Spell Breakers are elven warriors who are trained to disrupt and contort magical energies. These Blood Elven warriors, fresh from the destruction of their homeland, have turned a new eye towards the dying land of Lordaeron. Can it possibly remain their home? Has Spell Immunity. Attacks land units.
The Spell Breaker is a fairly uncommon unit among human players, mainly because of their niche use in a battle. Spell Breakers are short-ranged units dealing fairly negligible damage, but they have a hefty health pool and starting armor. Against mana using units, they are frightening enemies in battle.
Spell Breakers naturally come with Feedback, much like the Arcane Tower. Each successful hit by a Spell Breaker drains 20 mana against normal units or 4 against Heroes, and the combusted mana also damages the enemy for the same amount from non-spell immune units. Spell Breakers are good against Heroes because they can quickly drain the mana of a fairly low Intelligence hero, such as a Mountain King quickly.
Spell Breakers also come with Spell Steal, allowing them to steal positive buffs from enemies and remove negative buffs from allied units and place them onto a friendly/enemy unit respectively. This allows them to steal various effects such as Frost Armor, Bloodlust and Unholy Frenzy. Control Magic is seldom used due to a lack of summoned units, and high level summons have too much health to be stolen from.
Along with this, Spell Breakers also have natural magic immunity, protecting them from any unit with magic damage and spells. They can still be healed from by a friendly Paladin's Holy Light though.
Spells and abilities[]
Spell Steal (Autocast)[]
Steals a positive buff from an enemy unit and applies it to a nearby friendly unit, or takes a negative buff from a friendly unit and applies it to a nearby enemy unit.
Cooldown
Mana Cost
Range
Allowed Targets
Effect
6 sec.
75
70
Air, Ground, Friend, Enemy, Neutral
Steals Buffs/Debuffs
Some spells such as Anti-magic Shell, Unholy Frenzy, and Cyclone, are only affected if Spell Steal is cast on them manually. Spell Steal only affects unit-cast spells, and doesn't work on Hero spells.
Control magic[]
Give Spell Breakers the ability to take control of enemy summoned units. The spell's cost is relative to the current hit points of the target.
Research Cost
Researched At
Requirements
Upgrade Time
75 75
Arcane Sanctum
Arcane Vault, Castle
45 sec.
Cooldown
Mana Cost
Range
Allowed Targets
Effect
5 sec.
25 + 0.45 per target hit point
70
Air, Ground, Enemy, Neutral, Summoned, Ward
Takes Control of Summoned Units
Feedback (Passive)[]
Spell Breaker attacks destroy 20 (4 to Heroes) Mana per hit. The Mana combusts, dealing damage to the attacked unit. Each point so removed causes 1 point of damage to the target. Feedback does not affect spell-immune units.
Spell Immunity (Passive)[]
Renders this unit immune to negative spells.
Upgrades[]
Iron Forged Swords
Increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
Research Cost
Researched At
Upgrade Time
Effect
100 50
Blacksmith
60 sec.
Normal attack: 14-18 (16 avg)
Steel Forged Swords
Further increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
175 175
Blacksmith
Keep
75 sec.
Normal attack: 15-21 (18 avg)
Mithril Forged Swords
Further increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
250 300
Blacksmith
Castle
90 sec.
Normal attack: 16-24 (20 avg)
Iron Plating
Increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
Research Cost
Researched At
Upgrade Time
Effect
125 75
Blacksmith
60 sec.
Armor: 4
Steel Plating
Further increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
150 175
Blacksmith
Keep
75 sec.
Armor: 6
Mithril Plating
Further increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
175 275
Blacksmith
Castle
90 sec.
Armor: 8
Backpack
Gives the ability to carry up to two items. Items carried by the unit will be dropped upon death.
Units can not use or gain benefits of items that they carry.
Research Cost
Researched At
Requires
Upgrade Time
50 25
Townhall-type Structure
Player-built Shop
20 sec.
World Editor description[]
Elven warrior trained to destroy spellcasters. Initially has Spell Steal, which manipulates buffs to your advantage, Spell Immunity and Feedback. Can also learn Control Magic.
Control Magic mana cost is now calculated based on the target unit's current hit points instead of its maximum hit points. The dynamic mana cost of Control Magic has also been increased to .45 mana per hit point from .3 mana per hit point.
Feedback damage vs. Heroes reduced to 4 per hit from 5 per hit.