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.
An Axe to Grind: His default weapon is a vicious looking scythe-axe appeared to be made of bone. Some other alternate weapons resemble some cleaver-sword and an axe-sword hybrids.
Combat Medic: A big function of his Battle Shout EX ability is to heal himself and allies.
Combos: The purpose of his Rage buff is to improve his basic War Strike ability.
Counter Attack: Hitting them while they are using Reflect is pretty much this. An old ability of theirs, Van's Guard, reduced damage they themselves or an ally took for the duration. It was the Vanguard's main source of damage since it was their major method for getting Rage at the time.
Everything's Better with Samurai: The Vanguard's look harkens to the look of a samurai. Almost all of the Vanguard's outfits include two flags strapped to their back not unlike a sashimononote The Armoured Vanguard only has one flag, the Female Vanguard lacks any flags. The basic outfit has his hair tied in a ponytail above his head to resemble the style frequently used by◊ Toshiro Mifune, uses shoulder-pads that are distinctly longer than wider◊, has sandals whose straps are clearly taking the shape of geta, and wears a fairly large and hanging fauld fitting the style of a samurai's.
Foe-Tossing Charge: His Intercept EX ability drags an enemy with him, stuns them, and gives the Vanguard Rage for an extra damaging hit while you're stunned. His Heroic Charge ultimate deals damage based on how far the Vanguard traveled before impact and incapacitates enemies near the impact spot.
Fan Disservice: The default male Vanguard has a paunch... and the female Vanguard is more or less the same size. The left side of her face has a number of moles on it as well.
Heroic Resolve: His Battle shout used to be a short-term damage bonus, a movement speed bonus, and being unkillable. It was changed to heal himself and nearby allies for a flat amount along with a percentage of the health they've currently personally lost, slows enemies for a short while, and gives the Vanguard a Rage stack; increased by how many enemies he's hit with it.
Jump Physics: The Vanguard's Leap Attack ability has him leap to a location, damaging, slowing and knocking back enemies hit by it. It used to incapacitate enemies hit instead at one point, even. He, of course, is unharmed by it.
Luckily My Shield Will Protect Me: Uses an oval shield that is as tall as he is and around as wide by default. Some alternate weapon sets have a shield that is even wider.
Ronin: The Renegade outfit wears loose clothing that is fairly in the style of the stereotypical Ronin.
Shield Bash: An ability that knocks back enemies in a cone and 'demoralize's them, reducing their damage and healing done by 50% for four seconds (though hitting them for the duration of that reduces it by 25% per hit). This is also the logical conclusion as to why hitting the Vanguard with a melee attack while using Reflect stuns you.
Shoulders of Doom: Large wooden shoulder-pads cover the length of their entire upper arms.
Top-Heavy Guy: The Vanguard's legs are about one-third of his total height though his upper body doesn't cut quite triangle shape typical of the trope and is instead more rectangular.
Tykebomb: Vanguards are chosen and trained from childhood.
The Thorn is a tank to be reckoned with, able to dig and burrow through the ground while rooting and snaring enemies.
Combat Medic: The EX ability Fertilize heals some health for anyone inside when it is cast.
Counter Attack: A sort of example for the Thorn's Treacherous Roots ability - it causes damage caused to gives you the defensive Regrowth buff, cancels damage taken and heals you for 50% of the damage it would of taken for the duration of the ability.
Man-Eating Plant: Possibly, as it's background says nothing is found of people who were likely victims of the Thorn aside from a piece of ripped clothing and broken trees, but not outright stated.
Spikes of Villainy: A minor example, but arguably in the spirit of it, the Thorn has protruding branches on it to let you know what a monster it is... and considering it appears to be an animated tree, it's a Justified Trope.
Was Once a Man: An in-universe theory stated on their background page about them.
The Metal Wardens are the most fearsome defenders of the Anrodori. Since they were tasked with the protection of the mountains their people have constructed great fortifications in the mountain valleys. The Metal Wardens stand watch day and night at the walls and show any intruder that going near the living mountain is a bad idea.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.
Healing Shiv: Their Recuperating Beam EX ability heals allies or the Metal Warden hit by it.
