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Spirit Breaker: "Rampage!"

February 9, 2013 by Jakegt1
Comments: 7    |    Views: 184003    |   


Build 1

Build : Standard Build

DotA2 Hero: Spirit Breaker

Offense

Damage 45-55

Defense

Armor 5.38

Other

Movement Speed 290

Attributes

Strength 83
Agility 59.5
Intelligence 59

Basic Stats

Health 2050
Mana 1001

Purchase Order

Starting Items

Core

Luxuries and Situational items



Hero Skills

Charge of Darkness

1 12 13 14

Empowering Haste

4 8 9 10

Greater Bash

2 3 5 7

Nether Strike

6 11 16

Stats

15 17 18 19 20 21 22 23 24 25

Introduction

I charge ahead.


A guide to


The role of Spirit Breaker


To first understand the hero, you of course need to understand what role he plays.
Spirit Breaker is mainly a ganker, but can also carry somewhat. I like to compare his carrying ability to a Queen of Pain, but his ganking prowess is more akin to Nyx Assassin. He is durable in all sense of the word, starting with 5 armor, a ridiculous amount for a hero who starts with 701 hp without any items (which is incidentally the highest in the game).
To top things off, he starts with a ridiculous 65 average damage, what is much higher than most heroes and makes last hitting incredibly easy, especially since he even hits harder on creeps than heroes with Quelling Blades.
Pros
  • VERY hard to kill.
  • Amazing ganking potential.
  • Very high base damage.
  • Very high early game health and armor.
  • Scales decently with items.
  • Great initiation.
  • An escape mech, although not so reliable.
Cons
  • Not the best teamfighter ever, especially if you mess up the charge.
  • Charge can be hard to use correctly.
  • Ult can sometimes be a double-edged sword.
  • Requires good farm to be useful, but other heroes are more useful with the farm.

Skills


Charge Of Darkness

Type:
Targets:


Active
Enemy Units
Spirit Breaker fixes his sight on an enemy unit and starts charging through all objects. All enemy units passed through will be hit by a Greater Bash, and the targeted unit is stunned upon impact. 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










Charge Speed

600


650


700


750

Stun Duration

1.2


1.6


2


2.4

Range

Global all levels











Notes:
  • Spirit Breaker will run through units, trees, structures and terrain.
  • Allies of Spirit Breaker (and he himself) will see an animation over the head of the target.
  • Any unit you pass through (300 radius) will proc a Greater Bash of Spirit Breaker's current level, if Greater Bash has been learned.
  • The charge stops if you click anywhere, or if you are disabled.
  • Spirit Breaker gains shared vision of the target for the duration.
  • If the target dies, the charge is transferred to the nearest valid target.
  • Some items are usable during the charge without interrupting it. Using Black King Bar right before you strike will ensure your charge doesn't get countered.
  • Does NOT provide True Sight on enemy unit, however the animation over the head of the target will still be there.

I thought to look at this skill first not because it's the first one of his skills, but it's the most important to look at. You might think:"Why the hell would I not max charge first? It makes me run faster, makes the stun longer, etc."
To understand why, you have to look at the tooltip:
All enemy units passed through will be hit by a Greater Bash, and the targeted unit is stunned upon impact.

So, to do the most damage you need to max your Greater Bash. If you do not max your Greater Bash, you are practically useless.

I do not encourage this skill to be used to charge other lanes and farm, because the cooldown is very high and if you don't have it up and you get into a teamfight you're won't be able to charge to where it is.


Empowering Haste

Type:
Affects:


Aura
Allied Units
The Spirit Breaker's presence increases the movement speed of nearby allied units.

Level

1


2


3


4

Radius

900 all levels










Movement Speed Bonus

6%


10%


14%


18%


Notes:
  • This is an aura, and will give the buff to Allied units.
  • 900 Radius is a very large area, and you can use this to save people in danger by following them at a distance to give them the movement speed bonus.

