• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:41
CEST 22:41
KST 05:41
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins EWC 202540Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up5LiuLi Cup - August 2025 Tournaments3[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced55
StarCraft 2
General
TL Team Map Contest #5: Presented by Monster Energy Cow Gallstones for sale Whastapp:+44 7944332320 Clem Interview: "PvT is a bit insane right now" Serral wins EWC 2025 Would you prefer the game to be balanced around top-tier pro level or average pro level?
Tourneys
WardiTV Mondays $5,000 WardiTV Summer Championship 2025 Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup - August 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
How do you go up to people? How do the new Battle.net ranks translate? Nobody gona talk about this year crazy qualifiers? Help, I can't log into staredit.net BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 2 Cosmonarchy Pro Showmatches [ASL20] Online Qualifiers Day 1
Strategy
Simple Questions, Simple Answers [G] Mineral Boosting Muta micro map competition Does 1 second matter in StarCraft?
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread US Politics Mega-thread 9/11 Anniversary Possible Al Qaeda Attack on 9/11
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 631 users

[Hero] Spirit Breaker

Forum Index > Dota 2 Strategy
Post a Reply
1 2 3 4 5 6 7 8 Next All
dmcRedgrave
Profile Joined August 2013
United States25 Posts
Last Edited: 2013-11-13 18:30:31
September 04 2013 04:46 GMT
#1


[image loading]

------------------------------------------------------------------------------

THE SPACE COW COMETH


Spirit Breaker does exactly that, he breaks spirits. The very sight of him at the pick screen makes you groan in disgust. Seeing him in your lane makes you dread the midgame. Having a Spirit Breaker on the enemy team crushes your will to play, because there's only one condition for having Barathrum charge you: being foolish enough to be seen. Spirit Breaker is not only an amazing hero, but he's an amazingly fun hero, and so I write this guide in hopes to share my fun with you.

So why don't we see Spirit Breaker in more competitive play, you might ask me? Well the answer is simple:


Spirit Breaker is not a very good hero.


Barathrum has a weak, RNG based laning stage and lacks any real utility in a 5v5 teamfight, giving him a very small window to deal damage. Any team that communicates well with one another, helps control the map with ward coverage, and carries TP scrolls to countergank if someone gets caught can easily deal with Spirit Breaker.

Fortunately you play in pub games, where none of that is the case.

I. Alt-Tab
II. Lore
III. Pros & Cons
IV. When to Pick
V. Skills
VI. Skill Build
VII. Item Build
VIII. Mindset
IX. Friends & Foes
X. Final Words


I. Alt-Tab

+ Show Spoiler [Alt-Tab] +

OH GOD I JUST RANDOMED SPIRIT BREAKER WHAT DO I DO
Well first of all please don't yell at me, secondly here is a very basic outline:

1. Charge - For emergencies only
2. Greater Bash
3. Charge
4. Empowering Haste
5. Charge
6. Nether Strike - Now you can gank
7. Charge
8. Greater Bash
9. Greater Bash
10. Greater Bash
11. Nether Strike
12. Empowering Haste
13. Empowering Haste
14. Empowering Haste
15. Stats
16. Nether Strike
17-25. Stats

Starting items:
Stout Shield, Gauntlet of Strength, Tangoes, Salve

Laning/Early Game:
Treads, Bracer

Core:
Armlet, Drums, BKB

Situational Lategame:
Sange and Yasha, Mjolnir, Assault Cuirass, Scepter, Daedalus, Satanic, Vlads, Heart

FOR THE LOVE OF GOD DON'T BUILD:
Mask of Madness

Farm up until level 6-7, as you can't really contribute much until then. The midgame is your time to shine. Go forth, conquer, hunt. Barathrum is called the Spirit Breaker for a reason: Crush your enemy's will to continue. Make them dread leaving their base, make it so they never go out without two or three huddled together for warmth, jumping at every shadow.






II. Lore


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.



III. Pros & Cons


Pros:
-Unholy midgame strength
-Bashes for DAYS
-Great synergy with a number of other heroes
-Excellent escape mechanism
-Absurd global presence
-Relatively item independent, only needing a few core items to come online
-Occasionally moos loudly when gaining levels

Cons:
-Terrible laning phase
-One of the most RNG-based heroes
-Lacks any real teamfight utility
-Falls off towards the lategame.
-Easily countered by a team that works well with eachother
-Occasionally moos loudly when gaining levels


IV. When to Pick

Spirit Breaker is an extremely powerful hero who can establish a dominant midgame presence for your team. However despite what the Mask of Madness building pubbies will tell you, he can't always carry alone. Spirit Breaker can establish a huge lead for your team, but he's not always the one who can drive it home. Therefore you should pick Spirit Breaker in the following situations:

-Your team needs a strength-based tanky hero
-Your team has a carry like Antimage or Faceless Void and needs someone to carry the team until they come online
-Your team is going for a strategy revolving around global presence or heavy pushing
-Your team is looking to end the game before the enemy hard carries come online


V. Skills


[image loading]
Charge of Darkness
+ Show Spoiler [Tooltip] +

Spirit Breaker fixes his sight on an enemy unit and starts charging through all objects. All enemy units passed through and the targeted unit will be hit by a Greater Bash. If the targeted unit dies, Spirit Breaker will change his target to the nearest enemy unit to that location.

