Naraka: Bladepoint Heroes - All 7 Character Classes & What to Play | Altar of Gaming
Published on August 21, 2021    Updated on August 21, 2021
Naraka: Bladepoint

Naraka: Bladepoint Heroes - All 7 Character Classes & What to Play

Naraka features 7 unique hero classes, that complement the game's "Anime Battle Royale" premise in the most efficient manner!

by Babalon, Mother of Abominations
15 min    Views

The Anime Battle Royala Naraka: Bladepoint is faced with the difficult task of… balancing an Anime Battle Royale! With heroes employing a quite varied set of skills, each one feels extremely unique, and will inevitably be stronger, or weaker, on Solo or Trio modes.

Each hero can use one Skill (by pressing F), and one Ultimate (by pressing V), each one offering 2 different variations, once you reach a “Greater Understanding” of the hero in question (to do that, you need to reach the 1st Cultivation stage of the hero, by completing the 3 first Cultivation quests).

Below we are going to list all the Skill & Ultimate variations for each hero, making it easier to get a clear overview of the available options, and which character is going to become your main hero in Naraka!

Kurumi

Kurumi, Naraka: Bladepoint Hero

Hero Description: Kurumi, known as the Flower of Helioth, is naturally gifted and from an ancient line of Onmyoji masters. Kurumi set out from her homeland and embarked on the adventure of a lifetime.

  • Kurumi Skill Variations
    • Binding Prayer – Kurumi creates a link with and continuously heals a teammate. Hold F to release a Light Parasol as the cast target.
      LMB makes her teleported to the target teammate and knock nearby enemies airborne. LMB terminates the link and cleanses targeting teammate and herself.
      While linked, Kurumi cannot perform attacks.
      Kurumi can create link with Cairns of defeated teammates and revive them remotely.
      The Link lasts for 30 sec and the distance is 30m. [Cleanse]: Remove some of the debuffs.
    • Binding Prayer: Reinforce – Kurumi creates a link with a teammate, healing both continuously. Hold F to release a Light Parasol as the cast target.
      Heals from the link decreases, but the attack of the object being linked increases by 20%.
      While linked, Kurumi cannot perform attacks. LMB makes her teleported to the target teammate and knock nearby enemies airborne by golden Focus Strike. RMB terminates the link, cleanses targeting teammate and herself, and makes their attack increased by 40% for 1 sec.
      Kurumi can create link witl Cairns of defeated teammates and revive them remotely.
      The Link lasts for 30 sec and the distance is 30m.
    • Binding Prayer: Guard – Kurumi creates a link with a teammate, healing both continuously. Hold F to release a Light Parasol as the cast target.
      Heals from the link decreases, but the damage reduction of the object being linked increases by 20%.
      While linked, Kurumi cannot perform attacks. LMB makes her teleported to the target teammate and knock nearby enemies airborne by golden Focus Strike. RMB terminates the link, cleanses targeting teammate and herself, and makes their damage reduction highly increased for 2.5 sec.
      Kurumi can create link with Cairns of defeated teammates and revive them remotely.
      The Link lasts for 30 sec and the distance is 30m.
  • Kurumi Ultimate Variations
    • Sacred Circle – Kurumi places a healing circle, healing teammates and cleansing all of their debuffs. However, the circle is unstable, easily affected by other elemental forces.
      The circle lasts for 15 sec.
      [Cleanse]: Remove some of the debuffs.
    • Sacred Circle: Armor Enhance – The circle’s effect changes from restoring health to restoring armor once per 1.5 sec. The circle is not stable, so that it can be influenced by the strength of other elements.
      The circle lasts for 15 sec.
    • Sacred Circle – Rapid Healing – No longer places a healing circle, instead instantly restoring a certain amount of health and armor to all teammates.

Matari

Matari, Naraka: Bladepoint Hero

Hero Description: Her skills honed by the desert storms, Matari is as swift as a falcon. Reaching new heights by mastering an ancient, secret art, she now roams the ruins like a phantom devil.

