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Humans - Chaplain

The chaplain is the healing class for humans. They have a pretty narrow focus on healing and reviving, and are without the benefit of a large array of non-healing spells such as roots, sensory disruptions, etc. Luckily, chaplain healing spells are very fast and effective - allowing the chaplain to heal and run, utilizing the spell cooldown periods to keep away from enemies until the spells are ready again. In addition to the healing spells, chaplains have a very strong single-target armor debuff. Chaplains also are the one single class that gets a direct damage bonus against hellbourne.

Requires Monastery
Cost Free
Type Healer
Speed
Health 350
Mana 450
Stamina 150
Armor

 

Melee

Chaplain melee is relatively slow and doesn't deal as much damage as the other classes. It has a 3-hit flurry, followed by a relatively long cooldown period. Chaplains generally aren't meant for melee combat and it's best to only use it in dire situations and when you need to finish off enemies or peck away at structures.

Melee Flurry Overview
Swing Arch: -__ to __ degrees

Min. Dmg Max. Dmg Attack Time Chain Time
Swing 1 45 52 0.871 0.595
Swing 2 45 52 0.871 0.595
Swing 3 70 80 0.978 None
Swing 4

Holy Bolt

This spell fires bolts of holy energy at enemy targets, doing a moderate amount of damage. It's not particularly effective against most units and is often considered a waste of mana, but it can be useful for eliminating weakened enemies at a distance. This ability deals extra damage to hellbourne units.

  • This spell is extremely powerful for a ranged weapon. I suggest constant use coupled with blue potions for anyone who is playing a chaplain. It's easy to aim, and has a small area of effect, so aim for the ground near where your enemy is moving to.
Holy Bolt Overview
Damages Automatic Speed Mana Cost Attack Type
50-63 No 1.2 Sec 22 Ranged

Heal

This snap-cast ability allows you to restore a large amount of health to a teammate for a moderate mana cost. Heal is essentially the staple skill for chaplains and should be used as often and efficiently as possible.

  • Is "faster" than the shaman's counterpart ability, reinvigorate. That is to say it heals the same amount over 2 seconds that the shaman's heal does in 3.
Heal Overview
Mana Cost Cooldown Heal Duration Type
70 12,5 Sec 120 2 Sec Snapcast

Group Heal

Group heal is essentially a multiple-target version of the heal spell which restores less health per target, but can heal large groups of teammates at once. Group heal can also affect yourself, allowing you to recover some hit points.

Group Heal Overview
Mana Cost Cooldown Heal Duration Type
125 22,5 Sec 50 1 Sec Area of Effect

 

Resurrect

This ability allows you resurrect a single teammate, returning them to combat readiness with about half of their health. Viable candidates for resurrection will have a resurrect icon displayed above their corpse.

Resurrect Overview
Mana Cost Cooldown Type
100 35 Sec Snapcast

Will of God

This snap-cast spell can be used on a single enemy to significantly reduce their armor. Enemies receive much more ranged damage and thus are far easier to kill when under the effect of this ability.

  • melee tends to ignore enemy armor, so there's no point casting this if the target is only engaged in melee, that is unless you'll be taking pot shots at them with holy bolt.
  • Devastating when combined with squad-tactics. Early in the match, if you are a squad leader, tell everyone to watch for your called targets. Use the "attack this unit" squad command, slap them with this debuff, and have your squadmates focus ranged fire.
Will of God Overview
Mana Cost Cooldown Enemy Armor Duration Type
50 17.5 Sec -75% 20 Sec Snapcast