One of the core aspects of combat in Spellbreak is the ability to cast Spells & Sorceries.
Gauntlets of different elements may be equipped in both the right (primary) and left (secondary) hand respectively.
The Gauntlets' imbued elements dictate which Spells & Sorceries the player has access to.
Players start the match with a Common Gauntlet in their primary hand, whose element will correspond to their Class.
This primary Gauntlet can only be upgraded in rarity, unlike the offhand one which may be swapped out freely.
Without a Gauntlet equipped, they can only fire a weak arcane spell which deals 10 damage.
Spells have no cooldown, but require mana to be cast.
The more powerful Sorceries do have a cooldown, but don't require mana to cast.
Elements combine with each other in various unique ways, for more info see Elemental Interactions.
Gauntlets[ | ]
Fire Gauntlet | |||||
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Spell | Fireball | ||||
Send a scorching ball of fire flying towards your opponents. Explodes on contact, dealing damage based on proximity to center of explosion. Creates a lingering Flame Puddle on ground hit. Can damage caster. |
Mana Cost: 17 | ||||
Speed: 40 m/s | |||||
Common | Uncommon | Rare | Epic | Legendary | |
Damage | 8 - 25 | 8 - 30 | 8 - 34 | 8 - 38 | 8 - 42 |
DPS | 8.8 - 27.4 | 8.8 - 32.8 | 8.8 - 37.2 | 8.8 - 41.6 | 8.8 - 46 |
Sorcery | Flamewall | ||||
Conjure a wall of fire perpendicular to caster. Damages and applies Ignite to opponents hit for 2 s. Blocks Ice / Toxic projectiles. Can damage caster. |
DPS: 18 | Duration: 6 s | |||
Ignite DPS: 4 | Range: 28 m | ||||
Common | Uncommon | Rare | Epic | Legendary | |
Cooldown | 18 s | 17 s | 15 s | 14 s | 13 s |
Spell Video |
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Sorcery Video |
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Stone Gauntlet | |||||
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Spell | Shockwave | ||||
Cause an eruption of fast-moving earth along the ground, damaging all opponents it passes through. Damage falls off between 25 m - 40 m. Travels down slopes easier. Must be grounded to cast. |
Mana Cost: 21 | ||||
Speed: 51.5 m/s | |||||
Common | Uncommon | Rare | Epic | Legendary | |
Damage | 26 | 33 | 36 | 38 | 42 |
DPS | 11.8 - 23.6 | 15 - 30 | 16.3 - 32.7 | 17.2 - 34.5 | 19.1 - 38.1 |
Sorcery | Boulderfall | ||||
Throw a massive boulder that explodes and damages on impact. Damage increases with airtime over 0.5 s. Can damage caster. |
Damage: 30 - 50 | ||||
Common | Uncommon | Rare | Epic | Legendary | |
Cooldown | 14 s | 13 s | 12 s | 11 s | 10 s |
Spell Video |
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Sorcery Video |
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Toxic Gauntlet | |||||
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Spell | Toxic Spray | ||||
Spray 10 toxic streams in front of you which dissipate over 0.65 s. Deals damage based on the number of projectiles hit [1/4/7/9]. Any toxic damage done applies Corrosion for 3 s. |
Mana Cost: 17 | ||||
Speed: 55 m/s | |||||
Common | Uncommon | Rare | Epic | Legendary | |
Damage | 7/14/22/30 | 8/17/26/36 | 9/19/30/41 | 11/22/34/46 | 12/24/37/51 |
Max DPS | 36.1 | 43.4 | 49.3 | 55.4 | 61.4 |
Sorcery | Toxic Cloud | ||||
Toss a toxic glob that expands into a toxic cloud on impact. Damages and applies Corrosion to opponents hit for 3 s. Can damage (but not corrode) caster. | DPS: 18 | Corrosion DPS: 4 (armor only) | |||
Duration: 5 s | |||||
Common | Uncommon | Rare | Epic | Legendary | |
Cooldown | 18 s | 17 s | 15 s | 14 s | 13 s |
Spell Video |