Jump Physics: The Iron Jump ability has the Metal Warden jump up into the air and fall downward onto a location, damaging enemies and slowing them down to immobility, with their movement speed returning back over 3 seconds.
Rolling Attack: Magnetic Orb's large speed boost can be useful for a handy escape, but the damage and knockback it provides off hitting enemies while transformed into it also disrupts enemies or can be comboed to make Energy Leash work to its fullest.
Taken for Granite: The Iron Claw ability freezes a target ally in place, stopping them from moving for a duration or up to a damage limit. However, they take much less damage, do damage back to enemies which damage them and gain energy off being hit.
You Will Not Evade Me: The ultimate ability Overcharge does damage to enemies in an area and lasts a few seconds longer to do more damage over time, until it implodes. Any enemies inside get pulled toward the center. Said enemies better hope they have abilities to escape it, lest they eat the implosion and possibly a fully-Charged Bolt too.
The Inhibitors are zealous protectors of the religion and law in Trolobe. Jury, judge and enforcer, the Inhibitors are feared for their ruthless determination when enforcing their views and beliefs upon others.Inhibitors thrive in the midst of combat where they can catch incoming projectiles and use them to displace themselves on the battlefield, turning enemy projectile spells on their owners.
Anti-Magic: The Runic Discharge ability, to an extent. It causes the "Spell Block" effect which will block the first ability used by a hit target and enemies nearby the area when the ability is applied, but the ability can easily be non-magical.
Combos: Using the Inhibitor's Ohm or Sol Bolt after hitting with the other three times is important to their damage or survivability. Their ultimate can apply them all to enemies hit by it, so use consume them both after you're done firing your ultimate!
Counter Attack: The Wuju ability damages and incapacitates enemies hit on your path while you teleport to the enemy who hit you while using it.
Counter Attack: Hitting them while they are using Disperse will refresh the cooldown of their Thrust ability while silencing nearby enemies.
Herd Hitting Attack: There's a reasonable amount of them in the game, but the Guardian pretty much has only two abilities that can only hit one target at a time.
Precision-Guided Boomerang: The Axe of Zechs attack throws a large two-handed axe that will return back. Does a chunk of damage and has a small incapacitation effect when it hits, though it does less damage per target hit.
One-Hit Polykill: The Axe of Zechs attack and their ultimate, Cyclone Charge, pierces through enemies.
Synchronization: A past version of the Guardian took some of the damage an ally hit by it would take to the Guardian, the damage the Guardian taking from it would be reduced first.
Taking the Bullet: A past version of the Guardian's Intervene ability was called Thrust and redirected some of the damage an ally would take (the damage the Guardian takes would be reduced as well) for a short amount of time after hitting them with the ability. Now, it heals them both. We can't say why, but it works.
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.
Blessed with Suck: Gluttons are immensely stronger than the small people they came from and have earth magic... at the cost of perpetual hunger.
Counter Attack: Hitting a Glutton while they are using Stone Shield reduces the damage it causes greatly while doing doing damage to enemies nearby them.
Dishing Out Dirt: Their powers. It is not specifically stated, but it may explain their physical strength also.
Fan Disservice: The female version of the Glutton is no better clothed or less fat than the male version.
Invulnerable Knuckles: The Glutton bloodline may have something attached to their right hand, but their left hand is left bare while they still punch with it. That might be related to their earth magic.
Power Fist: Gluttons have wooden spikes attached to their right fist default, with other more fancy alternate weapons.
Taken for Granite: An intentional example which is a good thing - the Stone Shield ability, which renders players immobile for its duration or a damage limit, but greatly reduces damage taken, deals a lot of damage back and reduces energy gained from hitting them, dissuading players from considering touching them.
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.
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.
Badass Bookworm: Hell, they float around with a large tome levitating above their left hand.
Chain Lightning: Storm Bolt bounces for extra damage onto enemies if the enemies have Static applied to them. Charged Lightning also evokes the trope as you are encouraged to hit the two projectiles of it onto two targets to do extra damage and silence both of them.
Counter Attack: Subverted Trope by the Lightning Shield ability. The ability will do more damage around you and heal you for more the less damage the shield takes by the end of its duration.
