Barathrum, the Spirit Breaker
|Carry Initiator Disabler Durable Escape|
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 simian—horns, hooves and hands—as 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 may still use items while charging.
- Cooldown only starts after the charge ends.
- Does not go on cooldown if Spirit Breaker dies while charging.
- Only allies can see the charge indicator over the target.
- Spirit Breaker gets vision of the target for the duration.
- If the target dies, the charge is transferred to the nearest visible enemy within 4000 range.
- Charge of Darkness will follow and stun an invisible target, but does not grant True Sight of target.
- Greater Bash hits units in a 300 radius along Spirit Breaker's path when colliding with units while charging.
- Can be cast during Charge of Darkness.
- Nether Strike grants vision of the target during its cast time.
|+800 Health||25||+25% Greater Bash Chance|
|-7s Bulldoze Cooldown||20||+15% Greater Bash Damage|
|+40 Damage||15||+10 Health Regen|
|+5 Armor||10||+600 Night Vision|
Highly mobile and always aggressive, Spirit Breaker charges across the map to bring the fight to his enemies. With each bash of his heavy lantern, he knocks his foes senseless. His enemies may run, but with the help a few wards, they cannot hide.Spirit Breaker (In-Game Description)
When skilling Spirit Breaker, there are two general paths to consider: maximizing damage, or maximizing stun. Of course, regardless one would want to level up Greater Bash to some extent (first or second to max): it affects the strength of the hero as a whole, especially as components of Charge and Nether Strike (note: without this passive you do no damage with Charge, and Nether Strike does nothing at all).
When playing Spirit Breaker in a more supportive role, maxing out Charge allows him to roam more effectively, with a long duration long-range stun. Add value points to your other abilities as necessary, but the synergy between your skills to make them strong requires levels that you may not have as a support. With that in mind, Charge is your most reliable skill to enable ganks while your core heroes inflict the actual damage.
When playing him in a core role that receives some farm, leveling up his Empowering Haste increases the damage of his bashes and his ability to move between creeps. A single point in Charge is enough at first as you will rely on supports to lock down targets for you to eventually inflict devastating bashes -- maxing out Greater Bash first with fast points in Empowering Haste and items that increase movement speed results in incredible magical damage from bashes. For example, with Power Treads, 1 level in Empowering Haste, and maximized Greater Bash (attainable at a mediocre time for a support but very quickly for a core hero), you inflict 144.5 magical damage with an initial bash, and subsequent ones inflict 160 damage thanks to the speed buff from Greater Bash.