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Thorn

The Thorn are said to live on sucking the spirits out of trees and plants then forcing the nature to follow their command without choice. Living alone with their dark magic they are seldom sighted at daytime. None has ever been caught, yet still, every year the Diom lose people to these bloodthirsty beasts.

Combat Role
The Thorn is a tank to be reckoned with, able to dig and burrow through the ground while rooting and snaring enemies.

[ Read more: Related Cultures ]

Thorn Statistics

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Abilities
Root Bash

Melee

Root Bash

Deals 130/150/170 damage on consecutive hits, applies Regrowth on self on hit.

Regrowth
Reduces damage taken by
3%, stacks up to 2 times, and lasts for 6s.

Cooldown: 0,4 secCast time: 0,45 sec
Energy gain: 9%

Can move while using.

Fungal Spores

Projectile

Fungal Spores

Casts 2 projectiles over 0,8s, each projectile deals 120 damage and inflicts Fungal Spores. Hitting a target affected by Fungal Spores deals 50 extra damage per stack. This attack also heals you for 70 health if you are affected by Regrowth.

Fungal Spores
Reduces movement speed by
10%, reduces damage and healing done by 15%, stacks up to 3 times, lasts for 3s.

Cooldown: 7,0 secCast time: 0,60 sec
Range: 98
Energy gain: 6%

Channeling Ability.
Can move while using.

Mud Walk

Target Ground

Mud Walk

Travels to target location, deals 120 damage, and inflicts Entangling Roots.

Entangling Roots
Incapacitates target for
0,5s, damage breaks this effect, the damage source that breaks the effect is reduced by 50%.

Cooldown: 8,0 secCast time: 0,00 sec
Range: 120Area: 10
Energy gain: 3%

Drops Artifact on use.
Can only travel on ground level.

Defiled Plant

Target Ground

Defiled Plant

Creates a defiled plant at target location that explodes after 0,7s creating a shockwave effect, shockwave moves towards Thorn's location, shockwave deals 120 damage, inflicts Slow and pulls target to Thorns location. Shockwave ends when reaching Thorn.

Slow
Reduces movement speed by
30%, lasts for 2s.

EX

Healing Spores

Heals nearby allies for 320 health after a 0,5s delay.

Cooldown: 7,5 secCast time: 0,30 sec
Range: 115Area: 12
Energy gain: 5%

Can only travel on ground level.

Mushroom Spore

Projectile

Mushroom Spore

Deals 80 damage and inflicts Entangling Roots.

Entangling Roots
Incapacitates target, deals
50 damage and heals Thorn for 50 health every 1s, lasts up to 2s. Damage breaks this effect, the damage source that breaks the effect is reduced by 50%.

EX

Death Spore

Projectile attack deals 220 damage and inflicts Weaken.

Weaken
Reduces damage and healing done by
50% for 3s.

Cooldown: 10,0 secCast time: 0,40 sec
Range: 115
Energy gain: 12%

Treacherous Roots

Buff

Treacherous Roots

Shields self or target ally dispelling all movement impairing effects. Damage taken instead heals for 50% of the damage amount. Getting hit by a projectile or a melee attack inflicts Deadwood Seed on the attacker, energy gains from enemy attacks are reduced by 75%. This effect breaks after absorbing 340 damage or after 1,6s. A targetted ally cannot move or act while under this effect.

Deadwood Seed
Inflicts
Entangling Roots on all nearby allies of the target on ground level when the effect ends, lasts 0,7s.

Entangling Roots
Incapacitates target for up to
0,8s. Damage breaks this effect, the damage source that breaks the effect is reduced by 50%.

Cooldown: 10,0 secCast time: 0,20 sec

Ignores Global Cooldown.
Channeling Ability.

Dead Roots

Target Ground

Dead Roots

Travels to target location, creates a trail of dead roots behind himself. Enemy projectiles that enter the trail are destroyed and enemies that enter the trail are affected by Dead Roots, the trail area effect lasts for 3,5s.

Dead Roots
Deals
80 damage every 0,5s and reduces movement speed by 40%.

Cooldown: 1,0 secCast time: 0,00 sec
Range: 120Area: 14
Energy cost: 100%

Drops Artifact on use.
Can only travel on ground level.

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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