Charge Speed: 600 / 650 / 700 / 750
Stun Duration: 1.2 / 1.6 / 2 / 2.4
Cast Range: Global


This is what defines Spirit Breaker. Everything he is, he is because of his Charge. This is what will lead you to victory, this is what will let you break their spirits. And their backs. Knowing when, who, and where to charge is what will separate you from a Mask of Madness building pubby. This skill will let you absolutely dominate the midgame, and that's why I always max it first. Many people will tell you to max your bash first, but if you sit down and think about it there's really only one reason you would do that: for damage. But you're not building Spirit Breaker to deal damage, you're building Spirit Breaker to annihilate the enemy. You don't want to punch the enemy in the face, you want to barrel accross the map, pin them down, and open the opportunity for Skeleton King to cleave their skulls. The mid game is when you are strongest. When you've hit level 7 you are ready to began your rampage. Use your absurd charge speed and the free 2.4 second stun to lock down any enemy who dares to step across the river.

I'll go over when, where, who and what to charge in the Mindset section.


[image loading]
Empowering Haste
+ Show Spoiler [Tooltip] +

Causes Spirit Breaker to gain higher movement speed. His presence increases the movement speed of nearby allied units.

Bonus Movement Speed: 6% / 10% / 14% / 18%
Radius: 900


GOTTA GO FAST
There's really not much to say about Bara's first passive. We throw a point in it early to give us and our teammates some extra movement speed. We max it last.


[image loading]
Greater Bash
+ Show Spoiler [Tooltip] +

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.

Chance to Trigger on Attack: 17%
Damage: 10/20/30/40% of movement speed
Knockback Duration: 0.5
Stun Duration: 1/1.2/1.4/1.6
Increased Movement Speed: 15%
Increased Movement Speed Duration: 3


Not just any bash, but a Greater bash. Without Spirit Breaker's bash, he would crush enemies. With it, he demolishes them. Despite what everyone, your teammates and foes alike, will tell you, we max this after our charge. And we can reason why if we stop for a moment and think about it.

Why do we pick Spirit Breaker? We do it to charge in, grab an enemy, lock him down, and destroy him before he has any chance whatsoever to react. We come, we kill, and we're home in time for dinner. Spirit Breaker's strength comes in his ability to dominate the midgame through his brutal ganks and his terrifying stun times, but we also have to remember that when we're level 7, we barely have any major items. We probably have our treads, and we've started on our armlet. What we need is a kill, something to give us a headstart. With Charge maxed, we get a guaranteed 2.4 second stun on the enemy, buying us time to lock them down, get our team into position, and secure the kill. With Bash maxed, we get in, we deal damage, and we hope that we get lucky bashes.

Greater Bash has a 17% proc chance, meaning it occurs (on average) once in every six auto attacks. Maxed out, our Bash goes from a 1.0 second stun to a 1.6 second stun, meaning that in order to match the 1.2 second increase in stun we would get from our Charge, (1.2 seconds at Level One - 2.4 seconds at Level Four), we would have to attack the enemy an average of 12 times (.6 second increase, two times, average of six hits for a bash, math is fun). So why is that bad? Because at level 7, by the time you attack the enemy 12 times, you're pummeling a support that died 8 auto attacks ago.


6.79 UPDATE:
With the changes to Barathrum in 6.79, this is even more important. Removing the magic immunity on Spirit Breaker's ult means that the enemy has to be stunned long enough to get a hit or two in before pulling off your ult. The 1.2 second stun from a level one charge simply will not cut it at those crucial early-game ganks.

Max Charge first.


[image loading]
Nether Strike
+ Show Spoiler [Tooltip] +

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. Upgradable by Aghanim's Scepter.

Damage: 150 / 250 / 350
Cast Range: 400(550*) / 550(700*) / 700(850*)

Scepter Ability: Level 4 Greater Bash on target impact
Greater Bash Radius: 250
Scepter Cooldown: 20


The nail in the coffin. Spirit Breaker's ult is a constant reminder that all good things will one day come to an end, and that there is no delaying the inevitability of our own mortality. Oftentimes I see Spirit Breakers use their ult directly after charging somebody. While sometimes effective, it denies Barathrum his true purpose.

Spirit Breaker is called Spirit Breaker for a reason. He doesn't just kill the enemy. Any hero can kill an enemy. Spirit Breaker kills players. Put yourself in the position of a level 5 Warlock who has just been charged by Spirit Breaker. You're on your back, the Cow hungers above you, gnashing its teeth. You have no CC, you have no escape mechanism. You do the only thing you can think of: you run. You run to your tower, you run to your team mate sprinting towards you as fast as he can. You flee the scene. But Spirit Breaker hasn't ulted yet, has he.

