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True to his name, the Spiritbreaker is excellent at crushing the fight out of an enemy target. His skills are focused on disabling and killing a single enemy hero, making him much more effective in ambushes and one on one situations than large team battles. The Spiritbreaker generally opens with a Charge of Darkness, which allows him to charge from any point on the map towards the target, increasing in speed as he approaches his target. Upon arrival, he delivers a crushing stun, giving him time to follow up with his other active ability: Netherstrike. Netherstrike is a short range teleporting attack, which knocks the target back and deals massive damage. The Spiritbreaker's two passive skills supplement this combo. Empowering Haste is a aura which significantly boosts the movement speed of the Spiritbreaker and nearby allies, as well as providing him with a damage bonus based on his movement speed. Greater Bash is partly what makes the Spiritbreaker so feared by lone enemies. Upon connecting a Greater Bash, the Spiritbreaker deals extra damage and knocks the target back, stunning and disabling them completely. With Charge of Darkness, Greater Bash, and Netherstrike, hapless targets of the Spiritbreaker's attention are often dead before they can so much as lift a finger in retaliation.
Background Story
Barathrum the Spirit Breaker is a lordly and powerful being, a fierce and elemental intelligence which chose to plane-shift into the world of matter to take part in events with repercussions in the elemental realm that is his home. To that end, he assembled a form that would serve him well, both in our world and out of it. His physical form borrows from the strengths of this world, blending features both bovine and simianhorns, hooves and handsas outward emblems of his inner qualities of strength, speed and cunning. He wears a ring in his nose, as a reminder that he serves a hidden master, and that this world in which he works is but a shadow of the real one.
Spirit Breaker fixes his sight on an enemy unit and starts charging through all objects. All enemy units passed through and the targeted unit will be hit by a Greater Bash. If the targeted unit dies, Spirit Breaker will change his target to the nearest enemy unit to that location.
Level
1
2
3
4
Mana
100
100
100
100
Cooldown
35
35
35
35
Casting Range
Global
Global
Global
Global
Area of Effect
N/A
N/A
N/A
N/A
Duration
1.2 seconds
1.6 seconds
2 seconds
2.4 seconds
Allowed Targets
Enemy unit
Enemy unit
Enemy unit
Enemy unit
Effects
Charge at 600 ms then stuns.
Charge at 650 ms then stuns.
Charge at 700 ms then stuns.
Charge at 750 ms then stuns.
Partially blocked by Magic Immunity. The main stun is blocked, but the Greater Bash is not.
Blocked by Linken's Sphere. Is blocked on cast, not on colliding with the enemy.
Duration of stun is determined by either with longer duration.
The charge stops if you click anywhere (including +Shift key control), or if you are disabled.
If the target dies, the charge is transferred to the nearest valid target.
Some items are usable during the charge without interrupting it, such as Black King Bar or Mask of Madness. Using Black King Bar right before you strike will ensure your charge doesn't get countered.
Because Linken's Sphere triggers on cast, this ability can be used to instantly and globally put an enemy's sphere on cooldown.
Spirit Breaker gains shared vision of the target for the duration. But he doesn't get True Sight on enemy unit.
While it does not provide True Sight the indicator will follow the invisible unit being charged and the Charge will still hit an enemy that has gone invisible after being charged. This will cause the skill to interrupt channeling spells being performed by invisible heroes such as Sand King's Sandstorm.
Gives a chance to stun and knockback an enemy unit on an attack, as well as gaining bonus movement speed after a bash occurs. Deals damage based on movement speed.
Level
1
2
3
4
Mana
N/A
N/A
N/A
N/A
Cooldown
1.5 seconds
1.5 seconds
1.5 seconds
1.5 seconds
Casting Range
N/A
N/A
N/A
N/A
Area of Effect
N/A
N/A
N/A
N/A
Duration
1 seconds
1.2 seconds
1.4 seconds
1.6 seconds
Allowed Targets
Enemy unit
Enemy unit
Enemy unit
Enemy unit
Effects
Deals 10% of ms as damage.
Deals 20% of ms as damage.
Deals 30% of ms as damage.
Deals 40% of ms as damage.
Partially blocked by Magic Immunity. The damage is blocked, the stun is not.
Because Spirit Breaker's movement speed cannot be lower than 100 or greater than 522, it can't deal (before reductions) less than 10/20/30/40 damage and more than 52.2/104.4/156.6/208.8 damage.
Neither stun, knockback nor bonus damage affects Roshan. (as of now the damage goes through but it is a confirmed bug)
Spirit Breaker slips into the nether realm, reappearing next to his hapless victim. Upon reappearing, a Greater Bash of the current level occurs and deals bonus damage.