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Sorcery Video |
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Lightning Gauntlet | |||||
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Spell | Lightning Bolt | ||||
Rapidly fire lightning bolts at your opponents. Projectile spread increases with each bolt cast, excluding the first bolt. Damage falls off between 8 m - 34 m. |
Mana Cost: 9 | ||||
Speed: 400 m/s | |||||
Common | Uncommon | Rare | Epic | Legendary | |
Damage | 3 - 4 | 3 - 5 | 4 - 6 | 5 - 7 | 6 - 8 |
DPS | 11 - 14.7 | 11 - 18.4 | 14.7 - 22 | 18.4 - 25.7 | 22 - 29.4 |
Sorcery | Lightning Strike | ||||
Summon a lightning strike after a delay of 0.9 seconds. Damages and applies Shock to opponents hit. Can target caster. (5.75 m radius) |
Damage: 25 | Range: 28 m | |||
Common | Uncommon | Rare | Epic | Legendary | |
Cooldown | 18 s | 17 s | 15 s | 14 s | 13 s |
Spell Video |
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Sorcery Video |
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Frost Gauntlet | |||||
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Spell | Ice Lance | ||||
Charge and unleash a deadly shard of ice. Charging decreases Run Speed, but increases Ice Lance's damage, velocity and mana cost. (full at 1.75 s) Charging mid-air triggers Hover. Charge-up is audible to nearby players. |
Mana Cost: 24 - 48 | ||||
Speed: 260 m/s | |||||
Common | Uncommon | Rare | Epic | Legendary | |
Damage | 15 - 45 | 19 - 57 | 21 - 63 | 22 - 66 | 24 - 72 |
Max DPS | 20.7 | 26.2 | 29 | 30.4 | 33.1 |
Sorcery | Flash Freeze | ||||
Chill the area around you, slowing opponents inside of it by up to 50% over 1.5 s before Freezing them. The cold also encloses the area with a barrier that blocks Fire / Wind / Lightning projectiles. (6 m radius) |
Duration: 3 s | ||||
Common | Uncommon | Rare | Epic | Legendary | |
Cooldown | 18 s | 17 s | 15 s | 14 s | 13 s |
Spell Video |
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Sorcery Video |
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Wind Gauntlet | |||||
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Spell | Wind Shear | ||||
Rapidly summon gusts of wind to damage your opponents and deflect their spells. Damage falls off between 5 m - 20 m. |
Mana Cost: 9 | ||||
Speed: 100 m/s | |||||
Common | Uncommon | Rare | Epic | Legendary | |
Damage | 3 - 6 | 4 - 8 | 5 - 9 | 7 - 11 | 8 - 12 |
DPS | 13.8 - 27.6 | 18.4 - 36.8 | 23 - 41.4 | 32.2 - 50.6 | 36.8 - 55.2 |
Sorcery | Tornado | ||||
Conjure a tornado to pull your opponents in towards its vortex. Pulls airborne opponents harder. Can pull caster. (13 m radius) |
Duration: 4 s | ||||
Range: 28 m | |||||
Common | Uncommon | Rare | Epic | Legendary | |
Cooldown | 18 s | 17 s | 15 s | 14 s | 13 s |
Spell Video |
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Sorcery Video |
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Gauntlet Mechanics[ | ]
There are a number of mechanics tied to specific Gauntlets and their corresponding Classes, but this section will only cover the universal ones.
Equipping Gauntlets[ | ]
Gauntlets along with other equipment is dispersed across the Hollow Lands in BR, or looted from Vowguards / The Merchant in Dominion.
However, higher rarity loot is only found at Elemental Shrines or in Chests, with Legendary rarity being limited to Mana Vaults.
The Spellslinger Talent unlocks the ability to store and swap Gauntlets through the hotbar.
Gauntlet swapping resets Sorcery cooldowns.
Gauntlets may be empowered with a 30 s Spell Damage & Sorcery Cooldown buff by activating Brilstones.