Let them think they survived. Give them the slightest bit of relief in their escape, as they manage to wiggle out of your grasp. Give them hope, and then take it away. Remind them that there is no escape from the inevitability of their demise. That is how you Break their Spirit.



VI. Skill Build

There are two main trains of thought, although everyone seems to agree that Haste is maxed last. The first train of thought is that you should max bash first, but these guides probably also tell you to build Masks of Madness and should therefore be disregarded. The second, in my opinion correct, train of thought, is that Charge should be maxed first. Maxing bash gives you a strategy revolving around hope. I hope I can charge them before they get back to their tower. I hope I can land a few bashes. I hope my team gets there in time. Hope is for your enemies to have. Hope is for you to take away from them. When you max charge, you know. I know I will be there in time. I know I can lock them down long enough for my team to follow up.

Don't hope, know. That's why we skill build like this:

1. Charge
2. Greater Bash
3. Charge
4. Empowering Haste
5. Charge
6. Nether Strike
7. Charge
8. Greater Bash
9. Greater Bash
10. Greater Bash
11. Nether Strike
12. Empowering Haste
13. Empowering Haste
14. Empowering Haste
15. Stats
16. Nether Strike
17-25. Stats


VII. Item Build

Starting Items


[image loading][image loading][image loading][image loading]

This is really all you're going to need. The shield is pretty much necessary on melee heroes to prevent you from being harassed out of lane, the gauntlet of strength will help you last hit and will build into our bracer later, and the tangoes and salve will keep you nice and healthy while you get your crucial early game farm. If you're going to the offlane, make sure either you or a laning partner has wards, if you're going solo offlane don't be afraid to ask a support to buy you wards to bring with you. We don't get branches because we don't need them and will just end up selling them back later, and we're going to need every little bit of gold we can get in the early game.


Early Game

[image loading]
Every hero wants them ASAP and Spirit Breaker is no exception. Pick these up at your side shop as soon as you possibly can. After you've got your socks, it's time to start building.

[image loading][image loading]
The gauntlet you bought at the start will upgrade into a Bracer, while Treads will be your boots of choice. The attack speed and extra health from the Power Treads will be invaluable, and the bracer will give us some solid early-game stats, as well as providing a gateway to our Drums. If you can get the courier to bring you your bracer components, great. If someone else is using it, go straight for Treads and pick up your bracer next time you're at the Well.

Situational Earlygame

[image loading]
On September 04 2013 16:34 Firebolt145 wrote:
urn is even more important if you're going armlet because otherwise you have no way to counter the health drain since you're not going lifesteal.


As an alternative to building your Bracer and then following it up into Drums, an Urn of Shadows can help offset the life drain of your armlet, as well as providing you with another means of securing a kill from a fleeing opponent. Spirit Breaker is bound to be in the midst of conflict throughout the game, many of your team's kills will revolve around your Charges and so you're likely to have plenty of charges in your Urn.


[image loading]
As suggested by the thread, an Orb of Venom is a great early pickup for Spirit Breaker. With its cheap price at the side shop, an OoV can help Barathrum when he's weakest: the early-game. Spirit Breaker is already likely to be slightly faster at early levels than the enemy team, and an OoV can help lockdown an early kill or two if the opportunity arises.

Core

[image loading]
Our goal. What we need to come online and unleash the beast within. Armlet is your first main item and all that Spirit Breaker really needs. It gives attack speed, health, damage, and lets you do the pro MLG toggles for your youtube videos. Armlet is absolutely amazing on Spirit Breaker. The health drain will be negligible too. Once you have your armlet, everything else is really just luxury. You're now ready to contribute to smashing the enemy. Toggle it while you're charging, go in, kill the enemy, and be home in time for Breaking Bad.

[image loading] [image loading]

Drums lead towards our main goal of going fast. "But wait!" You say to me in an exasperated voice. "Those are for my support to build!" Look we already have the bracer, and this is just a hop skip and a leap away. It gives us movement speed, it gives us attack speed, and it gives us a nitro boost for our space cow if the enemy tries to run away.

Black King Bar is great on everyone, but especially on Spirit Breaker as it plugs the gap in his main weakness: CC. Your BKB can be turned on while you are charging. Got it? That means that you can pop it as soon as you're about to show up. That Rubick who thought he could lift you? Dead. That Rhasta who thought he could hex you? Dead.

Situational Core


[image loading]

On September 04 2013 14:33 synapse wrote:
I think shadow blade is worth mentioning simply as a situational item vs a team / heroes that can easily stun you before you land your charge. Given that you're already playing spirit breaker in such a game, you gotta make your kit work somehow. Either way it gives you reasonable combat stats and a possible escape mechanism (esp in lower level pubs).


On September 04 2013 14:55 Mithhaike wrote:
Shadow blade is actually not a bad item for Spirit Breaker. If the enemy is diligent about warding(they have good supports for some unknown reason, wow), a SB can't really gank even at the tip of his power. He needs smoke/shadowblade to get past the wards.


