History Characters / BloodlineChampions

10th May '16 12:37:01 AM erforce
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* ShoutOut: His [[{{Terminator}} T-800 Prototype]] outfit.

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* ShoutOut: His [[{{Terminator}} [[Franchise/{{Terminator}} T-800 Prototype]] outfit.
20th Jan '16 4:28:23 AM jormis29
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* NatureSpirit: Nature's Companion is described as making a forest wisp travel to a location.




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* WillOTheWisp : Nature's Companion is described as making a forest wisp travel to a location.
18th Dec '15 5:16:00 PM VutherA
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* SupernaturalMartialArts: Their basic Roundhouse Kick ability skirts this trope for some by dashing awfully far twice despite holding an enormous sword, but their old Explosive Kick ability took this UpToEleven by knocking back enemies hit, doing the same dashing three times, ''and'' doing much more damage in an area of effect. It was replaced by Spell Block Kick, which manages to be a very weird version of this trope as well.

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* SupernaturalMartialArts: Their basic Roundhouse Kick ability skirts this trope for some by dashing awfully far twice despite holding an enormous sword, but their old Explosive Kick ability took this UpToEleven by knocking back enemies hit, doing the same dashing three times, ''and'' doing much more damage in an area of effect.effect from, well, causing explosions with a kick. It was replaced by Spell Block Kick, which manages to be a very weird version of this trope as well.



* JumpPhysics: Jumps high in the air, twice, with the Frog Leap ability, dealing damage to a target when they hit the ground each time. To make more sense, the damage is entirely from them hitting an enemy rather than the impact of the fall.

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* JumpPhysics: Jumps high in the air, twice, with the Frog Leap ability, dealing damage to a target when they hit the ground each time. To make more sense, the damage is entirely from them hitting an enemy with their blades rather than the impact of the fall.


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* CounterAttack


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* PrecisionGuidedBoomerage: The Headhunter can toss two axes in two arcs that will return on the other one's path like the Nomad. [[ThrowingYourSwordAlwaysWorks Yes, their axes]].
* ThrowingYourSwordAlwaysWorks: Well, axes. Either way, the Headhunter tosses axes liberally, on three separate abilities.


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* BadPowersBadPeople: Shadowy-looking magic out of the wazoo and summons plagues of locusts to attack you. They're as bad as they sound like.
24th Oct '15 4:29:28 AM jormis29
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* CombatMedic: Standard for healers in ''BloodlineChampions''. The Grimrog's main attack ability doesn't do much damage, but casts and cooldowns down exceptionally fast to let them keep mobile against you and his main healing ability can also apply negative effects to enemies that will only work if they are affected by curses that you place on them from hitting other offensive abilities on them.

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* CombatMedic: Standard for healers in ''BloodlineChampions''.''Bloodline Champions''. The Grimrog's main attack ability doesn't do much damage, but casts and cooldowns down exceptionally fast to let them keep mobile against you and his main healing ability can also apply negative effects to enemies that will only work if they are affected by curses that you place on them from hitting other offensive abilities on them.



* CombatMedic: Standard for healers in ''BloodlineChampions''. [[GameBreaker The ultimate]] of the Psychopomp makes them especially dangerous to your health.

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* CombatMedic: Standard for healers in ''BloodlineChampions''.''Bloodline Champions''. [[GameBreaker The ultimate]] of the Psychopomp makes them especially dangerous to your health.



* CombatMedic: Standard for healers in ''BloodlineChampions''. Heralds may not be the best one-on-one bloodline, but are far from helpless.

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* CombatMedic: Standard for healers in ''BloodlineChampions''.''Bloodline Champions''. Heralds may not be the best one-on-one bloodline, but are far from helpless.



* CombatMedic: Standard for healers in ''BloodlineChampions''. Due to the Dryad's lack of escapes or easily-used crowd-control effects, she is fairly dependent on maintaining Confidence stacks from her main attack ability to dodge and evade the enemy.

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* CombatMedic: Standard for healers in ''BloodlineChampions''.''Bloodline Champions''. Due to the Dryad's lack of escapes or easily-used crowd-control effects, she is fairly dependent on maintaining Confidence stacks from her main attack ability to dodge and evade the enemy.



* CombatMedic: Standard for healers in ''BloodlineChampions''. The Blood Priest will actually [[CastFromHitpoints lose some health]] from casting their main healing ability (though still pretty easily taken care of by just healing himself) unless stacks of Darkness from using their main attack ability is maintained in combat.