Stat modifiers like these stack additively with other buffs. (Ie. Base * Total Modifier %)
Mana Recharge & Hover Mechanics[ | ]
Players start out with a base max mana of 50 / 70 (BR / Dominion), which may be increased through Amulets or Mana Blessings.
This will limit the amount of Spells cast in quick succession. They also cannot cast Spells while levitating.
Once a player has depleted all their mana, they are locked out from casting Spells and levitating until they fully recharge it over 1 second. But they're free to perform other actions, such as using Runes, Sorceries or Dodging.
Levitating adds a 1.5s delay to the mana recharge, but only while in the air.
Each Gauntlet's main Spell has a different cast time and recovery time, both collectively referred to as Cast Speed. These saw a substantial increase in Chapter 2.
Cast time denotes the duration of the cast animation, whilst recovery time denotes the time delay before casting the next spell or mana recharging after firing.
Some gauntlets have an additional mana recharging delay added on top of their recovery time:
- The Frost Gauntlet and Lightning Gauntlet each have an additional mana recharging delay of 0.5 s & 0.57 s respectively.
- Using Wind Surge adds a mana recharge delay of 0.95 s.
Aiming a Sorcery or Ice Lance while airborne will cause a player to hover, greatly reducing the effect of gravity. May be cancelled with a Spell-input.
Projectile & Crosshair Mechanics[ | ]
Projectiles can collide with both opponents and squadmates alike.
However, only damage and Crowd Control the caster is capable of self-inflicting, can afflict their squadmates.
Spellbreak's crosshair is attached to a third person camera that's separate from the character firing the spells.
The legacy camera is slightly to the right of the character, which causes a discrepancy between their positions.
When aiming at far away targets, this doesn't impact the player's aiming experience much compared to a traditional FPS. But when aiming at nearby targets, players may feel their shots straying off to the right.
Chapter 3's new centered camera largely avoids the above mentioned issue.
Elemental Interactions[ | ]
The following table lists all elemental interactions between Spells & Sorceries.
All the elemental interactions listed are universal. This means that everyone can combo and interact with the elements the same regardless of who they originated from.
Sorceries → Spells ↓ |
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Fireball |
Fireball passes through Flame Puddles and the Flamewall. Fireballs can collide with each other. |
Boulderfall can be set ablaze, leaving a large Flame Puddle on the ground. |
On contact with fire Toxic Cloud ignites into a large explosion of Dragonfire that deals deals 3 ticks of 13 damage over 0.66 s. The explosion clears fires. Firing the projectile through fire will ignite it upon landing. Fireball will also turn Toxic Puddles into Dragonfire on contact with the puddle or a player standing on one. The fire will spread to other connected Toxic Puddles nearby. |
Using Lightning Strike near a Flamewall will redirect the lightning to it. Fireballs block Lightning Bolts. |
Fireballs turn Ice Puddles into Steam Puddles on direct contact with the puddle or a player standing on one. They can also break ice blocks. The Flamewall and Fireball extinguish upon hitting these puddles directly. Flash Freeze extinguishes all ground fires and turns Steam Puddles into small ice blocks. If a player is caught inside the steam it turns into Ice Mist instead. The edge of the zone blocks Fireballs. |
The Tornado's gravity affects the trajectory of Fireballs heavily. If hit directly it absorbs them, and ignites into a Fire Tornado. If then toxified, the Tornado explodes vertically. |
Shockwave |
Shockwave passes through fire, leaving a Fire Trail behind along its path. Shockwave can block Fireballs. |
Both Shockwaves & Boulders can collide with each other. |
Shockwave removes Toxic Puddles from the ground, and passes through Toxic Clouds. |
With perfect timing, Lightning Strike can stop Shockwave in its tracks. |
Shockwave shatters Ice Puddles and blocks, creating Ice Mists in their place. Also removes water puddles, but not Steam Puddles. |
The Tornado's gravity affects the trajectory of Boulderfall heavily. Shockwave can block Wind Shears. |
Toxic Spray |