Also sometimes known as Lothar's, the Shadow Blade or "No-Skill Blade" is an excellent addition on Spirit Breaker, as it helps us get around our reliance on the enemy team's lack of wards. Items can be activated while Spirit Breaker is charging, meaning that unless he runs directly over a Sentry Ward, he can pass unseen across the map towards his target and guarantee a surprise attack. If you don't want to spend the money, you can also buy:

[image loading]

On September 04 2013 14:55 Mithhaike wrote:
Smoke will cover your charge(as you can use items while charging) and by time smoke breaks, your in their face, even if you charged directly down a lane past creeps. They probably won't know what hit them until it's too late.


Once your Charge Speed is maxed, you should be able to barrel across the map in no time flat, meaning that even the short duration of Smoke of Deceit will let you close in on your target before they have a chance to respond. Buying lots of smoke has the added benefit of making you look pro, or like a good team player.


Situational Lategame

OH GOD WE'RE FORTY FIVE MINUTES INTO THE GAME WHAT DO I BUILD

[image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading]


Sange and Yasha: Ok let's get this one out of the way first. Yes, S&Y is one of the most cost inefficient items in all of Dota. If we have the money to spare though, it can be a great investment on Spirit Breaker. Since our bash damage scales off our movement speed, not only are we getting more damage from the Strength boost we're getting more Agility, more bashes, more damage, more kickass. Should it be your first choice? Probably not, but keep it in mind.

Mjollnir: What's not to love? Attack speed, damage, chain lightning. Everything that Spirit Breaker loves to have. One of my personal favorite lategame items.

Assault Cuirass: Ask your hard carry if he intends on building this. If he says no, ask him if he wants you to build it. If he says yes, obey his wishes and build it. More speed for you, more attack speed for your carry, more corpses for the grinder.

Aghanim's Scepter: Building a scepter on Barathrum fixes one of his main lategame disabilities: he lacks any real use in a teamfight. Scepter turns your ult from a ganking tool into an AoE stun teamfight initiator, and the lowered cooldown means you'll be able to pull it off multiple times in an extended fight.

Daedalus: An item extremely popular with pub Spirit Breakers. Personally, I don't see the appeal. You don't get any attack speed out of it, making it a huge investment for a 0% increase in your bashes. Does give you a ton of damage, and can give you some satisfyingly massive crits if you're into that sort of thing.

Satanic: Damage, lifesteal, health. All good stuff for Barathrum. Satanic is a fantastic item with its only real downside being its absolutely absurd gold cost.

Vladimir's Offering: One of those items like S&Y that people try to shy away from, probably because of the shame associated with rushing it on anyone other than Lycan. But if you have a lot of melee on your team, Vlad's can be a great addition. You're going to be in the middle of any fight and anyone who needs the auras will likely be right next to you.

Heart of Tarrasque: We saved the best for last. You know what Heart does, I don't have to tell you.



[image loading]

Oh, and Travel Boots are great in any hyper lategame situation.


HOLY MOTHER OF GOD PLEASE DON'T BUILD THIS WHAT IS WRONG WITH YOU STOP WHAT YOU ARE DOING

[image loading]

Do yourself a quick favor. The next time someone suggests building MoM on Spirit Breaker, thank them; now you know to ignore absolutely everything they ever say for the rest of time. Mask of Madness is a horrible item in every scenario for every hero, except maybe on Faceless Void. Maybe. Every time I see a Spirit Breaker with a MoM I weep on the inside. Not because I'm afraid of him, but because of the lost potential for what could have been something magnificent. I don't even bat an eyelash when a Spirit Breaker with Mask charges me, because I know that as soon as he gets stunned I can blow his face off in four seconds flat.

Seriously, Armlet will give you attack speed, health, damage, armor, what more do you want? Do you want an item that doesn't increase the damage you take by 30%? Because Armlet does that too.


VIII. Mindset

Alright guys, take a seat. We need to talk about how you keep charging across the map.

Early game:

First of all, you need to acknowledge that you suck at first. You're probably going to the offlane, either solo or with a partner. If you're solo, ask someone to buy you wards. A good teammate will just be happy you have an interest in warding. If you're with a partner, especially if it's another carry, try to establish something as soon as possible: You need farm. Before level six, you're a liability to your team with no real utility. You need that experience as soon as possible, and your first couple items are crucial. If you're going to lane with a Bounty Hunter, let him know that he's gonna have all that farm all to himself once you hit six, but ask him for it before then.

If you're getting zoned or harassed out of lane, don't panic. Spirit Breaker is a hero that scales best off of levels rather than items. As long you can stay within XP range, you can afford to give up a few last hits. In disastrous cases where you're completely shut down such as playing solo offlane against a strong trilane, if you find yourself desperate don't be afraid to ask for rotations from your supports, or even for a laneswap with someone more suited to a suicide lane. Spirit Breaker can actually do remarkably well as a lane support in the early game, with a movespeed boost to help chase or escape and a guaranteed stun to give your carry time to close in for a quick kill or get away from a gank.

