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-Make it so Charge of Darkness cannot be cancelled: Not being able to back out of a Charge would add some sense of risk to going in, and would force players to consider the viability of charging the first lonely cross they see on the minimap.
This could be a nice change but when you usually see someone charging in, they're usually committed to the fight. If I ever charge someone, I usually tell my teammates before-hand to "go".
-Make Greater Bash work like Storm Spirit's Overload: A major complaint lategame is that once Spirit Breaker's attack speed is high enough, heroes don't really get a chance to get out of the continuous stunlock caused by his attacks. If this bash only activated following a Charge/Ulti he wouldn't really be able to just completely lock someone down.
I'm pretty sure there's a diminishing return for each successful bash just to avoid this type of situation. You really have to shut him down with disables before he actives BKB if he bought one or buy defensive items like Ghost Scepter and Eul's Scepter of Divinity.
-Have Greater Bash's PROC a statistical equation: I'm not really good with writing out equations, but say the PROC of Greater Bash was scaled to his attack speed (reducing as the time between his attacks reduces) instead of being universally set to 17%.
Don't really understand that one, do you mean... for example: Every 10 points of attack speed, add 1% chance to bash with a base of 10% to bash? Or do you mean something along the lines of Jinada?
The current one already scales to his attack speed since... it's a percentile.
-Stop Greater Bash going through magic immunity: This would add another situational counter to the arsenal of Spirit Breaker's enemies.
There was a good reason why Icefrog gave SB the ability to bash through Magic Immunity. He was barely played and BKB shat on SB. This mechanic gave more reason to play SB since he wasn't played as much before.
If you're on all pick just choose Jakiro. Jakiro and wards can shut him down and prevent him snowballing. You see him charging in, ice wall and his charge stops. Easy way to stop him early game. Simples :-)
jakiro has a slow animation in my opinion, you will most likely get bashed first before you cast finishes.
Lion is better I believe, as he has a hex to interrupt and an almost instant stun,
+ finger of death!
Life is really simple, but we insist in making it complicated.
~Confucius
If you ward though you'll know he's coming and time it, but lion would work fine. Basically any hero with a targeted stun/hex can stop him as long as you know where he is so he doesn't surprise you.
SB is just countered with his linear playstyle. If you constantly remind yourself "THEY HAVE SB. THEY HAVE SB. THEY HAVE SB." He's easier to see coming. Most SB's will start the game with lvl 1 charge and charge from fountain, then roam from there. Offensive wards are much more useful than defensive. By the time you see SB with defensive wards, you're probably going to get jumped on in lane the moment you try to run back. Put wards on the opposite side of the map. If there is a dual stun, SB will 99% of the time charge there from the fountain. He should arrive around 1:05 in the dual lane, or middle if the opponents have a good mid for FB if a stun initiates.
SD is a huge counter to SB because you can TP and Q whomever gets charged/ulted. With his Q down, you can ult him and turn the DPS around with illusions, W, and slow. Very hard for him to escape typically. SD works all game as well, you can disjoint his ult with Q. Ult still goes on CD if your timing is correct. Also, BKB is considered pretty core on SB, which SD ult goes through so... It works all around. Hopefully that helps though.
You break him the same way you break Lifestealer or Sven. He can gank incredibly well, and it's hard to stop that besides not being out of position and off alone towards mid game. But the reason he isn't a huge pro pick (and even then he has seen some play in pro games lately) is because his teamfight and laning phase aren't the best. Now lemme dissect that.
In the lane, yes he is strong, he is tanky, and hard to push out of lane and can easily take your harass and come up to you and smack you and immediately return what harass you gave him, unless you're a very mobile hero. However, he doesn't carry as hard as most carries. He is a mid-game carry that doesn't do too well after that, unless fed out the ***. So as a result, teams that choose to run SB have to compensate for that lane spot. Either with a hard carry mid (granted they are picking a hard carry at all that game, don't want to eliminate pushing strat or any other non-carry strat) or they're betting on him crushing the mid game so hard the enemy can't come back from your advantage. With proper warding and smart play, you can avoid his ganking, you have to treat him similar to a Wisp.
Secondly, in team fights, he is very single target and easily kited. Some people say "That's why he isn't a pro pick!" Well, no not exactly. Well we have Lifestealer out there now, and he is the definition of single target. The thing is, LS carries much harder than SB, and still has a pretty good laning phase. You shut down Spirit Breaker the same way you shut down a Lifestealer. Demonic Purge allows you to kite him around. Viper's Ulti does the same thing. Any stun that goes through Black King Bar can stop him dead in his tracks as well (though this applies to anyone). With that, just avoid him as a support, and as a carry, hopefully your farm is high enough to deal with him at this point of the game.
A side note, Shadow Demon is great against him not only for his ulti, but you can use Disruption on him while he's charging, since it has a very quick cast time. Most supports with stuns get hit before they can even land the stun.
"When game is going full ******, you can only go with it. If you start going against it, if you start going half ******, you´re ****ing done for. When Aloha decides to go middle rubick you let him, and you start buying orb of venom on invoker. That's how dota works" -n0tail
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