Spellbreaker by kid-karma

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Spellbreaker

By: kid-karma
Last Updated: Feb 1, 2017
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Spellbreaker

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A Blood Elf Warrior trained to disrupt and contort magical energies, the Spellbreaker is an aggressive hero that punishes his enemies for casting abilities and thrives off of being the target of their deadliest attacks.

Combat Trait

1
Spell Immunity
Gain 2 Spell Armor every second, up to 40. Each time you take damage from an ability 8 Spell Armor is consumed.

The Spellbreaker has 10 baseline Spell Armor.

Primary Abilities

1
Spell Steal
(Skillshot) Deal damage to all enemies in a line, slowing them by 15% and marking enemy heroes hit with Spell Steal for 3 seconds.

Each ability cast by an enemy marked with Spell Steal reduces the cooldowns of your basic abilities by 1 second.


8 second cooldown.
2
Feedback
Activate to gain a shield for 3 seconds. 25% of all ability damage dealt to this shield is redirected back to its source.

16 second cooldown.
3
Control Magic
Cast an aura of arcane energy around yourself that lasts for 3 seconds. While an enemy is within this aura their cooldowns are frozen.

Deals low damage per second to each enemy with its damage increasing by 20% for each ability cooldown it is currently delaying.


18 second cooldown.

Heroic Abilities

1
Arcane Torrent
Silence nearby enemy heroes for 2 seconds and apply 50 Spell Armor to each other nearby allied hero for 4 seconds.

70 second cooldown.
2
Spell Bond
Chain up to three enemy heroes in the target area together, forcing them to move as one. Lasts 2 seconds. Any ability cast by one of the affected enemies increases the duration of Spell Bond by 0.25 seconds.

If Spell Bond lasts for 3 seconds the affected heroes are stunned for 2 seconds and Spell Bond is removed.

80 second cooldown.

Talents

Level 1:
Arcane Focus: Reduce the amount of Spell Armor lost by taking ability damage to 5.
Culmination: (Quest) Increase the range of Spell Steal by 1% for every enemy heroes it hits, up to 30%.
(Reward) After hitting 30 heroes, increase the duration of Spell Steal to 4 seconds.
Grounded Energy: Enemies are slowed by 5% for each of their ability cooldowns currently paused by Control Magic.
Control Freak: The duration of Control Magic is increased by 0.5 seconds for each enemy hero within its initial cast radius.

Level 4:
Arcane Acclimation: Permanently reduce the damage a particular ability can deal to you by 1% every time you are hit by it. Cannot occur more than once per ability cast. (i.e. abilities like Valla's Hungering Arrow would not trigger this every time it turned to hit you again).
Spell Haste: (Quest) Each Regeneration Globe you gather increases the maximum amount of Spell Armor provided by Spell Immunity by 1, up to 20.
(Reward) After gathering 20 Regeneration Globes, reduce the time it takes for Spell Immunity to grant a stack of Spell Armor to 0.75 seconds.
Dampen Magic: Enemies marked with Spell Steal have their ability power reduced by 15%.

Level 7:
Imbue: (Active) Consume up to 30 Spell Armor, converting it into Physical Armor that can be applied to the target allied hero for 4 seconds. 30 second cooldown.
Petty Theft: The resource cost for abilities enemies cast while marked with Spell Steal is increased by 35%.
Detonate: Feedback deals damage equal to all the damage it redirected in a small area around you if it is destroyed.

Level 10:
See above section.

Level 13:

Time Is Mana: Increase the cooldown reduction provided by Spell Steal to 1.5 seconds.
Positive Feedback: The Spellbreaker is healed for half of the amount of damage redirected to its source by Feedback.
Bulwark: Feedback applies an untalented version of Feedback to nearby allied heroes for 1.5 seconds.

Level 16:
Spellbound: Enemy heroes hit by Spell Steal while already marked with Spell Steal are rooted for 2 seconds.
Reflective Shield: Increase the amount of ability damage redirected to its source to 75% for the first 0.5 seconds of Feedback.
Harness Power: The cooldown of allied heroes basic abilities within Control Magic refresh 20% faster for each enemy hero ability paused by Control Magic.

Level 20:
Immunization: Half of your Spell Immunity is applied to nearby allies as well while they remain near you.
Arcane Inundation: The cooldown of Arcane Torrent is reduced by 8 seconds for each enemy hero it silences.
Chain Gang: Spell Bond can affect up to 5 enemy heroes.
Storm Shield: Activate to give all nearby allied heroes a shield equal to 20% of their maximum health for 3 seconds.

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kid-karma (2) | September 19, 2015 9:22am
Thanks, I did kind of forget to explain how his abilities do damage. I guess I just had it in my mind that it was implied but I should spell that out. I like your idea for Control Magic's damage; I'll add something along those lines. As far as Feedback scaling with level that could be possible, but I'm not going to add it in right now. I'm not much for the actual numbers and I just like to give the basic idea behind the character, so I'm not to interested in working out the scaling.

For Arcane Torrent I didn't add damage and instead buffed its defensive capabilities. Doubled the silence to 3 seconds and made it apply 5 stacks of Spell Immunity to allies (25% dmg reduction) as opposed to applying the Spellbreaker's current number of stacks (because he could lose his stacks instantly when entering a fight and therefor have none to apply to his allies).

And for Spell Bond it's just like the icon; three short chains leading from each hero to a central point. If they all run the same direction there is no issue, but if two are trying to run and one turns back to engage they're stuck trying to run the other way.
1
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Chatpelier | September 19, 2015 1:44am
I like those ideas, but there's one big lacking point : damage.

Here's a few improvements you could add :
- Q deals damage on impact and/or damage when they use an ability (in addition to the stun)
- W could scale with your level, how about 20%(+0.75% per level) ?
- E could do damage to each hero caught in the aura for each ability they have on cooldown
- R1 definitely needs impact damage, it's too weak otherwise. I'd lower its CD aswell
- R2 "forcing them to move as one" what do you mean ? If they try to move X range from one another, they're stuck ? If so, that might be good
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