By the time you hit level three or four, your team might start demanding you gank their lanes. Ignore them. It doesn't matter how hard they complain, you need level six. By the time you charge around, get some damage on somebody, watch them run away without dying, and then get back to lane, you're going to have wasted your very precious early game time. Only charge as either an escape mechanism or if you're 100% sure you can secure a kill for you or your team. I'm not exaggerating when I say 100%. That Crystal Maiden better be limping through the river with 3 health and no TP scroll before you even consider charging her.

Charging:

Now before we go any farther, let's go back and remember what our number one counter to Spirit Breaker is: the enemy team communicating.

Sometimes we like to think our enemies are a group of braindead 14 year olds no more skilled than bots. This isn't true. They probably have wards up, they probably have wards up in places you don't expect them to. They probably have people with mics who are shouting out "BARA CHARGING" the moment they catch a glimpse of you on the minimap. This is why we always carry one of these:

[image loading]


A TP scroll!? But I'm Spirit Breaker, I can charge wherever I want! No, please god stop charging from top lane all the way down to bot lane. Spirit Breaker's strength in the early-game comes from his ability to show up out of nowhere. Out of nowhere. When you charge across the map you aren't showing up out of nowhere, you are loudly announcing your presence to any creep you happen to stomp on or any ward you hop past. Instead, TP down to the Tier 2 tower and charge from there. You'll be smashing Lina's face in before your lane even has the chance to call mia. It's also a great way to countergank, you can get to your buddy while he's in danger, rather than five minutes after he's already respawned. Always carry a TP scroll. I carry two, because I'm bad and forget to buy them at the side shop.

Pre-Armlet:

By the time you hit level six, you should have your treads. If not it's not a big deal, just get some more farm. With your ult and, at level seven, your level four Charge, you're now ready to gank. Watch the lanes, all three of them. Your time has not yet come, but it will soon. Does an enemy step across the river? Bad idea. Charge them. Most importantly, communicate your charge. Tell your team where you're going. If they don't speak english, spam ping your target until they start yelling at you. Draw your charge path on the map, a straight line that travels straight to Frown Town, Population: Sniper. If there's a lull in the action, grab some farm. Get your Armlet ASAP.

Post-Armlet:

Before, it was Crystal Maiden's time. In a half hour it'll be Spectre's time. But right now? Right now it's your time. With your Armlet wrapped around your muscular bovine, now is your time to shine. Hunt down your enemies, give them no quarter. Make them suffer. I said it before and I'll say it again: Spirit Breaker's true strength comes from his ability to crush the morale of the enemy team. There are a lot of ways to do it, and each Spirit Breaker comes upon his own method of breaking the will of their enemies. I'll go over just one possible way.

Pick a target. Someone squishy. Someone without an escape, or relies on a Shadow Blade or stealth mechanic to protect them. Pick them, focus on them. Charge them. Again, and again. Camp their lane, force them to go elsewhere. Put wards in their jungle. If they can't farm in their lane they'll be forced there. Nothing will protect them. Make it so that they can't go anywhere alone. Make them yell at their team, swearing and yelling at the support to wonder where the wards are. Make them complain about a lack of mias. Make them never want to play Dota, ever again. Stealth won't protect them. Grab some dust and throw it in the air when you charge Clinkz. Grab a sentry and slap it down when you charge Weaver.

This is your hour, and this is your game. Dominate the map, be everywhere at once. Dive towers if you want, your Armlet will keep you tanky enough to take the hits. Nothing will stop you. Now make me proud.

Lategame:

Well this is awkward... We're fifty minutes in and there are no rax down. So now things are different. You can't really gank anymore and you don't have the best split push in the world. You have some good antipush thanks to your charge, but you're not going to be farely useful in anything if you aren't insanely fed. By now, the carries will be doing much more damage to you, and Tinker and Furion will have more global presence than you.

First of all, stop charging everyone you see. I know it hurts, but nobody's going to be wandering around by themselves anymore. You're going to be charging to your death. Stick with your team, build aura items. You're transitioning to a more support role when it comes to your team. In a major teamfight, your goal should be to target the squishiest member of the enemy team and lock them the fuck down, especially if it's someone with a massive ult like Enigma or Warlock. Play safe, and work together with your team to ensure victory.



9. Friends & Foes

Friends:

[image loading] [image loading] [image loading] [image loading][image loading]

Special mention to N'aix for the infamous Charge Bomb combo. Other than that, you may notice a pattern in who I listed. Heroes with global presence will be able to ensure your dominance by assisting in your ganks, especially intelligence heroes who hit their peak in the mid game.

Foes:

[image loading] [image loading] [image loading]

Really, anyone that can stun you before you connect with your charge will be trouble, but special mention goes to these three who can easily interrupt your charge and leave you a sitting duck while the enemy team repositions around you. Also something important to note is to bring up these guys again:

[image loading] [image loading] [image loading] [image loading][image loading]

Spirit Breaker's best friends can also be his worst enemies. Someone with strong global presence will be able to quickly respond accordingly to your gank or take advantage of the moment to push down a tower. And while it was a lot of fun having N'aix inside of you when you were charging people, smashing headfirst into what you thought was a squishy Drow Ranger only to have Lifestealer burst out of her like a bloody pinata is not a pleasant surprise.