There is not much to comment about this ability, other than the fact it gives your whole team the movement speed bonus. this is INCREDIBLY good and makes it very hard for even heroes with blinks to escape you, raising most heroes movement speed to above 450. As this also increases your movement speed, it also increases your bash damage, and therefore all of your skill damage.

Greater Bash

Type:
Targets:


Passive
Enemy Units
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

Trigger Chance

17% all levels










Cooldown

1.5 all levels










Stun Duration

1


1.2


1.4


1.6

Damage

10% of move speed


20% of move speed


30% of move speed


40% of move speed


Notes:
  • Increases Spirit Breaker's movement speed by 15% for 3 seconds at all levels.
  • Has a 100 range knockback on proc.
  • The bonus damage is added to spirit breaker's attack damage. This is special becuase it is possible to get extra damage crits if you bash and crit at the same time, but the 25%*17% is a very low chance.
  • Does not stack with Skull Basher or Abyssal Blade

This is what creates all of Spirit Breaker's damage. Without this skill, his ult will be no better than Riki's blink strike and Charge Of Darkness will be almost useless.
Both Spirit Breaker's ultimate and his Charge have damage based on this skill. Charge Of Darkness hits all enemies passed through by Spirit Breaker with a greater bash, which at level 7 with max bash is around 150 physical damage, and a 1.6 second stun. A well placed charge can easily stun every enemy hero, damage for 150 and also don't forget the stun on the main target.

Nether Strike

Type:
Targets:


Active
Enemy Units
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.
With Aghanim's Scepter, the Greater Bash hits in a 250 radius IN FRONT OF the target.

Level

1(with Aghanims Scepter)


2(with Aghanims Scepter)


3


4(Aghanims Scepter only)

Mana

125 (125)


150 (150)


175


(175)

Cooldown

75 all levels (20 all levels)










Range

400 (550)


550 (700)


700


(850)

Damage

150 (150)


250 (250)


350


(350)


Notes:
  • Spirit Breaker will move to the other side of the target seen from the point he cast it.
  • Teleportation and damage is delayed 1 second while Spirit Breaker is fading out; Spirit Breaker is magic immune for this time period.
  • The stun goes through Black King Bar, but not the damage.


This skill hits for a ridiculous amount at level 7, being 150 magic damage + around 120-150 physical, on top of a blink strike, and the stun. The added physical damage hits hard on very many heroes early game, since many of them won't have much armor.
This skill is what makes Spirit Breaker an amazing ganker, with a semi low cooldown and large damage. On top of his already high base damage, with a couple of items he can easily solo a player with charge + ult and a lucky bash or two. However, at the point of the game that you'll be ganking there will likely be a teammate on the lane you are ganking, which makes kills incredibly easy. I have bolded the final point on this, as it is incredibly good against heroes such as enigma (as long as you don't get caught in the black hole yourself!

Items

Core Choices


Urn of Shadows
This is a brilliant item for spirit breaker. When i play Spirit Breaker, as long as I don't die i practically NEVER visit the fountain. Why? It fixes some slight mana problems you have (as long as you don't spam charge) and as you're a ganker, as long as you get those assists and kills you can use it to heal yourself after every gank.

Power Treads
Boots are always a choice of preference, and I prefer treads. The reasoning is that after getting urn of shadows and then getting power treads, you'll easily have over 1k hp. That's a lot, as hopefully you'll get both of these items by level 5 as long as you have a good lane. The attack speed also gets you more bashes, of course. Phase boots are decent, they do give you more damage on your bash when you phase but the extra health and attack speed is great.

Shadow Blade
You can activate this while charging and you won't even break invis when you finish your charge, allowing you to get the bonus damage. It also gives you attack speed what gives you more bashes. The invisibility allows you to charge past wards and makes you a major surprise. You don't have to worry about invis reveal other than a gem, since they aren't going to randomly use dust and they aren't very likely to randomly place sentries (and sentries also got nerfed last patch.)
This makes Shadow Blade an incredibly good item for Spirit Breaker & makes his ganks all the more deadly. This can hopefully snowball you into an Aghanim's Scepter what will make you very potent in a teamfight.

