(upbeat music)
- Hey there.
It's Jared again,
here to give you 43 of the sweetest insider tips
to help you get good at Spellbreak.
By the way, big thanks to the devs over at Proletariat
for having a chat with me
and hooking me up with all the tips and tricks
that we need to know to win their intense,
spell-flinging battle royale.
The devs and I felt it would be best
to start by going over the eight unique classes
in this game, all their strengths, weaknesses, and combos,
before going into any general combat tips.
Why don't we start off
with Proletariat CEO Seth Sivak's favorite class,
the Stoneshapers.
Okay, right off the bat,
I don't mean any disrespect with this tip,
but Stoneshaper is a great class for any of us out there
who might be a little bit aiming-averse.
Because their main attack is ground-based,
you don't have to worry about aiming vertically.
As long as you can handle side-to-side tracking,
you should be able to pump out pretty sizable damage.
Now, it should go without saying that high ground is great
for any of the classes in this game,
but it's especially important for Stoneshapers.
The rock trail on your Shockwave
travels way further downhill than it does uphill,
so make sure that you're doing your best
to use height to your advantage.
Did you know that Stoneshapers have an ability
that just give them 20 free armor
any time they have less than 20 armor?
All they gotta do is smash the ground a couple of times,
and there you go.
They're a little bit beefier,
and that is especially great early game.
Moving right along to one of my personal favorite classes,
the Pyromancers.
They do so much damage.
I love 'em.
One of the perks of being a Pyromancer
is that your Fireballs explode 200% bigger
than anyone running around with Fire Gauntlet
on their off-hand.
Those explosions are massive,
and honestly, have gotten me killed so many times
when I probably didn't deserve them.
The Pyromancer's Firewall ability is great
because you can use it offensively or defensively.
Because Firewalls have the ability to block both vision
and projectiles, they're really great to use for cover
if you need to get a quick rez off, pop a shield potion,
or, you know what, secure that exile mid-fight.
Who cares?
Starting at level two, Pyromancers
can run through their Firewalls for a quick burst of flight,
and while you can't do this through enemy walls,
it does work through friendlies,
regardless if they're a Pyro main or using it off-hand.
Moving right along to possibly my favorite class
of the whole game, Toxicologists.
With Toxicologists, if you're not in the opponent's face,
you're just not doing it right.
You can think of the Toxic Spray
as sort of a shotgun projectile.
Each blob does individual damage,
so getting up close and making sure
that all of them hit an enemy at once
will do a lot of damage in a really short amount of time.
Toxicologists, along with Pyromancers and Tempests,
get a really nice movement ability at level two.
For the toxic ones, throw a cloud down and dash into it.
It won't hurt you anymore.
It'll actually make you invisible
and give you a burst of speed.
You get all that extra mobility
and you don't even need a rune.
What's next? What's next?
Ah, yes, the Conduits.
This class is perfect for the type of mage
that loves to get into trouble
and then immediately get right back out of it.
The Conduit class is special
because their lightning attack gets increased damage
over time.
For anyone main-handing a Lightening Gauntlet,
Once you've started attacking,
every subsequent Lighting Bolt
will deal more and more damage,
and this only resets once you stop firing.
So, at higher gauntlet rarities,
and with a larger mana pool,
this buff will shred through enemies.
I'd say more than any other class in the game,
Conduits really love them some runes.
After casting Lightning Strike,
Conduits get a recharge on their rune,
which can be an absolute nightmare for their enemies.
Especially with flight or invisibility runes,
good luck pinning a Conduit down after level two.
Speaking of Lightning Strike,
any of your abilities or combos that shock opponents
will take them right out of the sky,
giving you a split second to land your off-hand,
way more easily.
Okay. this one is super situational,
and also I have never used it,
so I probably don't have footage of it under here,
but according to the developers,
a perfectly timed Lightning Strike will stop Shockwave
right in its tracks.
Okay, let's discuss the quote,
"Uber drivers of the Hollow Lands,"
the Frostborn class.
Ice skating for everyone.
There's nothing quite like skating through the Hollow Lands
at breakneck speed with your entire team,
and then turning around to see your ice trail
melt into a puddle of water
right before an opponent can hop on and chase you.
If your squad feels like they can't ever find boots
at the beginning of a match,
just bring a Frostborn.
Because of the way the elements interact with each other
in Spellbreak, You can use your Tundra sorcery
to deflect, Fireballs, Wind Shears, and Lightning Bolts
for its entire duration,
which just so happens to be long enough to drink a potion.