X. Final Words

First of all thanks to synapse, whose guide template I blatantly stole for the purpose of writing this. Also thanks to any Spirit Breaker who doesn't build a Mask of Madness. And a third thanks to you, for reading this, you lovely angel. If you like talking about how awesome I am watch me stream on twitch, where I mostly solo or play in a 2-3 stack with friends. If you have any questions, complaints, suggestions or disagreements, post them below and I'll be happy to blindly defend myself and ignore all criticism.
Watch me stream Dota 2 http://www.teamliquid.net/forum/viewmessage.php?topic_id=426477
GtC
Profile Joined August 2013
United States546 Posts
September 04 2013 05:10 GMT
#2
Hilarious. 'Nuff said.
The Turtle Moves
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
September 04 2013 05:14 GMT
#3
But Sing Sing goes MoM on SB, /s

but really, nice guide!
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
synapse
Profile Blog Joined January 2009
China13814 Posts
Last Edited: 2013-09-04 05:36:04
September 04 2013 05:33 GMT
#4
Great guide, and you're welcome

I'd like to add that MoM is half a fighting item and half a farming item (lifesteal + attack speed buff for quick jungle clears). Obviously SB isn't going to spending time farming jungle, so that side of its potential usefulness is also wasted. The only time you would build MoM is when you already have BKB and are really behind (in need of a miracle teamfight).

My personal favorite counterpick is bane, easy kill if you have teammates nearby or a very long disable to let you run the fuck away.

Also, no discussion of shadow blade? Was the bug where he could get the 150 dmg proc twice fixed?
:)
dmcRedgrave
Profile Joined August 2013
United States25 Posts
September 04 2013 05:43 GMT
#5
On September 04 2013 14:33 synapse wrote:
Great guide, and you're welcome

I'd like to add that MoM is half a fighting item and half a farming item (lifesteal + attack speed buff for quick jungle clears). Obviously SB isn't going to spending time farming jungle, so that side of its potential usefulness is also wasted. The only time you would build MoM is when you already have BKB and are really behind (in need of a miracle teamfight).

My personal favorite counterpick is bane, easy kill if you have teammates nearby or a very long disable to let you run the fuck away.

Also, no discussion of shadow blade? Was the bug where he could get the 150 dmg proc twice fixed?



Yeah MoM is pretty much a Hail Mary sort of item, but to be honest I just... I hate seeing people with it so much. It makes me cringe every time. As for the Shadow Blade, I was under the impression that had been fixed, but I'd be happy to mention it if someone knows otherwise.
Watch me stream Dota 2 http://www.teamliquid.net/forum/viewmessage.php?topic_id=426477
synapse
Profile Blog Joined January 2009
China13814 Posts
September 04 2013 05:50 GMT
#6
On September 04 2013 14:43 dmcRedgrave wrote:
Show nested quote +
On September 04 2013 14:33 synapse wrote:
Great guide, and you're welcome

I'd like to add that MoM is half a fighting item and half a farming item (lifesteal + attack speed buff for quick jungle clears). Obviously SB isn't going to spending time farming jungle, so that side of its potential usefulness is also wasted. The only time you would build MoM is when you already have BKB and are really behind (in need of a miracle teamfight).

My personal favorite counterpick is bane, easy kill if you have teammates nearby or a very long disable to let you run the fuck away.

Also, no discussion of shadow blade? Was the bug where he could get the 150 dmg proc twice fixed?



Yeah MoM is pretty much a Hail Mary sort of item, but to be honest I just... I hate seeing people with it so much. It makes me cringe every time. As for the Shadow Blade, I was under the impression that had been fixed, but I'd be happy to mention it if someone knows otherwise.

I think shadow blade is worth mentioning simply as a situational item vs a team / heroes that can easily stun you before you land your charge. Given that you're already playing spirit breaker in such a game, you gotta make your kit work somehow. Either way it gives you reasonable combat stats and a possible escape mechanism (esp in lower level pubs).
:)
Mithhaike
Profile Blog Joined August 2010
Singapore2759 Posts
Last Edited: 2013-09-04 05:57:11
September 04 2013 05:55 GMT
#7
Shadow blade is actually not a bad item for Spirit Breaker. If the enemy is diligent about warding(they have good supports for some unknown reason, wow), a SB can't really gank even at the tip of his power. He needs smoke/shadowblade to get past the wards.

Infact I would recommend you put in a section under the teleport scrolls, talking about Smoke. Smoke will cover your charge(as you can use items while charging) and by time smoke breaks, your in their face, even if you charged directly down a lane past creeps. They probably won't know what hit them until it's too late.