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* CombatMedic: Standard for healers in ''BloodlineChampions''.''Bloodline Champions''. The Blood Priest will actually [[CastFromHitpoints lose some health]] from casting their main healing ability (though still pretty easily taken care of by just healing himself) unless stacks of Darkness from using their main attack ability is maintained in combat.



* CombatMedic: Standard for healers in ''BloodlineChampions''. Especially since his main attack ability is melee range.

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* CombatMedic: Standard for healers in ''BloodlineChampions''.''Bloodline Champions''. Especially since his main attack ability is melee range.



* CombatMedic: Standard for healers in ''BloodlineChampions''. Other bloodlines may generally win against them if fighting one-on-one, but they won't make it easy on you.

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* CombatMedic: Standard for healers in ''BloodlineChampions''.''Bloodline Champions''. Other bloodlines may generally win against them if fighting one-on-one, but they won't make it easy on you.
8th Feb '15 6:08:14 PM VutherA
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* {{Multishot}}: An ability [[ExactlyWhatItSaysOnTheTin called that]]. It knocks back and slows targets hit.
** [[ArrowsOnFire One on fire]], doing a chunk of damage and setting the area where it hit an enemy alight to cause extra damage while they are inside it. [[OneHitPolyKill Pierces through enemies.]]
** When Marksmanship is on, the ability changes to an Explosive Arrow, dealing more up front damage and knocking back on impact in a small area, but doesn't burn the ground or pierce through enemies.
** [[RainOfArrows A rain of them]] onto a circle causing an ice effect, freezing enemies hit until damaged again and slowing them or any which enter in the area.
*** When Marksmanship is active, the ice arrow turns to a projectile that is fired in a direction, but the freezing effect lacks much longer.

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* ** {{Multishot}}: An Used to have an ability [[ExactlyWhatItSaysOnTheTin called that]]. It knocks that]], knocking back and slows slowing targets hit.
** [[ArrowsOnFire One on fire]], doing a chunk of damage and setting the area where it hit an enemy alight to cause extra damage while they are inside it. [[OneHitPolyKill Pierces through enemies.]]
** When
]] The old Marksmanship is on, ultimate changed the ability changes to an Explosive Arrow, dealing more up front damage and knocking back on impact in a small area, but doesn't burn the ground or pierce through enemies.
*** The Storm Arrow ultimate is similar, though it instead applies a damage over time with a lot of damage at the end of the duration on enemies instead of burning the ground.
** [[RainOfArrows A rain of them]] onto a circle causing an ice effect, freezing enemies hit until damaged again and slowing them or any which enter in the area.
*** When
area. The old Marksmanship is active, ultimate changed the ice arrow turns to a projectile that is fired in a direction, but the freezing effect lacks much longer.



* SuperMode: The Marksmanship ultimate resets all the Seeker's cooldowns, increases movement speed by 25%, makes their basic ranged attack travel and have a longer range, turns fire arrow into an explosive arrow, and ice arrow fires as a projectile that freezes much longer.

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* SuperMode: The What used to be the Seeker's ultimate - Marksmanship ultimate resets reset all the Seeker's cooldowns, increases movement speed by 25%, makes their basic ranged attack travel and have a longer range, turns fire arrow into an explosive arrow, and ice arrow fires as a projectile that freezes much longer.



* BlowYouAway: Not stated in their background, but their abilities imply this.
* DoNotTouchTheFunnelCloud: The Nomad's abilities can make a few tornadoes. Tornado Call makes an enemy hit by it be stuck up in the air while functionally being invincible for it's 3.2 second duration while an EX slows and damages enemies inside it. If you are not the person hit by it for the former ability, it does not effect you. If you are outside it's immediate radius which is shown by the tornado graphic for the latter, it also does not effect you.
* PrecisionGuidedBoomerang: Half of the Nomad's abilities (though they use an actual boomerang, unlike the Guardian). The Nomad can throw ''two'' at once in different arcs and have them come back on the paths the other one travelled.
* SpamAttack: The Nomad's ultimate consists of throwing many boomerangs really fast for it's duration.

