Spellbreaker by Garbluck

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Spellbreaker

By: Garbluck
Last Updated: Mar 1, 2017
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Spellbreaker

The Silvermoon Defender

The Spellbreaker steals spells & mana from foes, allowing him/her to specialize in almost any role on the battlefield.

Combat Trait

1
Feedback
Passive: Dealing damage to enemies with basic attacks & spells steals mana, & grants a shield equal to X% of the mana stolen.
Passive: Taking damage from abilities grants the you mana & movement speed.
Use: Removes all remaining charges of Spell Steal (E)

Primary Abilities

1
Enchanted Glaive
Throw your Glaive out to your mouse cursor dealing damage and silencing enemies. The Glaive remains spinning for Xs at the original cursor location.
2
Enchanted Shield
Cast a magical appendage of your shield for X seconds, blocking all incoming spells. The direction of the shield cannot change during the duration & your movement speed is limited to X%. All damage the shield blocks is returned to the user as mana. This ability can be recast to cancel the duration.

The shield can take X Damage before it expires.
3
Spell Steal
Replace this ability with the last basic ability the target enemy hero used, allowing you to use the un-talented version up to 3 times (3 charges). You may use the first charge instantaneously & the remaining charges have the same cooldown as the stolen spell (untalented).

Activate Feedback (D) to reset the spell by removing the charges & put Spell Steal on Cooldown.

Heroic Abilities

1
Control Magic
Cast a magical ring on the ground in a large area, granting you & your allies increased ability power & spell armor as long as they remain in the circle.
2
Spell Immunity
Passive: You are immune to all CC effects.
Passive: Permanently lose Armor, increasing damage taken from Auto-attacks.

Gameplay

The Spellbreaker is a versatile specialist hero that can be useful anywhere on the battlefield. Enchanted Glaive offers zone control, & can be a great source of self shielding (Feedback) if combo'd with CC. Enchanted Shield offers reliable anti-poke from abilities is efficient on the front & back lines. Spell Steal offers a variety of options, & is crucial in determining your role on the battlefield. It can be used to gain mobility, cc, extra heals, etc.

*NOTES*

I argued with people on Reddit about how a Spellbreaker hero could be assassin, tank, support, or multi-class. I'm sure there's a way to do these, but when I was creating this concept, I couldn't do it lol. At least not without the Spell Steal ability. I created a neutral kit that's role is decided on what spell is stolen, I hope you enjoyed it!

- Cooldowns, damage, shield, durations, etc. are not included because I am not a game designer. Leaving these out allows readers room to be creative instead of saying things are Overpowered & whatnot.

- Spell Steal COULD have it's own cooldown on the charges, instead of using the stolen ability's cooldown. That would reduce complexity for sure... It should probably have decent range for the stealing portion. I added a Cooldown when it's reset using Feedback (D), so that you can't steal-cast-reset-repeat instantly.

- This concept doesn't have any mobility, so I'm presuming that Spell Immunity wouldn't prove to be that overpowered. Paired with chase from Spell Steal, this could be a powerful combo.

- The 2 ultimate abilities create a more offense vs. defense scenario. I feel like Control Magic COULD be something completely different & cooler, but that's what I could come up with.

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