Level
1
2
3
Mana
125
125
125
Cooldown
75 (20*)
75 (20*)
75 (20*)
Casting Range
400 (550*)
550 (700*)
700 (850*)
Area of Effect
N/A
N/A
N/A
Duration
N/A
N/A
N/A
Allowed Targets
Enemy unit
Enemy unit
Enemy unit
Enemy unit
Effects
Moves Barathrum next to the target, deals 150 damage.
Moves Barathrum next to the target, deals 250 damage.
Moves Barathrum next to the target, deals 350 damage.
Partially blocked by Magic Immunity. The damage is blocked, the bash is not.
Aghanim's Scepter: Causes the Greater Bash to hit an area around the initial target, decreases cooldown, and increases cast range.
Spirit Breaker appears behind the target to deliver the bash.
The strike is performed after a 1.2 second delay, during which Nether Strike can be interrupt.
When charging enemy heroes in mid game, be 100% sure that they are alone. A lone enemy may wait out in the open while their ally hides in the trees, waiting for you to charge the bait hero, and finally be ganked. Therefore, Observer Wards can greatly reduce uncertainty before charging.
Although Charge of Darkness is typically used to get into fights, it can also be used to get back out in a pinch; by targeting a creep in a different lane Spirit Breaker can move quickly to avoid death, then cancel the charge when he is out of danger.
Empowering Haste
Empowering Haste can be leveled up later as the bonus movespeed improves the damage of his Greater Bash as well as his general speed, improving his chasing ability even further in conjunction with it's maim.
Nether Strike deals major damage to the target enemy and teleports behind them, wherever they go. You can use this to catch blinking or teleporting enemies before they get away.
Sometimes it might be a good idea to use Nether Strike on a magic immune hero to interrupt their actions as the greater bash will hit them regardless. Situations where for example your team gets caught in a Black Hole by a magic immunue Enigma you can turn the tide of the fight if you can stop him right at the beginning.
Power Treads gives you extra move speed, attack speed, and durability, all of which help you stick on a target and proc your Greater Bash.
Mask of Madness gives bonus attack speed and move speed when activated, increasing both the damage and frequency of Greater Bash attacks.
Sange and Yasha is a fair pick on Spirit Breaker, as the bonus movespeed improves the damage of his Greater Bash as well as his general speed, improving his chasing ability even further in conjunction with it's maim.
Black King Bar can make you immune to many abilities that interrupt your Charge of Darkness, allowing you to engage and damage your target unimpeded.
Drum of Endurance increases Spirit Breaker's (and his team's) movement and attack speed with aura bonuses. It is not always a core item, but it should be bought if no one else on his team gets it.
Although highly situational, A Shadow Blade can be bought by Spirit Breaker, and can be activated while charging. This greatly increases the surprise factor of his charge, and will add bonus damage on the first attack while invisible. Only useful for extra damage,however, and it is not a necessary item, and is certainly not a core item for him.
Aghanim's Scepter can be built to buff Nether Strike if your team needs a powerful initiation spell, but in most cases you should opt for items that boost damage and attack speed instead.
Greater Bash now gives a 3 second 15% movement speed bonus whenever you land a bash.
Charge of Darkness reworked. Before, allowed Spirit Breaker to target any enemy unit to charge upto 4 seconds, gaining more speed depending on how long of a charge it was. Speed gain upto 60%, would stun 1.4/1.8/2.2/2.6 seconds on impact. Would gain vision and truesight of targeted unit during the charge's duration, would become magic immunne during the charge if fulled charged up, and would have the speed boost for 2 seconds after impact. Target would see a debuff icon when Spirit Breaker was in 2500 range of the target, and the charge would stop if the target dies, is decrepified, or cycloned. Cost 75 mana, had 40 second cooldown. Now, Charge of Darkness requires no charging, makes Spirit Breaker move at a flat speed of 425/500/575/650, stun the target on impact for 1.4/1.8/2.2/2.6 seconds. During the charge, any secondary unit in a 250 AoE of Spirit Breaker will get bashed equal to its current level. While charging, Spirit Breaker gains vision of the unit, If the target dies, will change to anther target, and will stop if stunned. Target gains a debuff icon in a 2500 range.
6.71
Strength gain increased from 2.5 to 2.8.
6.69
Greater Bash no longer messes up the target's command
Charge of Darkness speed boost updates at smoother 0.5 intervals and displays a counter above your head.
Added a button to make it more obvious how to initiate the charge earlier.
6.67
You can still use the old move method though.
Charge of Darkness stun duration improved from 1/1.5/2/2.5 to 1.4/1.8/2.2/2.6.
Charge of Darkness chargeup movement bonus standardized across all levels (now 15% each second). As before, magic immunity is gained when fully charged.
Charge of Darkness movement bonus now lasts for 2 seconds after impact with target.
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