  • Matari Skill Variations
    • Silent Flutter – Matari’s unique skill. Whether on the ground or in the air, she can teleport a certain distance in a set direction. Hold F to charge this skill and teleport farther.
    • Silent Flutter: Rapid Flash – Matari’s unique assassination skill. Whether on the ground or in the air, she can teleport a certain distance in a set direction.
      During Silent Flutter: Rapid Flash, she can no longer be charged up, but instead gains up to two charges.
      Storage time 25 sec.
    • Silent Flutter: Retrace Flash – Matari’s unique skill. Whether on the ground or in the air, she can teleport a certain distance in a set direction.
      Leaves a marker on the spot that lasts for 7.5 sec and increases attack within 3 sec by 15% after flash. Press F to return to this spot before the marker disappears.
  • Matari Ultimate Variations
    • Unseen Wings – Matari’s unique ultimate. After casting, she enters [Stealth]. Refresh the [Silent Flutter] cooldown and greatly reduces the [Silent Flutter] cooldown or storage time.
      [Stealth]: While moving, she appears as an outline; while still, she is near invisible.
      The skill lasts for 20 sec.
    • Unseen Wings: Assassin – Matari’s unique ultimate. After casting, she enters [Stealth]. Refresh the [Silent Flutter] cooldown and greatly reduces the [Silent Flutter] cooldown or storage time.
      Increases damage dealt during special states (wall running, climbing trees, etc.).
      This skill lasts for 15 sec.
    • Unseen Wings: Group Stealth – Matari’s unique ultimate. After casting, she enters [Stealth]. Refresh the [Silent Flutter] cooldown and greatly reduces the [Silent Flutter] cooldown or storage time.
      [Stealth]: While moving, she appears as an outline; while still, she is near invisible.
      All teammates within a certain range enter the [Stealth] state.
      This skill lasts for 12 sec.

Tarka Ji

Tarka Ji, Naraka: Bladepoint Hero

Hero Description: Live fast, drink well, and be merry. Behind the name of the Loyal Drunk, there stands a man with a love for freedom. His indomitable spirit lends him strength in the face of adversity. The road ahead is fraught with hardship, but no matter how challenging, he’ll gladly face it with sword in hand.

  • Tarka Ji Skill Variations
    • Inner Fire – Tarka J¡ urges on his internal energies. After a time, he enters a defensive state in which he can block any melee attack. Press LMB to initiate a counterattack and [Burn] debuff on the enemy after successful defenses.
      This defensive state lasts for 3 sec, which can be interrupted by Dodge, Jump and Crouch.
      [Burn]: Losing health and armor within 5 sec and the health recovery effect decreases by 50%.
    • Inner Fire: Bide – Tarka Ji urges on his internal energies. After a time, he enters a defensive state in which he can block melee attacks. Pressing LMB after a successful block initiates a counterattack on the enemy and [Burn] debuff on the enemy.
      Pressing LMB after 1 successful block initiates a counterattack on the enemy. Achieving multiple successive blocks empowers this counterattack.
      This defensive state lasts for 5 sec. which can be interrupted by Dodge, Jump and Crouch.
    • Inner Fire: Gigaflame – Tarka Ji molds his internal energy into a huge fireball that knocks back enemies and deals huge damage with a [Burn] effect.
  • Tarka Ji Ultimate Variations
    • Blackout – Tarka Ji envelops himself in flame, repelling nearby enemies and significantly improving his agility. He may also block non-explosive projectiles while sprinting and deal [Burn] effect with certain actions.
      This ultimate increases his Energy recovery rate and consumes Rage while in use. The ultimate ends when Rage depletes. Hold V to end manually.
      Can be used while under attack.
      [Burn]: Losing health and armor within 5 sec and the health recovery effect decreases by 50%.
    • Blackout: Vulcan – Tarka Ji envelops himself in flame, repelling nearby enemies and significantly improving his agility. He may also block non-explosive projectiles while sprinting and deal [Burn] effect with certain actions.
      Having initiated [Blackout], [Inner Fire] doesn’t enter cooldown, but consumes Tarka Ji’s ultimate energy.
      He will no longer gain increased Energy recovery and he cannot use it while under attack.
    • Blackout: Frenzy – Tarka Ji envelops himself in flame, repelling nearby enemies and significantly improving his agility. He may also block non-explosive projectiles while sprinting and deal [Burn] effect with certain actions, increasing attack power in the meanwhile.
      Blackout: Frenzy makes his Rage deplete faster, but dealing damage to enemies can restore Rage.

Temulch

Temulch, Naraka: Bladepoint Hero

Hero Description: The grasslands shall be wreaked by furious gales the day that Temulch awakens his inner power. His ancestral legends are burned into his mind, and the glory he seeks is so near he can almost taste it. The Grey Wolf shall strike again.