Last up, we have the class that the developers insist
is the toughest to master,
it's the Tempests.
If you're a Tempest class, forget levitating.
It's all about the wall jumps.
Tempests can use their basic spell attack
to propel themselves vertically up almost any surface
in the Hollow Lands, and it'll get you way higher
than if you just tried to levitate.
Also, if you want to main Tempest class,
you've got to learn to stay airborne for real.
All of the Tempest-specific class perks activate
when you're off the ground.
So if you're running Tempest,
you're only going to be getting full value out
of that class if you get used to staying in the air
all of the time.
Okay.
So now that we've gone over all the Spellbreak classes,
here are a few of my and the devs' favorite gauntlet combos.
Up first is my favorite gauntlet combo, Fire and Toxic.
This combo lets you put out massive damage
from medium to close range,
and pretty much all of their spells will synergize together.
Plus, both classes have a built-in movement ability
after level two, so you have a lot of options to play around
with what rune you want to equip.
Another great combo is running a Tempest class
and a Frost off-hand gauntlet.
As a high-flying sniper, if your aim is true,
you'll be nearly impossible to beat.
With the highest mobility class in the game,
plus the longest reach gauntlet,
enemies will have a tough enough time getting near you,
let alone finishing you off.
Another great pairing is running Frostborn
and then choosing a Lightning Gauntlet for your off hand.
Not only do these two classes
have the strongest crowd control abilities in the game,
but they also have the longest-ranged spells.
So together, they're pretty damn powerful against enemies,
both in the sky and on the ground.
Lastly, the devs really love the combo
of Fire and Stone gauntlets.
Shooting your Shockwave through a Flamewall
causes the whole trail to light ablaze,
dealing way more damaged than either of those abilities
on their own and covering the entire battlefield in flames.
Okay, so gameplay tips.
Where do we even start?
I'm attempting to categorize these as early,
mid, and late game tips,
but if any of these feel out of place,
feel free to not @ me in the comments.
I'm feeling very fragile today.
First of all, if you're not looking for a fight,
right when you land,
dropping around the perimeter of the map
can be very advantageous.
You're likely to find a fewer fights,
giving you a good chance to loot
as you move in towards the center of the circle.
Also, the devs told me that the edge of the map
is littered with Epic Chests, so why not start there?
Unlike in other battle royale games,
where there's a trick to landing faster than your opponents,
everyone in Spellbreak falls at the same rate.
So if you want to get down earlier, just land higher.
Especially for dropping in a potentially crowded area,
look for higher ground or a tall spire to land on.
This is especially great when landing your chests,
because some people will try to land
directly on top of a chest,
while you can land directly above those people
and just start pumping them full of damage
before they even know it's happening.
So I know that I said
that you should land around the edge of the map,
but if you're the kind of person who hungers
for early game skirmishes, you'll definitely find them
if you land close to Mana Vaults
or any of the large castles on the map.
More than any other equipment in the game,
belts are so important to pick up as soon as you land.
Early-game skirmishes, especially right after dropping in,
are often really close matches.
So, if you can grab a quick belt or just be a Stoneshaper,
you'll have a solid advantage over your opponents.
Okay, when you're dropping in,
it's best to think about what terrain
is gonna benefit your current class.
Because of their shorter range,
if you're running Tox or Wind,
you'll do best landing and more enclosed areas,
like castles or villages,
whereas Fire and Ice will do better landing in open areas
because of their long range and, well,
Fireballs exploding in your face
if you fire one down a hallway is not great.
Electric and Stone classes can hold their own at close
and far range,
so feel free to land wherever the hell you want.
Okay, so you've landed in the perfect spot,
you've found a belt, and you're ready to start fighting.
Let's talk mid-game tips.
First off, you're going to want to be mindful
of what the devs call background terrain.
Whether it's the walls of a castle or the side of a cliff,
background terrain makes it easy for anyone
with an area-of-effect ability to get a hit on you,
even if they miss, as the attack will explode on the wall
and still do splash damage.
In Spellbreak, moving unpredictably
is one of the most important ways to get ahead,
and sorceries can help you do that.
While falling, you're usually moving at a constant rate.
If you want to stay difficult to hit,
you can aim your sorceries midair,
which causes you to hover
without requiring you to use mana for levitating.
You might've noticed that none of the runes in the game
are offensive abilities.
At first, I thought that I'd be able to fly further
or teleport further distances,
but all that rune rarity is doing
is affecting the cooldowns.
