Classes/Strategies

## Pyromancer

**Playing As Pyromancer**

* Pyromancers have a phenomenal early game due to Fireball's high damage +  **Ignite** from  **Combust**.
	+ The tick damage numbers from  **Ignite** can also serve as a way of tracking opponents.
* When paired with the Toxic Gauntlet, you can ignite **Toxic Clouds** into deadly **Dragonfire** explosions.
* The  **Flamewall** has lots of uses, including zoning, cutting off areas, and finishing off opponents etc.
* When fighting Frostborns & Toxicologists, take cover behind your  **Flamewall** to block their spells.
* Try to stay on high ground as much as possible, and use  **Firefly** if necessary. It makes hitting your Fireballs much easier. Furthermore, if you miss your Fireball from this angle, it has a chance to deal AoE damage when it hits the ground.

**Playing Against Pyromancer**

* Due to Fireballs' slow projectile speed, they become vastly easier to dodge at longer ranges.
	+ For the same reason, Pyromancers also struggle with hitting airborne targets.
* Be wary of their many AoE options such as  **Combust**. All of them are ground based, so you can escape to the air for safety.
	+ If you're a Stoneshaper, you can instead use their fires against them by firing a Shockwave through it, leaving a  **Fire Trail**.
* While you should generally avoid fighting Pyromancers up close, their Fireball &  **Toxic Cloud** explosions can inflict self-damage.
	+ In addition, firing  **Toxic Clouds** at a pyromancer that is sending fireballs constantly can be a nice way to chip at their health.
* **Dragonfire** explosions and  **Flash Freeze** will clear an area of all fires, including  **Flamewall** segments.
* Many Sorceries can block Fireballs, **Tornadoes** and Wind Shears can even deflect them! See Elemental Interactions.

## Stoneshaper

**Playing As Stoneshaper**

* Make the most out of  **Stoneskin** by using Shockwave while you're repositioning, not just in combat.
* Save a rune charge for when your armor has been broken, this buys you time to safely regenerate it.
* Mixing  **Bedrock** with hover-cancels efficiently can make your movement & shockwaves noticeably more unpredictable.
* Shockwave will often force an opponent to expend lots of mana by escaping into the air with levitate.
	+ Take advantage by aggressively applying pressure with your secondary Gauntlet while they recharge.
	+ When combined with fire, Shockwave will leave a deadly  **Fire Trail**, complementing its ground zoning.
* **Accretion** increases  **Boulderfall's** size substantially, becoming nearly unavoidable in confined areas.
	+ It can also be used defensively to block an opponent's Spells.

**Playing Against Stoneshaper**

* Stoneshapers are extremely terrain dependent. Since Shockwave can only be used on the ground, they struggle against airborne targets.
* Control the flow of battle by staying above them at all times. They'll be forced to resort to their secondary gauntlet.
* Be mindful of  **Boulderfall's** surprisingly high burst potential once  **Avalanche** is unlocked.
* Having the least mobility of all the classes, Stoneshapers are reliant on their rune to reposition and chase opponents.
	+ Go on the offensive while their rune is on cooldown and their escape options limited.
* Most sorceries and Elemental Interactions are ground based, this can force a Stoneshaper off the ground.

## Toxicologist

**Playing As Toxicologist**

* Use Toxic Spray's  **Corrosion** to slowly chip away at an opponent's remove armor before going in for the kill.
* **Vanishing Mists** offers exceptional combat mobility, use it to close the gap or ambush your opponents.
	+ Jumping at the end of the dash lets you avoid the ground's friction and retain momentum for longer.
* Utilizing Invisibility from runes, you can trigger  **Outbreak** multiple times for immense burst damage.
* Igniting **Toxic Clouds** into deadly **Dragonfire** is a great way to finish off an opponent, especially with  **Spreading Sickness**.
	+ However, use this combo with caution, as you lose your mobility option from  **Vanishing Mists**.
* Initiate fights in tight corridors where it is harder for opponents to avoid your burst.
	+ **Toxic Puddles** and  **Clouds** prove to be tremendously difficult to deal with in these spaces as well.

**Playing Against Toxicologist**

* Place down the  **Flamewall** as cover if you get ambushed, as Toxic Spray shots cannot pass through it.
* Blow up **Toxic Clouds** with fire to deny their mobility from  **Vanishing Mists** &  **Outbreak** chances.
* **Tracking** or damage over time effects will reveal their position while they're Invisible.
	+ To this end, breaking their Invisibility through AoEs from sorceries is also a viable strategy.
* Toxicologists are mainly lethal at close range, so keep at a distance through wise Rune & Dodge usage.
* Wind Shears' unique ability to create **Toxic Mist** is a potent counter to Toxicologists that aren't careful.