Situational Items

Aghanims is an incredible item on Spirit Breaker. increasing the range of your nether strike to a godly 850 at max level and causing Nether Strike to proc a greater bash in an area. The best thing about this item, however, is the cooldown reduction. This allows you to Nether Strike atleast twice in a teamfight, or even 3 times. If you win the teamfight, having the low cooldown is also great to catch fleeing heroes (especially with 850 range!)
The aghanim's boosted range can also catch out unsuspecting players who don't expect how long the range is (or haven't noticed that you have aghanims.)
Why is it situational then? Just like Queen of Pain, this item loses it's usefulness as the game proceeds and it's usually only good if you get it before ~28 minutes. if you can get it very early, you will be a major force to be reckoned with. Don't forget the bonus health, mana and stats, making you incredibly tanky.

Drum of Endurance
An excellent item for Spirit Breaker, giving him and his team extra movement speed, to a total of 23%. That's huge. Don't forget the extra damage and health, either. The mana is also incredibly useful, and the agility of course gives some extra attack speed and armor. The 5% attack speed aura is useful, too.

Black King Bar
I thought about having this in Spirit Breaker's core, but then though that i shouldn't. Why? He has so much ******** health that he is REALLY hard to kill with treads, drums and urn. Sometimes it can be good to take a Magic Missile for the team. Since you probably still won't die, it can be better than a support taking it instead. don't forget you also run at a ridiculous speed, and even stuns won't stop you from getting back to them. However, when against teams where AOE teamfight damage is all they've got (think: Dark Seer, Sand King, Enigma etc) you will want to pick it up. it's only single target stuns you can shrug off.

Armlet of Mordiggian
This makes Spirit Breaker hit like a complete truck if you can get it early. It also tanks him up even further. but, once again, i don't have this as core. Just like Aghanim's, it's usefulness drops as the game proceeds, and it's something you'd eventually sell. Since i find that Urn and Drums are too helpful to remove from the core, by the time you have those three items you won't be wanting armlet, or if you get them early you'll be wanting Aghanims. If you are completely dominating, however, you can always get it after Aghanims.

Luxury Items


Monkey King Bar
I put this one first because it'll be needed against heroes who pick up Butterfly, have skills that give evasion (like Windrunner) or seldom Heaven's Halberd. It also gives you an extra mini bash, on top of lots of damage, and a bit of attack speed.

Heaven's Halberd
This item is excellent on Spirit Breaker, mainly when against lots of physical attackers and also to mess other carry heroes up with the active. Don't forget it also gives you a chance to slow, 25 damage and a massive 20 strength.

Assault Cuirass
Also excellent against physical attackers, on top of reducing the opposing team's armor and giving you some needed attack speed to get some extra bashes.

Satanic
Makes you even harder to kill, partly because of the +25 strength, and partly because of the 25% lifesteal and active. This is great if you need to carry a bit more, making it much easier to survive teamfights later into the game.

Daedalus
Bread and Butter damage item of choice, for obvious reasons. A little note that if you bash and crit at the same time, rather, for example, critting on 250 damage, 250+bash damage will be critted instead. This can cause some massive crits, hitting similar damage to if you critted on the first attack when using shadow blade. However, the chance for this is incredibly low, so don't bet on it!

Boots of Travel Are a decent item late game but it's a decent item late game for anyone. It's good to eventually buy this, and the extra item slot instead of having a TP scroll is of course, very useful.

General play as Spirit Breaker

I'm going to put these as a few tips:

  • When charging, try to make a path where you will not pass common ward placements. The best way to do this is just to simply go between the tier 1 & tier 2 towers of either top lane or bottom lane if charging mid, or between tier 1 and base towers of any lane if charging to side lanes. Charging from base generally dodges most wards.
  • In teamfights, charge the enemy who is the furthest back from you. For example:
    (key= *: Spirit Breaker X: Enemy Heroes O: Enemy you should charge)
    * X X X X O
    This will, of course, hopefully hit all enemy heroes between you and the target with a greater bash. if you want to be a little risky, you could even charge a creep in a lane to try to hit all the heroes with a greater bash, or if nobody is in a good position for you to hit any targets with the greater bash, although i probably wouldn't recommend trying.
  • Nether strike is incredibly good on blinking heroes, since if they blink after you've casted you'll still reach them.
  • After Nether Striking, try charge any unit in front of your target immediately afterwards, to add some quick damage and increase the stun length.
  • Don't be scared, if you charge in first and your team are slightly behind you probably won't be under even half health by the time your team get there in the mid game.
  • Enemies will find it very hard to run away from you, so if you see an enemy around 800 range away from you, you'll quite easily catch up to them.
  • REMEMBER YOU CAN CANCEL YOUR CHARGE BY USING THE STOP COMMAND OR HOLD POSITION COMMAND.

Laning with Spirit Breaker

When playing Spirit Breaker, you can practically take any lane, including mid. I prefer to take side lanes since you can then help your team's mid at level 6/7 by ganking mid, especially if the mid is a weak one, such as Shadow Fiend.
He is incredibly strong in lane mainly because he has so much health. His high armor makes it so he doesn't really need a stout shield to lane efficiently, so you can get a quick Urn instead.

Mid with Spirit Breaker

As i said before, i don't like to go mid with Spirit Breaker much as you can make it much easier for your mid by sidelaning then ganking later. If you do go mid, always pick up a Stout Shield, three Iron Branch, Tango and a Healing Salve.
HOWEVER. There is one hero you should always play mid against, and this hero is Pudge, the king of all Pubstompers. Why should you play Spirit Breaker mid against Pudge? Because spirit breaker outclasses him in every way. Spirit Breaker has more health than pudge, more armor than pudge, more damage than pudge. The best thing about this is that the Pudge will laugh when he sees spirit breaker in his lane and think it's going to be easy. It's not. 8 times out of 10 they'll start rotting on you and attacking you. Then you attack back. And he'll be losing so much health. And you'll be fine and then he will realise the error of his evil, pudge picking ways, and be much more passive. If you get a lucky bash, you will do lots of damage since he has 0 armor at level 1. He will be scared of the Spirit Breaker, and he damn well should be. If you get hooked and eaten at level 6, as long as you're at full health you can easily survive the whole combo, then either charge away, ult him and run away, or maybe even kill him if he's already quite low.
He is very good against any melee hero mid, and is fine against many of the ranged mid heroes, although not as good as he is against Melee ones.

Offlane Spirit Breaker


Spirit Breaker can also solo hard lane. This might sound crazy, but you've got to remember: He's incredibly tanky. He has a 5 armor at level 1. His charge can be used as an escape mech.
Although charge is not the best escape mech, it still works. He will also (hopefully) get more xp than if he was in a duo side lane, allowing him to get his ult quicker and therefore gank quicker, but it's unlikely he'll have anything more than just boots.

Mid Game with Spirit Breaker

The TL;DR version is to simply:

Farm when nether strike is down, if a hero is alone gank with a teammate, make sure your charge is never on cooldown when you need to use it, be part of every teamfight.

In the Mid Game, you'd have hopefully gotten atleast your treads, your drums and your Urn, and be building towards your Aghanims, to finish it into the mid-late game, or hopefully you've finished by the start of the Mid Game. Just farm (although do give your farm to any harder carry than you, such as Faceless Void, Phantom Assassin, etc.) and gank if it's safe to when nether strike is up. As long as you keep charge up, you can stay and farm while your team pushes and as long as they don't get caught out, you should be initiating all the fights. Very simply, Charge the enemy hero furthest back so you get greater bashes on everybody you can, and then quickly ult the hero you need to the most (like a carry), or if you can think you can take out a support hero without the opposing team even being able to react, do that instead. Your team can follow in afterwards to the chaos you've created, giving your team an opening where you'll be focused rather than the your own team who will be incoming (hopefully!)

This is also where Black King Bar is very useful in that you will be an unstoppable force when you use it.

Mid game is Spirit Breaker's dominating points, and you can easily take back losing games with an aghanims. (as long as you've got the farm, of course!)

