Support Spellbreaker

General idea

With the recent bubble changes, spellbreaker became a bit negligent in largescale fights, however it still provides any other values it had before.
The most important skill still is the “Bubble”, . Coordinate with your commander and ask when does he want your bubble to be used and how.

Support spellbreaker provides some healing, decent amount of burst cleanses and some barrier on top of an insane amount of melee control.
In the case you want to play power spellbreaker, understand that power spellbreaker has little to no value in any fights bigger than 25 and even for that, its fairly difficult to be effective.

Weapons and utilities

Sword and warhorn provide spellbreakers with great mobility as well as good group offensive and defensive support. The warhorn skills have highest value during a clash and on movement as they provide guaranteed movement impairing conditions cleanse and, if not taking trait, resistance. Sword’s F1, , is a good frontal immobilize and should be used as often as possible while in this weapon set.

Hammer on the other hand is full offensive and cc mode. F1, nicknamed “Hammerstun”,is a great lockdown tool while paired with F2, , which resets Hammerstun’s cd making it able to be used again. It’s also worth nothing that running turns (hammer 3) into a midrange aoe immobilize, a perfect skill to use, for example, on wells.

As our first utility skill we take , which strips boon around the warrior and fills the adrenaline bar for them. It should be used off cooldown and to hit as many people as possible, while keeping in mind that pairing it with wells can be used as a burst strip.

Our second utility skill is , which is our party burst cleanse. Use this when your party is in danger and they require instant condition cleanse as well as some healing. It is also a personal stunbreak.

can be subbed for , however the minstrel makes a warrior that tanky, that its often not necessary and balanced stance renders better in the end, as you’re able to move. Use it for example while lacking stab for bubble or when caught out of position to regroup.

Our heal skill, , can be used to give dodges and heal allies, so again, used best during a clash. This however can be substituted for for personal sustain during harder fights.

Yep bubble. Call it out on voice. „bubble in 3 2 1 – pop“

, F2, strips boons and immobilizes enemies when it procs. Use it to reset your F1 skills or to give yourself a short term invulnerability to survive.

General gameplay

Based on our general gameplay guide, we will go over ideal skill usage during fights phases.

  1. The prep phase
  2. The engage/first spike
    Use (Warhorn 4) for extra 10% damage on 2 hits for your party.
    Use (Warhorn 5) to grant barrier for mitigation.
  3. Spike
    As you get closer, you can use your mobility tools e.g. (Sword 2) to get into position to or just walk up a bit and use if running .
    If the spike is of midrange nature, chill on the tag and use your warhorn skills as necessary to provide support to your party.
    If you find the spike is in melee range, use your F1 skills to lock down enemies, perhaps do a full F1→F2→F1→Swap-weapons→F1 rotation. However, do not forget to watch your party, in case they need extra condicleanse and support.
    Dont forget to cleave downstates on which your tag pushes with just 111 or smaller weapon skills.
  4. Wells
    Basically as melee spike, you should be the one who is trying to lock down enemies in wells, however pick your time, so you dont get blown up by enemy counterbomb. Else just make sure your party can get into the position to be effective on wells.
    Your bubble will most likely be wanted at this time as well.
  5. Selfspike
    Basically melee spike with a defensive nature. F1-F2-F1 combos with party support.
  6. Kite phase
    Chill on tag and support your allies trough warhorn skills and cleanses.
    It is possible that the commander will call for a sudden reverse, at which point you may have an opportunity for a well-placed bubble.
  7. General forward motion phase.
    Basically forward melee spike while supporting and not overcommitting.
    Position ideally up to 300 range in front of the commander’s movement and try to lock the enemies down in his path.


  • Your primary goal is to CC the enemy and support your party. Do not overcommit thinking you’re a hero. It is a team game, so play with the team.
  • If there is no bubble order, its generally good to bring a bubble on offensive spike or to stop enemy from pushing.
  • Don’t overuse It is a burst cleanse, use it in a very „oh no“ situations. Your scrapper should be taking care of conditions throughout most of the fight.
  • Always have some defensive skill ready. Don’t just blow through everything at the beginning of the fight and then struggle for the rest of it.
  • Your F1 skills get reset by your F2 and your weapon swap. Use that to your offensive advantage.
  • Play if the fights are more melee oriented and if they are more range oriented.

Build and Quickguide provided by The Flöck [tF].
June 2022.