MoM is fine,not the total idiocy your talking about. Just ensure you have a BKB next, no exceptions. Btw, where's the URN? Your a spirit breaker, you WILL be near kills/setting up kills, a Urn helps with your healing & adds some minor damage to your combo. Urn should always be a core in any Spirit Breaker.

My usual SB build is Boots-> Urn -> Treads into anything i want, usually BKB straight if they have a lot of stuns.

Oh if your facing smart teams. Diffusal. Yes you heard me, its situational as hell, but if the entire team has Ghost Sceptors, diffusal is a good item as any.
Mew Mew Pew Pew
Dead9
Profile Blog Joined February 2008
United States4725 Posts
September 04 2013 06:16 GMT
#8
lothars halberd urn wand phase smoke all deserve mention
also sb is a rly good dust and gem carrier
mom isnt that bad, just situational
armlet is pretty situational too, bkb and drums are really important
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
September 04 2013 06:29 GMT
#9
oov
When in doubt, just believe in yourself and press buttons
targ
Profile Blog Joined December 2010
Malaysia445 Posts
September 04 2013 06:35 GMT
#10
I was never a SB fan, but recently since his charge can stun everything it passes through, the idea has crossed my mind: what if he starts charging from a relatively near distance so the enemy team has no time to react, then his teammate uses a forcestaff to shove him through the enemy team to get an AOE stun?

Curious if anyone has tried this.
http://billyfoong.blogspot.com/ my other opinions are here
Firebolt145
Profile Blog Joined May 2010
Lalalaland34491 Posts
Last Edited: 2013-09-04 07:36:37
September 04 2013 07:34 GMT
#11
Urn, shadowblade, and oov all deserve mentions. Other than that good guide.

Edit: urn is even more important if you're going armlet because otherwise you have no way to counter the health drain since you're not going lifesteal.
Moderator
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
September 04 2013 07:45 GMT
#12
MoM used to be a very good item on SB. The problem is that his skills got reworked. Haste no linger adds damage to him. His sole damage boost comes from Bashes. In that regard, it means all MoM does is increasing the number of Bashes. You will not have enough normal right click damage.

Do note that Treant fucks SB up just like how he does against every other hero.
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
September 04 2013 07:46 GMT
#13
On September 04 2013 16:34 Firebolt145 wrote:
Urn, shadowblade, and oov all deserve mentions. Other than that good guide.

Edit: urn is even more important if you're going armlet because otherwise you have no way to counter the health drain since you're not going lifesteal.


I prefer building Urn over Bracer as well.
dmcRedgrave
Profile Joined August 2013
United States25 Posts
September 04 2013 08:20 GMT
#14
Thanks for the suggestions all, I'll update the guide tomorrow with the advice posted.
Watch me stream Dota 2 http://www.teamliquid.net/forum/viewmessage.php?topic_id=426477
Belisarius
Profile Joined November 2010
Australia6230 Posts
September 04 2013 08:54 GMT
#15
This is what a TL guide should be. Hilarious and informative.

I'd second the addition of urn, oov, shadowblade and especially smoke. Nobody in pubs buys smoke so you have the whole glorious cooldown to yourself, and bara makes fantastic use of it.

I'd also like to see a bit more detail on how to lane. You say his laning is ridiculously weak and RNG-based, but then never really mention what to do about that, other than reminding us to stay in lane until lvl6/7.

What are his priorities? What strengths can you abuse and what do you need to be careful of? What if you get zoned out? What can zone you out, and what can you confidently solo suicide against?

Stuff like that would be helpful. Still a fantastic guide as-is, though.
Mithhaike
Profile Blog Joined August 2010
Singapore2759 Posts
September 04 2013 09:13 GMT
#16
On September 04 2013 15:35 targ wrote:
I was never a SB fan, but recently since his charge can stun everything it passes through, the idea has crossed my mind: what if he starts charging from a relatively near distance so the enemy team has no time to react, then his teammate uses a forcestaff to shove him through the enemy team to get an AOE stun?

Curious if anyone has tried this.

Forcestaff cancels charge. I remember this from a dota cinema mythbuster, the question was can you stop charge with Forcestaff.

Answer is yes. I figure ally forcestaff and enemy forcestaff doesn't change that
Mew Mew Pew Pew
gashad
Profile Joined August 2011
Sweden10 Posts
Last Edited: 2013-09-04 09:16:41
September 04 2013 09:15 GMT
#17
Great guide!!!

however the stun length calculations, comparing charge with bash seem to be off.

Firstly charge always triggers a greater bash-so a level 1 charge with a level 4 bash would give you 1.6 stun on the charge.

Moreover nether strike also guarantees a bash so:

lvl 4 charge + netherstrike= 2.4+1=3.4 seconds stun(lvl 1 bash)

lvl 1 charge + netherstrike=1.6+1.6=3.2 second stun(lvl 4 bash)

Adding to that each bash you get gives you 0.6 second extra stun time from level 4 bash compared to level 1. So its quite probable that lvl 4 bash and level 1 charge will give you more stun then lvl 4 charge lvl 1 bash.