## Conduit

**Playing As Conduit**

* Lightning Bolts are the fastest projectiles in the game, making them excellent for both long range poke and chasing down stragglers.
	+ When used for poking, limit your bursts to three or four bolts at a time to maintain accuracy.
	+ In addition, they are a hefty counter to airborne opponents who have less options for taking cover.
* Capitalize on your long range by climbing up high towers, mountains and the like.
* While you can't cast Spells during  **Lightning Strike**'s cast animation, you can still use your rune charges.
* Activate  **Overload** often, even outside of combat, to ensure that you always have an extra rune charge at the ready.
* **Secondary Strikes** allows you to more easily cut off choke points for exceptional zone control.

**Playing Against Conduit**

* While Conduits have great sustained damage, they lack burst.
	+ Use this to your advantage by taking quick trades and breaking line of sight.
* Their mobility is limited while firing bolts, making them an easy target for most sorceries.
* Apply pressure in order to force them to Dodge or use a rune charge, this will reset  **Potential Energy**.
* Conduits struggle to track opponents in close quarters combat, so close the distance whenever possible.

## Frostborn

**Playing As Frostborn**

* **Frozen Alacrity** grants you high mobility, especially when traveling long distances.
	+ This is very convenient for aiding your squad in reaching  Mana Vaults before your opponents.
	+ When jumping off the trail you can maintain the same speed until you levitate or land on the ground.
* Remember to make use of  **Icicle** to scout an area for nearby players, or to keep track of an opponent.
	+ When combined with Fracture Vents for extra height, you can gather intel on even more remote fights.
* **Flash Freeze** can quickly turn the tide of battle by blocking potent projectiles or  **Freezing** opponents for a free shot.
	+ Perfecting the timing of the sorcery for  **Tundra**'s short immunity is key to success.

**Playing Against Frostborn**

* The Ice Lance spell has the highest mana cost in the game. This severely hinders their damage output in the early game.
* Frostborns are considerably vulnerable at close range, since they can't charge-up Ice Lance fully without becoming an easy target.
* **Ice Puddles** are susceptible to many detrimental Elemental Interactions, such as applying **Shock** when electrified.
	+ Be on the lookout for distant  **Ice Puddles**, as they often give away an enemy Frostborn's location.
	+ Unlike other classes, Frostborn's mobility in heated combat is very limited. Keep up the pressure once you close the distance.
* Remember that  **Flash Freeze** doesn't block projectiles from above or below. Sneak a shot in by Levitating overhead.
	+ Alternatively, visit the Frostborn Shrine or use  **Hardened**'s freeze reduction to mitigate their sorcery altogether and put them on the backfoot.

## Tempest

**Playing As Tempest**

* Tempest is arguably the most mobile class in Spellbreak once a player masters how to use  **Wind Surge**.
	+ Chain your Wind Jump together with Dodge or Dash to extend the distance covered.
	+ Remember that you can wind jump off walls, trees, rocks etc. to utilize the skill to its full potential.
	+ Practice a technique known as "Windrunning", where you move sideways instead of backwards as you wind jump off walls.
		- Once you've gathered momentum, quickly turn the camera in the direction you want to move.
* Capitalize on the effects of  **Squall** and  **Sudden Gust** by staying in the air for as long as possible.
	+ To further this goal, save  **Updraft** for when you run out of mana.
* Unique to Tempests is a reliance on their secondary gauntlet for dealing damage. Choose wisely.
	+ Wind Shears can deal high consistent damage, but is best used for finishing off opponents.
* Wind Shears can be used defensively to deflect fireballs, boulders and even **Toxic Clouds**.
* The **Tornado** is immensely disruptive to other classes, due to its wide variety of Elemental Interactions.

**Playing Against Tempest**

* Tempests can be slippery, but it requires them to fire Wind Shears at the ground rather than at you.
* Tempests cannot change direction as fast in the air as they can on the ground.
	+ They're therefore vulnerable to being sniped by fast projectiles such as Ice Lance or Lightning Bolt.
* Use their **Tornado** against them by mixing it with other elements to their detriment.
* Wind Shears' damage falls off drastically with distance, limiting their options for DPS at long range.
* Tempest's mobility is largely only vertical and defensive in nature. They cannot use it to chase after you.
	+ Exploit this weakness by initiating or fleeing a fight after a quick trade using your own class mobility.
* Limit their use of  **Wind Surge** and other skills by taking fights into tight spaces and castles.