Flash Step: The Flash ability, quickly moving the Stormcaller to a target location and applying Static.
Former Teen Rebel: The students that become Stormcallers all consist of unruly noble children that will not bend to the norms of nobility, later becoming wizards of incredible discipline. They are otherwise free to act as they will, but will have been conditioned to be at the beck and call of Storm Council that trained them.
Herd Hitting Attack: The Stormcaller's abilities in general can hit multiple enemies and are encouraged to.
Locked Away in a Monastery: What the Storm Academy basically is used for, only it leads to... a less mundane existence than living in a monastery tends to be.
Shout-Out: The Stormcaller's ultimate has him shoot lightning out of his hands for the duration. It is named Emperor's Wrath. Yelling out "POWERRRRR! UNLIMITED POWERRRRRR!" is not mandatory during use, but we understand if you want to.
Spiky Hair: Probably as much of a Justified Trope as you're going to get with the use of it in this instance since Stormcallers spend their time using electricity and applying Static to their enemies.
Static Electricity: The Static effect - when hit by the Stormcaller's basic attack ability with the effect on you, it can bounce to the Stormcaller's enemies nearby if they are also affected by Static.
Illusionary tricks coupled with different elemental shots makes the Seeker a resourceful and cunning ranged marksman, able to hunt down any prey on the battlefield.
Elemental Powers: Of fire, lightning, ice, and earth. A past version of the Seeker's Ultimate had an effect called "Elemental Fusion" attached to it.
Fanservice: All the Seekers wear hoods. Except for the female one. A rather obvious reason why.
In the Hood: For the default Seeker, the officer Seeker, and the Skirmisher Seeker. Not the female one, though.
Rapunzel Hair: The female Seeker ties up her hair behind her head, but leaves some really long bangs down.
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.
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.
One with lightning, greatly slowing a target hit.
Super Mode: 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.
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. However, they have a hard time fleeing from an enemy once cornered.
Badass Normal: Technically this, though their in-game abilities imply a wind magic to them.
Bifauxnen: The Officer Nomad has cleavage, but still looks very androgynous. The piercing under their lip could be mistaken to be a soul patch.
Blow You Away: Not stated in their background, but their abilities imply this.
Do Not Touch the Funnel Cloud: 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.
Precision-Guided Boomerang: 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.
Spam Attack: The Nomad's ultimate consists of throwing many boomerangs really fast for it's duration.
Super Speed: The Haste ability seems to be an example of this. It removes all movement-impairing effects, increases speed by 60%, and even reduces damage taken while using it by 40%.
Igniters are masters of ranged combat, using their fire magic to deal large amounts of damage both to single targets and crowds. Extremely weak in close combat, the Igniters keep their distance by teleporting across the battlefield.
Butt Monkey: 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).
Convection Schmonvection: If you are not within the radius of the Igniter's abilities, you won't be affected. Even if that ability is called Volcano and makes a small one, just dodge it and you'll be fine.
Kamehame Hadoken: The Fire Beam EX seems to does this. Less possible damage on one target than the Fire Storm ability would do and costs energy, but it pierces through enemies, hits almost instantly and is a reliable way of inflicting Ignite on your opponents.
Man on Fire: Hitting enemies with Fire Storm, Fire Beam or Conflagration inflicting the Ignite debuff on them. Flames appear on them while Ignite is on them.
Mundane Utility: A former use of the trope - the Igniter bloodline sets his enemies on fire in the game, but their real job is to teleport around their people's underground city, maintaining the torches. Their background was later rewritten and that explicit use of the Igniters was removed.
One-Hit Polykill: The Fire Beam EX and Conflagration ultimate hits through enemies.
Pintsized Powerhouse: The Igniter is at least half the size of the other Bloodlines. They are no less powerful.
Psychopathic Manchild: The Igniter has some funny and arguably immature mannerisms to go along with their fire powers - the running animations looks like skipping, their strange standing animation has them tilting their head to the left with their right palm up, and their idle animation is hopping up and down left and right on the spot.
Telepathy: A power of all of the people of the Igniters, the Tioko.