Late Game with Spirit Breaker

By Late Game, you're not going to outcarry any Phantom Assassins, Faceless voids, or any of those big carries. However, you're still going to destroy any support hero, and you still carry pretty well. It's nice to have a harder carry with Spirit Breaker, as alone he is not enough, but he is a great addition to a team with one. Mid game is where Spirit Breaker shines, and he is king until late. A lot of your playstyle does not change from Mid Game, but by Late you're usually pushing/anti pushing lots more.

Final Words

And that's the end of my Guide. I hope you now have better insight on the hero, and you start dominating people with him!
Here is the item and skill build as an in game guide and if you'd like to watch any of my replays with the hero, here is my dotabuff.



Side note:

DO NOT BUY THIS **** ITEM:

Thanks and good day!

Guide Discussion
Quote | PM | +Rep by caYabo » February 10, 2013 7:24am | Report
Very good guide +1

caYabo


Posts: 9
Quote | PM | +Rep by Jakegt1 » February 10, 2013 9:47am | Report
Thanks :)

Jakegt1


Posts: 4
Quote | PM | +Rep by El Capitano » February 10, 2013 11:53am | Report
good guide given me something different to think about , will give it a try later

El Capitano


Unremarkable (1)
Posts: 22
Quote | PM | +Rep by Sando » February 27, 2013 3:36am | Report
Nice guide, lots of detail and good explanations. About the only thing you're missing is some discussion on attack speed - Greater Bash can be absolutely devastating with enough attack speed, you can pretty much chain stun somebody. Which is why you see Mask of Madness and Armlet of Mordiggian builds on him quite often, and why Assault Cuirass is such a good pickup. Hell, has anyone tried Mjollnir - or is bash an orb?

You're absolutely right about crit items + greater bash, can be lethal!

Also, a good pickup against invis heroes - some Dust or Sentries plus a charge can really catch them out.

Sando
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Quote | PM | +Rep by Jakegt1 » March 3, 2013 1:51pm | Report
Sando wrote:

Nice guide, lots of detail and good explanations. About the only thing you're missing is some discussion on attack speed - Greater Bash can be absolutely devastating with enough attack speed, you can pretty much chain stun somebody. Which is why you see Mask of Madness and Armlet of Mordiggian builds on him quite often, and why Assault Cuirass is such a good pickup. Hell, has anyone tried Mjollnir - or is bash an orb?

You're absolutely right about crit items + greater bash, can be lethal!

Also, a good pickup against invis heroes - some Dust or Sentries plus a charge can really catch them out.

Generally, I find that he doesn't get enough attack speed to chain stun. 17% is relatively low for a bash, so he doesn't perma like a Void does. Of course, like you say, you could build attack speed to bash like hell, but it's more preferable to build straight damage (because that's just more damage) or build with survivability in mind just to bolster your already high damage output.
Mask of Madness generally destroys all his survivability and that's why I don't get it. Armlet Of Mordiggan doesn't give too much attack speed, moreso, it's just gotten on any strength based carry hero.
His attack speed is not high enough for Mjollnir to be specifically useful: that item is either gotten on things that push or heroes that attack incredibly fast (Pushing: Lone Druid, Nature's Prophet, Carrying:Lifestealer, Alchemist)
Assault Cur*** is a damned great item on him, but there's always situations where you will get something else. Monkey King Bar is definitely a better pick up for damage as it gives you a little bit of attack speed and the extra mini-bash, and the true-strike is generally required for lots of games. After getting atleast one damage item Cur*** is great, but not directly after the core (or aghanims).

Jakegt1


Posts: 4
Quote | PM | +Rep by Raylord » June 24, 2013 6:00pm | Report
I think armlet should be core.

Raylord


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Steam: {BRUV} Monoploid Ammonation
Quote | PM | +Rep by Jakegt1 » June 24, 2013 6:12pm | Report
I much prefer Shadow Blade because you can pass through wards and gank with much ease. This hero shouldn't really be played as a #1 in my opinion.

Jakegt1


Posts: 4

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