It's going to be a good idea to familiarize yourself
with the cooldown reduction of your favorite runes,
so that it's easier to maintain control
of your ability cooldowns as you get rarer ones.
If your sorceries or runes are in cooldown
and you spot a juicy target out in the open,
fight the urge, don't engage.
Unless you've seen them recently used their own rune,
you have no idea what kind of escape tool they'll have
when you jump on them.
Wait until you have all your abilities ready
so you can follow up
if they try to run away or flip the script on you.
Okay, along with engaging,
it's also really good to know when it's best to disengage.
Spells hits so hard in this game,
it's not totally uncommon to go from winning a fight
to getting your pants burned down to two HP.
It's good to learn to recognize
when you're outmatched or outgunned
and use your movement abilities to run away, hide,
or maybe get some time to drink some shield
or health potions before re-engaging.
It's always a good idea to keep an eye out for enemies
that are trying to go for cheeky resurrections
during team fights.
Resurrecting takes a little bit of time,
and also, you have to stay completely still while you do it,
so it's really easy to pump major damage
into someone attempting one out in the open.
Okay, I know it can really tempting,
but just don't be a loot weasel mid-fight.
I don't care if you have two common gauntlets
and you see an Epic 20 meters to the left
when your team is fighting off to your right.
You run to your team and you help them.
Having a number advantage in fights can be everything,
so loot in between fights, not during them.
Knowing what your opponents are capable of
is an invaluable tool in Spellbreak.
Take mental note of any runes and sorceries
you see your enemy using
and think about how to counter them.
Running up on someone with a Poison Gauntlet?
Stay back, pepper them from a distance.
Are they main-handing Ice and don't have a second gauntlet?
Run up in their face.
I don't know if this is super obvious or not,
but the belt of that person you just killed
is gonna be empty.
Say you have 16 armor left in the belt that you have,
and you pick up a belt on somebody you just killed.
You'll still have 16 armor,
but have a larger pool of armor to fill after that.
Honestly, more important than most of these tips,
just get in that circle.
Leveling up mid-match
by crossing over the safe zone threshold
gives you such a leg up on enemies
still making their way into the circle.
We're doing it.
We're surviving.
Here are all the tips I've got for coming out on top
at the end of a match.
I just got to say,
there is no shame in letting other opponents take aggro
when you've taken too many hits to the face.
Especially near the end of the game,
if you pick a fight and then start losing it,
the best way to get free is to get someone else involved.
If your opponent has multiple people to focus on,
it'll be easier for you to slip away and pop a potion or two
before you reengage.
Okay, this might sound silly,
but don't underestimate the power of a bush.
When everyone is running around like crazy
spamming spells during end game,
it's pretty easy for you to dash out of sight
and into a bush to buy yourself some time
to wait out cooldowns or pop some potions.
Speaking of which, as the devs told me, always be drinking.
It's easy to underestimate the power of potions
during the frenzy that is the final circle.
Any free moment you get in battle to chug a shield
or health potion, take it.
You never know when 10 extra shields
will mean the difference between coming in first
and second place.
When fighting in the final circle,
just expect people to be in the airlock.
Everyone in the final circle
will have their full set of class skills unlocked,
which means everyone will be pretty damn mobile.
So plan accordingly
and make sure you enter that final circle
with at least one or two anti-air abilities in your arsenal.
Speaking of high flyers, just try your best
not to find yourself at the bottom of a hill.
Spells go further downhill.
It's harder to aim at people above you, yada, yada.
While height is an advantage throughout the entire match,
it's especially important in the final circle.
I don't know who needs to hear this,
but just keep breathing
and don't spam your spells and abilities.
Using your abilities when you've got a clean shot
or waiting just a split second longer
for an enemy to hit the ground
is really what makes a winner at the end of the day.
Having all your abilities on cooldown at the same time
with zero mana up feels bad, man.
And last but not least, have fun.
It's so easy to get tilted
while playing battle royale games.
So if you feel like you're just landing over and over again
and losing every single battle, just take a break,
go get some water, and come back at it with a fresh mind.
You're bound to not only enjoy playing the game more,
but you're more likely to do better, too.
Well, folks, Those are all the tips
the devs and I have for you today,
so let's drop into the Hollow Lands
and start securing those exiles.
Good luck, and happy spell breaking.
(upbeat music)
Hey, guys, Jared here.
I hope you liked that video.
If you did, leave us a Like, make sure to subscribe,
and check out the other videos
that we got to hanging out on our channel.
They're all pretty fun.