  • Temulch Skill Variations
    • The Divine Bell – Tianhai protects himself with Qi to resist all physical attacks, reflecting ranged bullets back at the shooter. Can be used while under attack.
    • The Divine Bell: Counter – Tianhai protects himself with Qi to resist all physical attacks, reflecting ranged projectiles back at the shooter.
      Disarms the enemy who is using blue Focus Strike.
      Cannot be used while under attack.
    • The Divine Bell: Blast – Tianhai protects himself with Qi to resist all physical attacks, reflecting ranged projectiles back at the shooter.
      Knocks back nearby enemies.
      Cannot be used while under attack.
  • Temulch Ultimate Variations
    • Titan’s Call – Tianhai transforms into a Vajra.
      In this state, LMB to grab distant enemies, or RMB to grab those nearby. Press F to smash grabbed enemies into the ground. Without an enemy in hand, pressing F to make the Vajra stomp on the ground to issue a shock wave.
      The Vajra’s max Energy scales with the number of players set in the current mode. Tianhai stays in Vajra form for 40 sec, and it can be ended early by holding V.
      Given the Vajra’s huge size, this can only be cast in open areas. The parts of Vajra’s body that shine are its weak points.
    • Titan’s Call: Guard – Tianhai transforms into a Vajra.
      In this state, LMB to grab distant enemies, or RMB to grab those nearby. Press F to smash grabbed enemies into the ground. Press F without an enemy in hand to cast the Vajra stomp to issue a shock wave.
      The Vajra’s max Energy scales with the number of players set in the current mode. Tianhai stays in Vajra form for 35 sec, and it can be ended early by holding V.
      LMB and RMB can grab teammates, gradually restoring their health and a r mor.
      Given the Vajra’s huge size, the ultimate can only be cast in open areas. The Vajra’s body parts that shine are its weak points.
    • Titan’s Call: Heal – Tianhai transforms into a Vajra.
      In this state, LMB to grab distant enemies, or RMB to grab those nearby. Press F to smash grabbed enemies into the ground, the Vajra will restore a certain amount of health. Pressing F without an enemy in hand has the Vajra stomp the ground to issue a shock wave.
      The Vajra’s max Energy scales with the number of players set in the current mode. Tianhai stays in Vajra form for 30 sec, and it can be ended early by holding V.
      Given the Vajra’s huge size, this can only be cast in open areas. The Vajra’s body parts that shine are its weak points.

Tianhai

Tianhai, Naraka: Bladepoint Hero

Hero Description: Tianhai’s travels around the world led him to discover his true calling: to save the world—and at any cost. This humble monk transforms into a colossal Vajra warrior, spurned by unbridled fury. All those who stand in its path shall feel.

  • Tianhai Skill Variations
    • Zephyr Wisp – Temulch leaps up into the air with the power of the wind and summons three wisp wards, each able to block a non-explosive projectile. Press F to launch them, forcing enemies hit into a whirlwind. Whirlwind duration is determined by the number of remaining wisps, for a max of 3 sec.
    • Zephyr Wisp: Tracking – Temulch leaps up into the air with the power of the wind and summons three wisp wards, each able to block a non-explosive projectile. Press F to launch them, forcing enemies hit into a whirlwind. Whirlwind duration is determined by the number of remaining wisps, for a max of 3 sec. Wisps launched will automatically track the enemy, but with slower flight speed.
    • Zephy Wisp: Assault – Temulch leaps up into the air with the power of the wind and summons three wisp wards, each able to block a non-explosive projectile. Press F to launch them, forcing enemies hit into a whirlwind. Whirlwind duration is determined by the number of remaining wisps, for a max of 3 sec. Wisps launched can penetrate enemies and rebound against obstacles. When they rebound, they will shoot toward enemies again.
  • Tianhai Ultimate Variations
    • Zephyr Prison – Temulch leaps forward and channels the power of the wind to create a barrier all around, slightly knocking back nearby enemies. [Zephyr Prison] blocks all ranged attacks. Enemies who enter or exit [Zephyr Prison], save for enemy Temulch heroes, are slowed.
      This barrier lasts for 15 sec.
    • Zephyr Prison: Enchanted – Temulch leaps forward and channels the power of the wind to create a barrier all around, slightly knocking back nearby enemies. [Zephyr Prison] blocks all ranged attacks. Enemies who enter or exit [Zephyr Prison], save for enemy Temulch heroes, are slowed.
      His Energy recovery speed is greatly increased while within it.
      This barrier lasts for 12 sec.
    • Zephyr Prison: Summon – Temulch leaps forward and channels the power of the wind to create a barrier all around, slightly knocking back nearby enemies. [Zephyr Prison] blocks all ranged attacks. Enemies who enter or exit [Zephyr Prison], save for enemy Temulch heroes, are slowed.
      When Temulch passes through [Zephyr Prison], he generates [Zephyr Wisps].
      This barrier lasts for 12 sec.

Viper Ning

Viper Ning, Naraka: Bladepoint Hero

Hero Description: The Blind Blademaster of West Yushan, Viper Ning’s very blood has long been suffused with lethal poison. She stands atop the precipice of all mankind, her blades ever at the ready.
As beautiful as she is deadly, her eyes shall never behold this world until the time of destiny is nigh.

