Caran-Lambar

* Portrait
* In game

"Caran-Lambar, the young warrior-chief of a prominent Nâfarati tribe, heard rumors of the return of an ancient menace amongst the ruins of Abrakhân, a haunted place in the Southern Reaches, far to the south of the Nâfarat. Brave and willing, he set out with a group of loyal companions... and would have been heralded as a great hero upon his glorious return, had he managed to best his dark foe."
—The Age of the Ring Team

In the lands far to the south of the Nâfarat River, Caran-Lambar was a young warrior-chief of a prominent Nâfarati tribe. The shadow was growing in the ruins of the old fortress of Abrakhân. Caran-Lambar, wanting to investigate and remove this evil, set out with a group of brave and loyal companions, only to meet the power of the Golden King. The warriors were imprisoned and mutilated into troll-like brutes that only served the Dark Lord. The Golden King unleased Caran-Lambar on his own people, and then onto wider Haradwaith, paving the way for his dominion over these lands.

In Age of the Ring, Caran-Lambar is a hero for the Haradwaith faction.

## Abilities

**Mad Chieftain** - For every 15 allied Haradwaith units nearby, Caran-Lambar gains +5% damage and movement speed to a maximum of 25%. At level 5, nearby Nâfarati units gain +30% armour. Passive ability.

**Level 3: Breaker of Stone (R)** - Caran-Lambar slams the ground, damaging and knocking back enemy units and dealing heavy damage to structures in a small radius. Left click icon then left click on target.

**Level 5: Derangement (T)** - Modifier Type: Leadership. Nearby friendly units gain resistance to fear and terror. Passive ability. Modifier Type: Debuff. When activated, Caran-Lambar deals damage to himself. Nearby enemy units lose -50% attack damage and attack speed for 30 seconds. Left click to activate.

**Level 8: Dire Straits** - Once Caran-Lambar's health reaches less than 25% he goes into a terrifying rage, dealing 150% more damage and regaining health per hit for 15 seconds. Cannot be triggered again for 60 seconds. Passive ability.

**Level 10: Ensorcelled Rage (V)** - Caran-Lambar pulls all nearby enemies towards him. For 30 seconds, Caran-Lambar gains +50% armour and movement speed and can crush enemy units. Left click to activate.

## Upgrades

**Sauron's Reward** - Permanently empowers targeted hero with +25% armour and +25% damage.

## Strategy

Caran-Lambar is an expensive, yet powerful hero, capable of dealing a high amount of damage on the battlefield. He works best alongside allied armies, boosting his stats from **Mad Chieftain** and ensuring he doesn't get fully targeted by enemy heroes, while also boosting the powerful Nafarati units in return. His basic AOE attack already lets him deal with spam hordes, but **Breaker of Stone** lets him disrupt entire armies while leaving them open for more damage. **Derangement** is a unique ability, giving a large debuff to enemies with a risk to Caran-Lambar himself. The player must be wary of using this at the wrong time as the faction has very few active healing abilities if he is in danger of dying. The risk can be mitigated through using **Dire Straits** and, if the player is careful, he can be purposefully brought to low health to deal a large amount of damage in a short time, as long as they can avoid Caran-Lambar's death. The risk can be balanced further through **Ensorcelled Rage** which heavily boosts his stats, leaving him less vulnerable, as well as disrupting enemy armies. However, this also brings enemies closer to Caran-Lambar's location, potentially putting him in danger. Managing all of the Mad Chieftain's mechanics to their full potential can be tricky, but the reward is high as he can devastate enemy armies if given the chance.