So the main tradeoff is the higher speed of charge vs the higher damage from more levels of bash. I generally prefer bash for the extra damage.
Rainling
Profile Joined June 2011
United States456 Posts
September 04 2013 09:36 GMT
#18
On September 04 2013 18:15 gashad wrote:
Great guide!!!

however the stun length calculations, comparing charge with bash seem to be off.

Firstly charge always triggers a greater bash-so a level 1 charge with a level 4 bash would give you 1.6 stun on the charge.

Moreover nether strike also guarantees a bash so:

lvl 4 charge + netherstrike= 2.4+1=3.4 seconds stun(lvl 1 bash)

lvl 1 charge + netherstrike=1.6+1.6=3.2 second stun(lvl 4 bash)

Adding to that each bash you get gives you 0.6 second extra stun time from level 4 bash compared to level 1. So its quite probable that lvl 4 bash and level 1 charge will give you more stun then lvl 4 charge lvl 1 bash.

So the main tradeoff is the higher speed of charge vs the higher damage from more levels of bash. I generally prefer bash for the extra damage.

Yeah, I also think maxing charge first is worse once you reach level 6, also if you can charge through multiple people on the way to the target leveling bash can make a big difference in engagements.
LeeDawg
Profile Joined April 2012
United States1306 Posts
September 04 2013 09:44 GMT
#19
cow es #1

guide also es #1
:-)
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
September 04 2013 09:44 GMT
#20
Excellent understanding of the Charge!!! No problem with the skill build (if i was on safelane then i usually go 0-1-1 at lvl2; save points for hardlane bara so you can charge and run away) but item section is not satisfying to me

The big Urn is missing, it is so important in helping you secure the kill on some hero, making you deal that extra bit of damage in team fight and that healing will come in (very) handy.

The big Lothar for pub is missing. Try it and you will know how enemy hates you with that item!

Drum is actually a bad item on Bara, is not that the item is bad (it is good on any hero) but when playing Bara you are all about doing the burst damage and farming heroes, you go in and get out with gold, rinse and repeat, that's why Drum is 'bad' on Bara because it delays your other cores (Bracer is fine, but dropping 1.2k+ gold to finish the drum is not quite worthy), you dont quite need that extra mana, and you usually either die hard or own hard in team fight anyway so rarely you do some chase with the team (you just charge then), so the aura barely matters in half the cases. But then this is basically a guide of 'Armlet Bara' so a drum benefits you with that build.

Vlad: only get it when nobody in the team able to get it.

MoM is actually still one of the best items on Bara, due to its cost effectiveness, it is the 'fun' and 'we have massive advantage lets finish this asap' items, and obviously, dont get it when the oppo has tonnes of nukes or disable. I understand why do you dislike the item because it is usually how the typical pubtrash/troll bara throws their game with that item xD But seriously it is so good on the hero under specific situations which is hard for most players to judge so.


is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
1 2 3 4 5 6 7 8 Next All
Please log in or register to reply.
Live Events Refresh
RotterdaM Event
16:00
Rotti's All Random #2
RotterdaM1299
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1299
IndyStarCraft 264
UpATreeSC 131
Nathanias 88
StarCraft: Brood War
Calm 3265
Mini 576
ggaemo 338
BeSt 245
Larva 200
firebathero 175
Barracks 140
Mong 66
IntoTheRainbow 10
Dota 2
capcasts270
Counter-Strike
fl0m2284
Stewie2K1273
byalli474
Foxcn313
Super Smash Bros
Mew2King33
PPMD18
Heroes of the Storm
Liquid`Hasu625
Other Games
Grubby5400
Beastyqt714
KnowMe227
Pyrionflax94
Sick57
ZombieGrub34
shahzam23
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 22 non-featured ]
StarCraft 2
• kabyraGe 306
• davetesta51
• StrangeGG 39
• Kozan
• Migwel
• LaughNgamezSOOP
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• intothetv
StarCraft: Brood War
• blackmanpl 34
• FirePhoenix8
• Pr0nogo 5
• STPLYoutube
• BSLYoutube
• ZZZeroYoutube
Dota 2
• masondota22490
League of Legends
• Doublelift2267
• TFBlade855
• HappyZerGling110
Other Games
• imaqtpie2012
• WagamamaTV348
Upcoming Events
OSC
3h 19m
WardiTV Summer Champion…
14h 19m
WardiTV Summer Champion…
18h 19m
PiGosaur Monday
1d 3h
WardiTV Summer Champion…
1d 14h
Stormgate Nexus
1d 17h
uThermal 2v2 Circuit
1d 19h
The PondCast
2 days
WardiTV Summer Champion…
2 days
Replay Cast
3 days
[ Show More ]
LiuLi Cup
3 days
uThermal 2v2 Circuit
3 days
RSL Revival
4 days
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
Sparkling Tuna Cup
5 days
uThermal 2v2 Circuit
5 days
Wardi Open
6 days
RotterdaM Event
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
HCC Europe
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.