In Spellbreak, the player chooses a Class to play as before every match start.
The class they choose will give them access to different skills, augmenting the player's character for different builds and unique playstyles.
Each class is centered around an element, and will empower the player's corresponding Gauntlet.
At match start they are equipped with a Common Gauntlet correlating with the element of their chosen class.
Each class comes with a level 1 skill that they immediately start with, which modifies their Gauntlet's Spell.
Three additional skills will be unlocked in chronological order as the match progresses.
During the match, the Spellstorm will slowly enclose an ever shrinking safe zone.
Each time a player enters a new safe zone they will level up and unlock the next skill for their chosen class.
The Frostborn have mastered Ice and its chilly but nuanced uses.
|Ice Lance: Leaves an Ice Trail.|
|Ice Lance: Hover in mid-air while aiming.|
|Flash Freeze Duration: +100%.|
|Ice Lance: Overcharge for 1s for +35% Spell Damage.|
Conduits call down the power of lightning from the skies.
|Lightning Bolt: Hold to continue casting.|
|On Cast Lightning Strike: +1 Rune charge. Max 1.|
|On Cast Lightning Strike: No mana cost on Spells (4s).|
|Lightning Strike: +3 Strikes at 0.9s intervals.|
From the flames, a Pyromancer wields fire to inflict long-lasting effects.
|Fireball Explosion Radius: +200%.|
|Immune: Your team's Flamewalls.|
|Flamewall Damage: +100% (2s)|
|On Fireball Hit: Spawn 4 smaller Fireballs at 90° angles.|
Each deal 5 - 10 damage based on proximity to center of explosion.
More than 1 Fireball can collide with a player. (1.25 m radius)
Toxicologists spew forth terrible poisons.
|Toxic Spray: Leaves Sticky Toxic Puddles on the ground.|
Hitting a target spawns a puddle under their feet.
|Immune: Your team's Toxic Clouds.|
On entering your team's Toxic Clouds:
Dash in the direction you're moving & become Invisible (3s).
|While Invisible: Toxic Spray Damage: +100%.|
|Toxic Cloud: +2 Clouds.|
The Stoneshapers forge with the power of earth itself.
|On Cast Shockwave: +5 Armor.|
|On Cast Shockwave: Crash to the ground.|
|Max Boulderfall Charges: +1.|
|Boulderfall: Grows in size as it flies.|
A Tempest's victory flies in on the wings of the wind.
|On Wind Shear Ground Hit: Wind Jump.
Wind Jumping adds a mana recharge delay of 0.8s.
|Immune: Your team's Tornadoes' Pull.
On entering your team's Tornadoes: Launch into the air.
|In Air (1s/2s/3s): Spell Damage: +5/15/25%.|
|In Air (1s): Sorcery Cooldown Speed: +100%.|
3.1 • 2.1 • 1.0 • .38 • .30 • .28
.20 • .19 • .17 • .16 • .14 • Pre-.14
3.1 • 2.1 • 1.2 • 1.0 • .38 • .35
.28 • .25 • .24 • .20 • .17 • .14
Spells & Sorceries
3.1 • 2.1 • 1.2 • .38 • .28 • .19
3.1 • 2.1 • 1.2 • 1.0 • .38
.41 • .36 • .28