|Hey everyone, welcome to this community Spirit Breaker guide. In this guide, we'll be going over all the essential info you'll need to get started with Barathrum. This guide is aimed at lower level play or for players unfamiliar with the hero.|
Charge of Darkness - Make sure to always charge when out of enemy vision and be wary of the route youâ€™re going to charge trough. Think about possible warding spots that could catch you while charging or maybe obstacles that might cancel your charge (e.g. charging through Roshan and getting bashed).
When youâ€™re in a fight, itâ€™s important to quickly scan the enemies surrounding you and their positioning. You can be extra efficient by charging a target thatâ€™s behind the enemy lines so you pass through their team, stunning all of them in the process, instead of charging the closest enemy hero and only stunning that target. However, you must be careful as most team compositions have at least one stun to cancel your charge.
When youâ€™re charging a target, there will be a buff indicator that appears above your health bar, next to all the other auras and buffs. You can ALT-click on this indicator to signal your teammates that youâ€™re charging a target - this information is useful as they can focus on your target or if theyâ€™re not around, they can teleport or move there until your charge lands.
Can also be used defensively - if youâ€™re in a sticky situation and you might get killed, you can quickly move your camera on other lane and charge on any enemy unit at all to quickly charge away. If enemies stay too close to you, they might even get stunned by the charge. Be aware of enemy stuns, itâ€™s usually better to wait them out and charge afterwards, but the situation might not always permit such luxury.
Great ability to remove Linken's Sphere Spell Block, as you can do it instantly from any point on the map. Keep this in mind if your team is planning to take down an enemy hero that is shielded by Linken's Sphere, you can assist without even being there!
You can be slowed while charging, lowering your damage and your initiation potential, or at times not allowing you to get where you want to, so keep that in mind before you charge an Invoker who is at high levels because Ghostwalk will slow you to the point you will be unable to get to him in the majority of situations.
Bulldoze - Most effective while charging to increase the speed and damage dealt. The effect is very powerful during fights as well, since the status resistance bonus will make stuns and slows very ineffective against Spirit Breaker.
The status resistance provided by Bulldoze stacks with other sources of status resistance, meaning disables are almost entirely negligible against you for the duration of Bulldoze.
Even though you can cast Bulldoze while charging, you must keep in mind that it cancels other channeling abilities (e.g. casting Bulldoze while teleporting will cancel the teleport).
Can be casted when a stun projectile is chasing you to reduce its duration (e.g. you can cast it while Vengeful Spiritâ€™s Magic Missile is traveling towards you). Shouldnâ€™t be too difficult to time, but some disables such as Lionâ€™s Hex are harder to predict.
Greater Bash - The magical 17% chance might not seem like a very reliable chance to bash, but youâ€™ll be surprised how many bashes will be going around throughout the whole match. The chance can be increased to 37% at level 25, with one of the talent choices available. Very effective disable in the early game, especially against heroes with slow movement speed and preferably armor.
The bashed units will be pushed in the opposite direction of Spirit Breaker. This is important to know because some times bashes can save enemies if pushed in the wrong direction. For example, if your target is near a cliff and you bash them, the push might drive them on the cliff or even on the other side of the cliff. Usually itâ€™s best to position yourself in such a way that if youâ€™re going to bash, pushing the target will put them out of position even more than they already are.
The damage dealt is based on your movement speed, meaning the initial bash applied on the target hit by Charge of Darkness will deal an increased amount of damage based on the chargeâ€™s speed. This can also be boosted even further by casting Bulldoze right before the charge impact.
Doesnâ€™t stack with other types of bash (e.g. Skull Basher and Abyssal Blade) and has a cooldown of 1.5 seconds. When Greater Bash is level 3, the stun will last for 1.5+ seconds meaning you can permanently bash a target despite the cooldown, if youâ€™re lucky (or theyâ€™re unlucky) enough!
Nether Strike - Same concept as Greater Bash when talking about positioning - try to be careful and anticipate the direction towards the target will be pushed to. Youâ€™ll appear behind the target, pushing them back towards your initial position before striking. Use this to your advantage to get enemies out of position and in the claws of your allies.
Relatively long cooldown early on, only use on highly valuable targets. As soon as youâ€™re level 6, itâ€™s best to go for a charge and use your Nether Strike immediately so it has time to recharge before going again.
Can also be used on couriers to snipe them, but only do this if youâ€™ve checked the items theyâ€™re carrying and you can deny valuable items to the enemy team (e.g. expensive items from the Secret Shop).
You can use it to escape, if there are heroes trying to kill you, try ulting someone or something that is far away, or at a different ground level, so you can escape. Creeps are quite often the best choice, but creep camps and heroes also work pretty well at times.
|If you donâ€™t have any other heroes in your team that has any invisibility items or abilities, this can be a very strong item to pick up. Itâ€™s going to force your enemies to spend gold on detection items while giving you the ability to charge undetected through enemy wards (you can use Shadow Blade / Silver Edge while using Charge of Darkness to roam the map while invisibile). Also gives you some bonus attack speed which is always great to have on Spirit Breaker. Can be upgraded later on to Silver Edge, giving you the ability to Break enemy passives, which is very strong against heroes that rely heavily on their passive abilities (e.g. Tidehunter, Timbersaw, Spectre).|
|Very strong upgrade to Urn of Shadows. Good to have in every match if you can afford it and you donâ€™t need other items urgently. Great counter against heroes like Alchemist, Necrophos and Morphling, as it punishes them for having a lot of health and it reduces their healing and regeneration. The damage from Urn of Shadows and Spirit Vessel is amplified by magic reduction (e.g. Hood of Defiance) - watch out for what items or abilities your allies have that could increase your Spirit Vesselâ€™s effectiveness!|
|Good option when your team is doing well and youâ€™re planning to take down towers quickly and have early fights. Make sure to buy this item only if nobody else on your team is getting it instead. Great to have in most situations if there are no other items that are more important.|
|Vital choice against heavy basic attack damage dealers like Phantom Assassin, Outworld Devourer and Morphling. Disarming them for a few seconds might give you enough time to take them down or at least reduce their damage output during the fight. You can also ask more teammates to get this item, as chaining them is very effective (be careful not to use them together in the same time and overlap the effect!). Does not pierce spell immunity, but the disarm persists if it was placed before the spell immunity began.|
|Good item choice to increase your own durability against magical damage and also to protect your teammates. Get this item only if there is no one else in your team getting it, usually the offlaner. Strong against heavy magical damage dealers such as Zeus, Puck and Keeper of the Light.|
|Even though this item can be costly, itâ€™s going to greatly increase your durability to basic attacks while also protecting your teammates. Especially effective against heroes that deal large amounts of damage from illusions, such as Phantom Lancer and Terrrorblade, since the Crimson Guard active effect will block most damage dealt by illusions (but not Mana Burn in case of Diffusal Blade)|
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