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 that element's corresponding Gauntlet.
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.
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, unlocking the next skill for their chosen class.
The Frostborn have mastered Ice and its chilly but nuanced uses.
| Ice Lance: Leaves an Ice Trail.|
+150% Acceleration on Ice Trails.
| Ice Lance: Hover in mid-air while aiming (5s).|
Ice Lance: Outline visible targets while aiming.
|Immune to damage while casting Flash Freeze. (0.65s)|
Also cleanse yourself of Ignite, Corrosion and Slows on cast.
Flash Freeze Duration: +100%.
|Ice Lance: Overcharge for 0.5s for +35% Spell Damage.|
Conduits call down the power of lightning from the skies.
|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.|
From the flames, a Pyromancer wields fire to inflict long-lasting effects.
|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 Hit: Spawn 4 smaller Fireballs at 90° angles.|
Each deal 5 - 10 damage based on proximity to center of explosion. (1.5 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 squad's Toxic Clouds.|
On entering your squad's Toxic Clouds:
Dash in the direction you're moving & become Invisible (3s).
|While Invisible: Toxic Spray Damage: +75%.|
|Toxic Cloud: +2 Clouds.|
The Stoneshapers forge with the power of earth itself.
|Max Armor: +20
On Cast Shockwave with <20 Armor: +5 Armor.
|On Cast Shockwave: Crash to the ground.|
|Boulderfall Size: Grows as it flies.|
|Max Boulderfall Charges: +1.|
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 0.95s.
|Immune: Your squad's Tornadoes' Pull.
On entering your squad's Tornadoes: Launch into the air.
|In Air (1s): Spell Damage: +20%.
In Air (1s): Incoming Damage Reduction: +10%
|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