Flame Puddles and the Flamewall can block an unlimited amount of Toxic Spray shots, turning into Dragonfire. Toxic Spray is blocked by Fireballs. |
Boulderfall can block Toxic Spray and collide with the Toxic Cloud projectile. Removes Toxic Puddles on impact. |
Toxic Spray passes through Toxic Clouds. |
Lightning Strike electrifies Toxic Puddles and Toxic Clouds, shocking nearby players in a 10 m radius. Toxic Spray carries electricity to its puddles if fired through lightning, shocking players that touch them. The projectiles can also block Lightning Bolts. |
Toxic Spray turns Ice Puddles and water puddles into Toxic Puddles on contact with the puddle or a player standing on one. Steam Puddles turn into small Toxic Clouds instead. Flash Freeze turns Toxic Puddles into unharmful Toxic Ice Puddles, which can be ignited into a large Dragonfire. Toxic Spray streams pass through the zone, but freeze into icicles that now interact as ice projectiles. |
The Tornado's gravity affects the trajectory of Toxic Spray heavily. It dissipates the Toxic Cloud projectile, as well as any Toxic Mists, puddles or clouds in its radius. If toxified, it turns into a Toxic Tornado. If then ignited, the Tornado explodes vertically. |
Lightning Bolt |
Lightning Bolt passes through the Flamewall. |
Boulderfall can block Lightning Bolts. |
Lightning Bolt is blocked by and electrifies Toxic Cloud for 2 seconds, shocking nearby players in a 10 m radius. The cloud can be electrified mid-flight. The bolts also electrify Toxic Puddles on contact with them directly or a player standing on one. |
Shocked players gain shock immunity for 5 seconds. |
Lightning Bolts electrify Ice Puddles and water puddles on contact with the puddle or a player standing on one. Hitting Steam Puddles or small blocks of ice electrifies a radius around them, shocking nearby players. The bolts can block Ice Lance. The edge of Flash Freeze blocks Lightning Bolts. |
The Tornado's gravity doesn't affect the trajectory of Lightning Bolts.
If hit directly it absorbs them, and electrifies into a Lightning Tornado.
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Ice Lance |
The Flamewall cannot be spawned inside Flash Freeze. Each part of the wall and Flame Puddles can block one Ice Lance shot before being extinguished. Similarly, Ice Lance also extinguishes Fireballs, melting in the process. |
Boulderfall will freeze solid upon blocking Ice Lance shots or by traveling into a Flash Freeze zone, creating Ice Mist on impact. It can also create the mist by shattering Ice Puddles and ice blocks. |
Toxic Cloud freezes into a block of ice upon getting hit by Ice Lance or landing inside Flash Freeze. |
Lightning Strike electrifies water, Steam Puddles, Ice Puddles and blocks of ice, shocking nearby players. If a player is caught inside the cloud as it freezes, it turns into Ice Mist instead.
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Flash Freeze refreezes water puddles into Ice Puddles. |
The Tornado's gravity affects the trajectory of Ice Lance shots heavily. Removes water puddles, Ice Puddles and Ice Mists in its radius. |
Wind Shear |
Wind Shear passes through and extinguishes an unlimited amount of Flame Puddles and parts of the Flamewall. Wind Shears are blocked by Fireballs, but alter their trajectory slightly in the process. |
Boulderfall can block Wind Shear, causing it to either lose or gain momentum, allowing it to be pushed further than usual. |
Wind Shear can affect Toxic Cloud's trajectory, and will also completely dissipate the cloud over five hits. Wind Shear carries toxicity if fired through toxic, creating Toxic Mist on impact, as well as on contact with a Toxic Puddle or a player standing on one. |
Wind Shear carries electricity if fired through lightning, shocking players on impact. Lightning Strike will strike a player no matter their height off the ground. |
Wind Shear shatters Ice Puddles on contact with the puddle or a player standing on one, creating Ice Mists in their place. Also removes water and Steam Puddles, but doesn't affect ice blocks. The edge of Flash Freeze blocks Wind Shears. |
The Tornado's gravity affects the trajectory of Wind Shears slightly. Wind Shears can collide with each other. |
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Footnotes |
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Footnotes |
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