time: 0,00 sec
Area: 26

Can move while using.

Emperor's Wrath

Target Ground

Emperor's Wrath

Fires lightning in a cone over 2,4s, deals 340 damage per second and inflicts Slow. The Stormcaller is not immune to incapacitating effects but will continue to attack even if hit by one. The Stormcaller is slowed by 20% while channeling.

Slow
Reduces movement speed by
20%, lasts for 1s.

Cooldown: 1,0 secCast time: 0,25 sec
Range: 60Area: 50
Energy cost: 100%

Channeling Ability.
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

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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