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 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.
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 Impact: Explode into 6 Cinders that Ignite targets. (1.5 m radius)|
The Stoneshapers forge with the power of earth itself.
|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.|
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: +75% Toxic Spray Damage.|
|Toxic Cloud: +2 Clouds.|
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.|
The Frostborn have mastered Ice and its chilly but nuanced uses.
| 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.|
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.
|On Updraft or Wind Surge: Spell Damage: +20%.
On Updraft or Wind Surge: 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