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* BlowYouAway: Not actually stated in their background, but their abilities imply this.
* DoNotTouchTheFunnelCloud: The Nomad's abilities can make a few tornadoes. Tornado Call makes an enemy hit by it be stuck up in the air while functionally being invincible for it's 3.2 second duration while an EX slows and damages enemies inside it. If you are not the person hit by it for the former ability, it does not effect you. If you are outside it's immediate radius which is shown by the tornado graphic for the latter, it also does not effect affect you.
* PrecisionGuidedBoomerang: Half of the Nomad's abilities (though they use an actual boomerang, unlike the Guardian). The Nomad can throw ''two'' at once in different arcs and have them come back on the paths the other one travelled.
traveled.
* SpamAttack: The Nomad's ultimate consists of throwing many boomerangs really fast for it's its duration.



* ButtMonkey: The Igniter serves an unfortunate for a few bloodline items, such as being tied to the a stick to be on the back of the Master Chef Glutton outfit or shackled to the shield of the Vanguard's Sacrificial Armament weapon (still moving).

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* ButtMonkey: The Igniter serves an unfortunate for a few bloodline items, such as being tied to the a stick to be on the back of the Master Chef Glutton outfit (which he will eat using his Meat and Eat ability) or shackled to the shield of the Vanguard's Sacrificial Armament weapon (still moving).



* PlayingWithFire: The [[ExactlyWhatItSaysOnTheTin Igniter's]] MOS.

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* PlayingWithFire: The [[ExactlyWhatItSaysOnTheTin Igniter's]] MOS.everything.



* MoreDakka: The Engineer's ultimate ability is firing a machine gun. While its 3 second duration makes it unlikely you'll be allowed to do the entire thing, it's maximum potential damage is a significant 144 in a game where the health ranges to 160-210.

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* MoreDakka: The Engineer's ultimate ability is firing a machine gun. While its 3 second duration makes it unlikely you'll be allowed to do end up hitting the entire thing, it's its maximum potential damage is a significant 144 1440 in a game where the health ranges to 160-210.1600-2100.



* AllEncompassingMantle: Though certain parts of it are strapped to the Stalker's arms, presumedly to allow movement. The Stalker's Cloak ability implies it may be capable of acting as armour since it removes a debuff when ability and reduces damage for it's duration.

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* AllEncompassingMantle: Though certain parts of it are strapped to the Stalker's arms, presumedly to allow movement. The Stalker's Cloak ability implies it may be capable of acting as armour since it removes a debuff when ability and reduces damage for it's its duration.



* InvisibilityCloak: The Shadow Cloak EX ability. It normally reduces damagein the slot that's not an EX.

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* InvisibilityCloak: The Shadow Cloak EX ability. It normally reduces damagein damage in the slot that's not an EX.



* SuperMode: Their ultimate teleports them to a location, and applies an 8-second effect on themr that increases the damage of their next basic attack, and causes hitting with their basic attack to reset the cooldown of their teleporting Deviate ability (which also increases their damage for a short time after using). Casting Deviate during the duration of the ultimate resets the aforementioned affect.

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* TeleportSpam: Use the Puncturing Strike, Deviate and Shadow Step abilities for all your excessive-amounts-of-teleporting needs.
* SuperMode: Their ultimate teleports them to a location, and applies an 8-second effect on themr them that increases the damage of their next basic attack, and causes hitting with their basic attack to reset the cooldown of their teleporting Deviate ability (which also increases their damage for a short time after using). Casting Deviate during the duration of the ultimate resets the aforementioned affect.
effect. In other words, TeleportSpam to the extreme.



* FlashStep: Their EX, damaging and locking the cooldowns of enemies hit in the path.

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* FlashStep: Their EX, damaging and locking the cooldowns of enemies for a short duration hit in the path.



* SpinAttack: The Whirling Blade ability incapacitates enemies hit while causing 12 damage, and the Spear Master's ultimate, Whirlwind, does it for an extended amount of time while the Spear Master cannot be stopped from moving save for death while using it.

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* SpinAttack: The Whirling Blade ability incapacitates enemies hit while causing 12 120 damage, and the Spear Master's ultimate, Whirlwind, does it for an extended amount of time while the Spear Master cannot be stopped from moving save for death while using it.



* SupernaturalMartialArts: Their basic Roundhouse Kick ability skirts this trope for some by dashing awfully far twice despite holding an enormous sword, but their Explosive Kick ability takes this UpToEleven by knocking back enemies hit, doing the same dashing three times, ''and'' doing much more damage in an area of effect.

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* SupernaturalMartialArts: Their basic Roundhouse Kick ability skirts this trope for some by dashing awfully far twice despite holding an enormous sword, but their old Explosive Kick ability takes took this UpToEleven by knocking back enemies hit, doing the same dashing three times, ''and'' doing much more damage in an area of effect.effect. It was replaced by Spell Block Kick, which manages to be a very weird version of this trope as well.