  • Viper Ning Skill Variations
    • Yushan Enigma – A basic skill of the Yushan Whisperers that concentrates her Qi, then releases them in a blast that damages enemies and knocks them back a significant distance. Can interrupt the enemy’s blue Focus.
    • Yushan Enigma: Lockdown – Infuse your Q¡ into your enemies’ meridians, damaging them. They become unable to use skills or ultimates, yet their Focus moves cannot be interrupted for 8 sec.
    • Yushan Enigma: Enfeeble – Transforms one’s Qi into a flowing, gentle force, yet one that damages enemies and reduces their healing received, yet prevents their Focus moves from being interrupted for 15 sec.
  • Viper Ning Ultimate Variations
    • Twilight Crimson – Viper Ning summons the God of Yin’s eye, marking nearby enemies. During this time she cannot attack and marked enemies cannot use grappling hook. Once the summon is complete, marked enemies are stunned.
      The eye may only mark enemies that are visible to Viper Ning.
      The summoning takes 5 sec, and stuns enemies for 5 sec.
    • Twilight Crimson: Seal – Viper Ning summons the God of Yin’s eye, marking nearby enemies. During this time she cannot attack and marked enemies cannot use grappling hook. Once the summon is complete, marked enemies are stunned.
      Enemies marked cannot use their skills, ultimate and grappling hook during Viper Ning’s summoning.
      The summoning lasts for 5 sec and stuns enemies for 2 sec.
    • Twilight Crimson: Unchained – Viper Ning summons the God of Yin’s eye, marking enemies within a certain range.
      Enemies marked cannot use their skills, ultimate, and grappling hook during Viper Ning’s summoning. Ning may move freely during her summoning, but enemies will no longer be stunned.
      The summoning lasts for 5 sec.

Yoto Hime

Yoto Hime, Naraka: Bladepoint Hero

Hero Description: None can evade the blows from her demonic blade, and she leaves a trail of corpses in her wake. When the dust settles, she once more becomes weighed down with guilt and all the blood upon her hands. Sometimes great strength is no good thing at all. It is a burden that must be carried, and controlled.

  • Yoto Hime Skill Variations
    • Spirit Slash – The blade hits the enemy and deals damage. Upon reaching its furthest point, the blade hangs in the air for 3.5 sec.
      Press F again to make her teleported to the blade and launch a slash. [Spirit Slash] cooldown resets after defeating an enemy. (Up to 6 times each 30 sec)
      The blade can block non-explosive projectiles.
    • Spirit Slash: Crush – The blade hits the enemy and deals damage. Upon reaching its furthest point, the blade hangs in the air for 5 sec.
      Press F again to call her blade back and launch a slash. [Spirit Slash] cooldown no longer resets after defeating an enemy. The blade can block non-explosive projectiles. The Slash can be used while under attack.
    • Spirit Slash: Vortex – Yoto Hime flings out her blade at enemies. When the blade hits the enemy and deals damage, it will move at a slow speed. Upon reaching its furthest point, the blade hangs in the air for 5 sec.
      Besides non-explosive projectiles, the blade can block melee attacks as well.
      She no longer slashes at the enemy.
  • Yoto Hime Ultimate Variations
    • Ominous Blade – Yoto Hime summons forth a gigantic blade and swings it a total of 3 times, dealing damage and fixing the enemy under her [Piercing Vision].
      After each strike, you can use LMB to fling it out in a set direction and teleport over to it in order to adjust where the following strike lands.
      During [Ominous Blade], Yoto Hime’s blade absorbs nearby Cairns, increasing its damage for each one absorbed (up to 6).
      [Piercing Vision]: Show all nearby enemies’ health bars.
    • Ominous Blade: Restore – Yoto Hime summons forth a gigantic blade and swings it a total of 3 times, dealing damage and fixing the enemy under her [Piercing Vision].
      After each strike, you can use LMB to fling it out in a set direction and teleport over to it in order to adjust where the following strike lands.
      During [Ominous Blade], Yoto Hime’s blade absorbs nearby Cairns, recovering Yoto Hime’s health and armor (up to 6 times).
    • Ominous Blade: Combo – Yoto Hime summons forth a gigantic blade and swings it a total of 3 times, dealing damage and fixing the enemy under her [Piercing Vision].
      After each strike, you can use LMB to fling it out in a set direction and teleport over to it in order to adjust where the following strike lands.
      After 3 strikes with [Ominous Blade], launch an extra 3 attacks.
Babalon, Mother of Abominations

16-hours / day in front of the screen entrepreneur, of which 6+ are spent on gaming. MMOs, CCGs, RPGs and many more, Steam-addict & achievement-w***e. Currently wasting life on BDO & Gacha Games.

168
258
5.8K
278.7K
4.4M

Leave a Reply

Your email address will not be published. Required fields are marked *


Engage on Social Media Get Your S**t on Amazon Get Your Games on Humble Bundle Donate through PayPal
Send this to a friend