Wreathed in Flames: Living Flame does this to the Igniter while making them invulnerable and immaterial for the duration of it, doing some damage and knocking enemies back near them after the ability ends. Conflagration does this trope to the Igniter again, only much more and having them travel along a line. The Igniter heavily damages and inflicts Ignite on enemies he passes through with Conflagration.
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.
Jet Pack: The Engineer has an ability to use this for an instant. It leaves oil in it's wake, to the detriment of only the Engineer's enemies.
More Dakka: 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.
Playing with Fire: The Engineer has a Flame Thrower ability. Use it only enemies hit by your Jet Pack's oil for extra damage over time.
Short Range Shotgun: While the Engineer's Boomstick can do more damage in one hit than pretty much any other ability mapped to the left-mouse button, it requires being close to a target to make the most of it, compared to other ranged damage bloodlines.
Shrink Ray: A Shrink Device ability. The EX instead inverts it and enlarges a target ally.
Swiss-Army Weapon: The large object Engineers' heft around appear to be able to act as a shotgun, a flamethrower, shrink device, machine gun, EMP deployer and is capable of firing large slugs.
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.
All-Encompassing Mantle: 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.
Flash Step: The ultimate, Shadow Cloak and Shadow Step ability of the Stalker. The first and third allows you to cause extra damage for a bit after use. The Puncturing Strike ability of the Stalker does this three times from a starting point and a location, damaging and incapacitating enemies in between.
Invisibility Cloak: The Shadow Cloak EX ability. It normally reduces damagein the slot that's not an EX.
Teleport Cloak: It's not entirely clear if they use it for this, but they do have quite the cool cloak to go along with copious teleporting abilities.
Super Mode: 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.
The Spear Masters are experts at dealing melee damage and avoiding enemy damage through improving their own capabilities and incapacitating their opponents.
Counter Attack: Their Kunju ability will slow you, damage you and teleport them behind you should you hit them while they're using it.
Flash Step: Their EX, damaging and locking the cooldowns of enemies hit in the path.
Fuuma Shuriken: The Spear Master's Shuriken Throw ability's shuriken is rather conspicuous to see even from the game's bird's eye view.
Rapunzel Hair: Pretty much all of the Spear Masters have this. It's less thick on the default male Spear Master, but still long.
Spin Attack: 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.
Super Speed: The Fleetfoot ability causes the Spear Master to move faster but do less damage on attacks, and makes them invincible, for the duration.
The Reaver is a fearsome master of melee combat, employing an oversized sword together with intoxicated martial arts that enable him to stay within melee range and control the fight in his favor provided he plays his cards right.
Booze-Based Buff: Their ultimate is more or less this - they move faster for its duration, swing repeatedly in an arc in front of them which does more damage and knocks back targets hit than their normal sword strikes would do. An Inverted Trope by their Drunken Haze ability, which causes enemies hit by it to move and attack slower until they take damage or the effect runs out.
Shout-Out: Two of the Reaver's abilities have the exact same names as two from the Pandaren Brewmaster from Warcraft III: The Frozen Throne (and possibly the Pandaren Brewmaster character Mangix from Defense of the Ancients: All-Stars since it has the same names for similar abilities) - Drunken Haze and Drunken Brawler.
An ability in which they jump into the air and strike when they land is called Dragoon Strike.
One can't help but think of Auron when they see Reaver's Renegade outfit...
Supernatural Martial Arts: 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 Up to Eleven by knocking back enemies hit, doing the same dashing three times, and doing much more damage in an area of effect.
Ground-Shattering Landing: Their Earth Crush ultimate. If the damage doesn't kill you, the massive debuffs to your capabilities from it might anyway.
Hitbox Dissonance: 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.
Punched Across the Room: The Crude Strike ability knocks a target away from the direction the Ravener approached from. Hope your team can survive without you while you're gone.
Spin Attack: The Ravener's Spinning Strike... unsurprisingly. Though the real point of it is reflecting ranged attacks and moving faster for it's duration.
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.
Back Stab: Attacking with your Blade Flurry ability while Camouflage is on you stuns the target hit and makes you land an extra strike.