* HitboxDissonance: It's been found some ranged attacks will reflect back to you if you're being damaged by the Spinning Strike ability, even if it's hitting you from behind and you're trying to shoot in the opposite direction.

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* HitboxDissonance: It's been found some ranged attacks will reflect back to you if you're being damaged by the Spinning Strike ability, even if it's hitting you from behind and you're trying to shoot in the opposite direction.direction...




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* {{Combos}}: The point of their Harvest Blood ability to get its cooldown reset by consuming the Open Wound debuff off enemies hit, and the point of most of their other abilities is to apply Open Wound.
* DualWielding: Uses two axes as weapons.



* CombatMedic: Standard for healers in ''BloodlineChampions''. The Grimrog's main attack ability doesn't do much damage, but casts and cooldowns down exceptionally fast to let them keep mobile against you and his main healing ability can also apply negative effects to enemies that will only work if they are affected by effects that you requires you to use other offensive abilities on them first.

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* CombatMedic: Standard for healers in ''BloodlineChampions''. The Grimrog's main attack ability doesn't do much damage, but casts and cooldowns down exceptionally fast to let them keep mobile against you and his main healing ability can also apply negative effects to enemies that will only work if they are affected by effects curses that you requires you to use place on them from hitting other offensive abilities on them first.them.



* TimeMaster: Though not as powerful as other examples, part of his powers is explained from manipulation of time.

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* TimeMaster: Though not as powerful as other examples, part of his powers is explained from manipulation of time. He even has an ability to go back in time three seconds, putting him where he was then and healing himself.



* CombatMedic: Standard for healers in ''BloodlineChampions''. The Blood Priest will actually [[CastFromHitpoints lose some health]] from casting their main healing ability unless stacks of Darkness from using their main attack ability is maintained in combat.

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* CombatMedic: Standard for healers in ''BloodlineChampions''. The Blood Priest will actually [[CastFromHitpoints lose some health]] from casting their main healing ability (though still pretty easily taken care of by just healing himself) unless stacks of Darkness from using their main attack ability is maintained in combat.



* BadassBookworm: The Astronomer's abilities seem to be from a sort of LightEmUp and other astronomical powers, but it actually happens from the use of scientific tools that are very carefully calibrated.

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* BadassBookworm: The Astronomer's abilities seem to be from a sort of LightEmUp and other astronomical powers, but it actually happens from the use of scientific tools that are very carefully calibrated.calibrated...somehow.
1st Jul '14 9:34:16 PM Aiguille
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* ShoutOut: Two of the Reaver's abilities have the exact same names as two from the Pandaren Brewmaster from ''{{Warcraft}} 3: The Frozen Throne'' (and possibly the Pandaren Brewmaster character Mangix from DefenseOfTheAncients since it has the same names for similar abilities) - Drunken Haze and Drunken Brawler.

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* ShoutOut: Two of the Reaver's abilities have the exact same names as two from the Pandaren Brewmaster from ''{{Warcraft}} 3: ''VideoGame/WarcraftIII: The Frozen Throne'' (and possibly the Pandaren Brewmaster character Mangix from DefenseOfTheAncients since it has the same names for similar abilities) - Drunken Haze and Drunken Brawler.
28th Apr '14 10:22:25 PM mdalsted
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!!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.
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28th Apr '14 10:01:20 PM mdalsted
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!!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 onto their victims.
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* StopHelpingMe: The Voodoo EX ability can cause this onto you. If it hits you, it applies Dark Voodoo. This turns healing done on you into damage against you for a short duration up to 170 damage.
24th Apr '14 5:04:54 AM LongLiveHumour
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* ShoutOut: The Stormcaller's ultimate has him shoot lightning out of his hands for the duration. It is named [[StarWars Emperor's Wrath]]. Yelling out "POWERRRRR! UNLIMITED POWERRRRRR!" is not mandatory during use, but we understand if you want to.

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* ShoutOut: The Stormcaller's ultimate has him shoot lightning out of his hands for the duration. It is named [[StarWars [[Franchise/StarWars Emperor's Wrath]]. Yelling out "POWERRRRR! UNLIMITED POWERRRRRR!" is not mandatory during use, but we understand if you want to.
3rd Jan '14 9:19:17 PM VutherA
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* SamuraiPonytail: Well, not explicitly a samurai... but only just.
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