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Vanguard

The Vanguards of the Ga’Tamang follow a path of war from childhood. They are born, chosen and devoted to protecting their heritage.

Combat Role
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.

[ Read more: Related Cultures ]

Vanguard Statistics

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Abilities
Axe Strike

Melee

Axe Strike

Deals 13 /14 /15 damage on consecutive hits and inflicts Bleed.

Bleed
Deals
1 damage every 2s, stacks up to 3 times, lasts for 10s. Damage dealt from this effect does not break incapacitating effects.

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

Can move while using.

Blood Axe

Projectile

Blood Axe

Deals 16 damage, inflicts Slow and consumes Bleed stacks dealing 125% of remaining bleed damage.

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

Cooldown: 6.0 secCast time: 0.5 sec
Range: 140
Energy gain: 12%

Leap Attack

Target Ground

Leap Attack

Leaps to target location, deals 12 damage and inflicts Stun on enemies near the destination. This ability has a minimum range.

Stun
Incapacitates target for
0.5s.

Cooldown: 9.0 secCast time: 0.4 sec
Range: 110Area: 25
Energy gain: 5%

Drops Artifact on use.
Can move while using.

Taunt

Target Ground

Taunt

Nearby enemies in a cone-shaped area are affected by Taunt, applies Blood Rage on self.

Taunt
Forced to run towards Vanguard's location, last for
1.8s.

Blood Rage
Restores
50% of damage taken during Blood Rage when the effect ends, lasts for 4.5s.

Cooldown: 11.0 secCast time: 0.4 sec
Range: 72Area: 35

Shield Slam

Dash

Shield Slam

Dash towards target location, deals 8 damage and inflicts Incapacitate.

Incapacitate
Incapacitates target for
1.6 - 3.2s. Incapacitate duration increases with distance dashed. Damage breaks this effect.

Cooldown: 9.0 secCast time: 0.3 sec
Range: 66
Energy gain: 10%

Reflect

Self Buff

Reflect

Increases movement speed by 40%, disables abilities, enemy projectiles are reflected, enemy melee attackers are affected by Stun. Reflect lasts for 1.1s.

Stun
Incapacitated for
2.2s.

Cooldown: 7.0 secCast time: 0.0 sec

Ignores Global Cooldown.
Can move while using.

Heroic Charge

Dash

Heroic Charge

Deals 28 - 58 damage on enemy impact, deals 28 damage to enemies near destination and inflicts Incapacitate. Damage increases with distance dashed.

Incapacitate
Incapacitates target for
2s. Damage breaks this effect.

Cooldown: 1.0 secCast time: 0.7 sec
Range: 144Area: 35
Energy cost: 100%

Drops Artifact on use.


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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