Combos: Apply the Vicious Poison debuff from your Blowdarts ability, then hit them with the Toxin Bomb ability to slow them even longer and do more damage!
Dual Wielding: Holds two different blades in their hands. One of the them held is larger and longer, and Sticks to the Back while they have two others attached to their belt that are smaller. One of those smaller ones are held in the other hand. Against realistic depictions, they hold the larger one in their forward hand.
Jump Physics: 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.
Harbingers heal themselves through dealing melee damage, complementing their potent debilitating magic.
Combos: Anything that applies the Hemorrhage debuff has the added effect of making your basic Shadow Slash ability also heal you for part of the damage done. Using the Shadow Bolt/Shadow Curse (EX) ability applies the Amplify debuff on a target hit, greatly increasing damage taken for its duration.
Dark Is Not Evil: The Harbingers' people are more or less described as this. They are very territorial, though, so stay out their land.
Life Drain: Just one of their abilities does not do this or set up for them to do this.
Super Mode: Their ultimate reduces the damage they take by 25% and massively increases the damage they'll deal with most of their stuff while also improving how much they'll heal.
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.
The Grimrog is a melee/healer hybrid capable of protecting his allies with both blessings and healing wards while at the same time posing a huge threat to enemy champions with the use of crippling curses and frenzied melee attacks.
Brains and Brawn: The Grim heals and curses from afar, while the Rog does the close-combat and literally carries the Grim atop his back.
Combat Medic: Standard for healers in 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 effects that you requires you to use other offensive abilities on them first.
Granola Girl: With her headband, sticks in her long hair, and clothing that resembles an Inuit's, the default outfit looks a lot like some sort of hippie. The male outfit more or keeps that look while being shirtless and having a lengthy hippie beard.
Guardian Entity: The Psychopomp ultimate is called Guardian Spirit. It used to reduce how long debuffs last on the Psychopomp while mimicking their Soul Bolt, Essence Renewal and Spiritual Link ability for 8 seconds, meaning they damage and heal twice as much while being harder to crowd control. It has since been nerfed to be a overall 75% increaser (all damage and healing done while Guardian Spirt is reduced by 15% and then doubled from that by the Guardian Spirit) instead while the debuff reducer was nerfed as well.
Make Me Wanna Shout: The Terrifying Scream ability slows enemies and spell blocks the next ability they use, the Death Scream EX make them run around in fear.
New-Age Retro Hippie: Their appearance takes some aspects from this trope's look - they have long braided hair (even has sticks stuck around in it) and wear a headband. The headband's use is also rather arbitrary since they wear a parka hood.
Spirit World: While not stated, this is a logical assumption as to where a target affected by The Other Side ability goes for the duration of it. It makes the target invunerable, invisible, move faster, invisible to enemies, and heals themself and nearby allies after the effect ends.
Super Mode: Their Guardian Spirit increases the amount of damage and healing they'll do by a lot for it's duration.
Synchronization: The Spiritual Link ability damages enemies hit and causes them to be afflicted by Soul Bind, which makes them take 20% of the damage an ally also affected by Soul Bind takes.
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.
Combat Medic: Standard for healers in 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.
Difficult but Awesome: The Dryad has no quick escapes and their crowd-control takes a fair amount of time to use outside of her ultimate. But playing her right makes her difficult to even hit while she runs around healing her allies and damaging you with impunity.
Green Thumb: Three of her abilities' start with "Nature's". Self-explanatory from there.
Musical Assassin: Her Song of Despair ability is her main attack ability, she heals mostly with Soothing Melody, and her Suggestive Tune allows her to temporarily control you.
Nature Spirit: Nature's Companion is described as making a forest wisp travel to a location.
Song Of Courage: Funnily enough, hitting Song of Despair also applies a buff called Confidence upon the Dryad.
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.
Cast From Hitpoints: Their main healing ability will damage themselves unless they maintain Darkness stacks from using their main attack ability.
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 instruments on enemies.
Badass Bookworm: The Astronomer's abilities seem to be from a sort of Light 'em Up and other astronomical powers, but it actually happens from the use of scientific tools that are very carefully calibrated.
Badass Normal: As it turns out, the Astronomer's abilities are from using esoteric tools.