In Spellbreak, each player chooses a Class before each match.
The class they choose will give them access to different skills, allowing for different builds and unique playstyles.
At match start they are equipped with a Common Gauntlet correlating with the element of their chosen class.
Players start at level 1, meaning they have access to their first skill immediately.
Three additional skills will be unlocked in chronological order as the match progresses.
In Battle Royale, the Spellstorm will slowly enclose an ever shrinking safe zone.
Each time the player enters a new safe zone they will level up, unlocking the next skill for their chosen class. Players can also unlock a skill from a different class by visiting Shrines.
In Dominion, all players will level up as the match progresses at minutes 2, 4, and 8.
The player gains XP based on Accolades earned during the match, progressing in both their Mage Rank & Class Mastery Rank.
"Pyromancers are not strangers to heat. They bend with the flickering flame, embrace the blaze. Beware their fire, for if you are caught? Only the smoldering grass shall be left behind."
|On Fireball Direct Hit: Ignite target (2s).|
Fireball Explosion Radius: +200%.
|Immune: Your squad's Flamewalls.|
On entering your squad's Flamewalls: Take Flight (2s).
|Flamewall Damage: +100% (2s)|
|On Fireball Impact: Explode into 6 Cinders that Ignite targets. (1.5 m radius)|
"It starts with a rumble, a quake beneath your feet. The earth begins to crack, dark jagged lines across the ground. Boulders fall and crash. After the avalanche only the Stoneshaper remains."
|Max Armor: +20
On Cast Shockwave: +3 Armor.
|On Cast Shockwave: Crash to the ground.|
|Boulderfall Size: Grows as it flies.|
|Max Boulderfall Charges: +1.|
The Toxicologist class' starting gauntlet is Toxic Gauntlet.
It has a time to master rating of Medium, and unlocks at Mage Rank 3.
The strengths of the class are: Damage over time and stealth. [Strategies]
"The path of a Toxicologist is a strange one. Putrid fumes hide you, should you outlast its sting. Pooled toxins protect you, should you learn to love its bite. Can you become pure poison?"
| Toxic Spray: Leaves Sticky Toxic Puddles on the ground.|
Hitting a target spawns a puddle under their feet.
|Immune: Your squad's Toxic Clouds.|
On entering your squad's Toxic Clouds:
Dash in the direction you're moving & become Invisible (3s).
|While Invisible: +75% Toxic Spray Damage.|
|Toxic Cloud: +2 Clouds.|
The Conduit class' starting gauntlet is Lightning Gauntlet.
It has a time to master rating of High, and unlocks at Mage Rank 3.
The strengths of the class are: Rapid-fire and runic efficiency. [Strategies]
"The power of lightning, a deadly might. The Conduit knows these dangers all too well. The elecricity that flows through their veins, that shoots from their fingers. A paralyzing thrill."
|Lightning Bolt: +1 Damage every Bolt until you stop casting. Max +5.|
|On Cast Lightning Strike: +1 Rune charge. Max 1.|
|On Cast Lightning Strike: -100% mana cost on Spells (4s).|
|Lightning Strike: +4 Strikes at 0.6s intervals.|
"A frozen arrow pulled taut. An unsuspecting foe. A silent strike. You will not hear their footsteps, for they glide across the frozen earth. A Frostborn, lying in wait with ready aim."
| Ice Lance: Leaves an Ice Trail.|
+150% Acceleration on Ice Trails.
Immune to Slows / Freeze.
| Ice Lance: Outline visible targets while aiming.|
On Ice Lance Full Charge: -100% mana cost.
|Immune to damage while casting Flash Freeze. (0.65s)|
Also cleanse yourself of Ignite and Corrosion on cast.
Flash Freeze Duration: +100%.
|Ice Lance: Overcharge for 0.5s for +35% damage.|
"The winds begin to rise, the leaves begin to shake. That's your only warning before the Tempest arrives. Beware their cunning gales and slicing flurries. For the winds shall not be gentle today."
|On Wind Shear Ground Hit: Wind Jump.|
Wind Jumping adds a mana recharge delay of 0.95s.
|Immune: Your squad's Tornadoes' Pull.|
On entering your squad's Tornadoes: Launch into the air.
|On Updraft or Wind Surge: Spell Damage: +20%.
On Updraft or Wind Surge: Incoming Damage Reduction: +10%
|In Air (1s): Sorcery Cooldown Speed: +100%|