Runes are a great way for players to augment their playstyle in Spellbreak. They are non-damaging abilities that have a cooldown based on the rarity of the rune. A majority of them are centered around mobility and utility. Here is your complete rune guide for Spellbreak.
Springstep Rune launches you into the air for a short duration. Its main use is to jump walls, instead of having to run around or using your mana to levitate. Cooldown: 7.5 / 6 / 5.5 / 5 / 4.5 seconds.
Dash Rune allows you to dash in the direction you are moving. This is another simple rune, but it is very effective for repositioning or fleeing in a fight. Cooldown: 9 / 7 / 6 / 5 / 4.5 seconds.
Invisibility Rune turns you invisible and increases your run speed for a short duration. It can be great for disengaging or repositioning in a fight, and it has a clear synergy with Toxicologist, as it can activate the damage buff from Vanishing Mists. Cooldown: 10 / 8 / 7 / 6.5 / 6 seconds.
Wolf’s Blood Rune reveals all enemies – through walls, terrain, and invisibility – within 100 meters. It also increases your run speed for the duration. Cooldown: 12 / 9.5 / 8.5 / 8 / 7 seconds.
Featherfall Rune launches you high up into the air, and lets you slowly drift back down. Casting any spell or sorcery ends the descent. If not used properly, this rune can make you an airborne target. It has great synergy with Tempest through the Squall and Sudden Gust skills which reward you with spell damage, damage reduction and increased cooldowns for being in the air. Cooldown: 14 / 11 / 10 / 9 / 8 seconds.
Flight Rune lets you fly for a short duration. The flight will be canceled if you jump or collide with terrain. This is another great way to activate Squall and Sudden Gust from Tempest. Cooldown: 18 / 15 / 12 / 11 / 10 seconds.
Teleportation Rune can be used to teleport up to 60 meters after channeling. It can be used as a great way to escape an enemy, or to reposition to get the upper hand in combat. Cooldown: 22 / 18 / 15 / 14 / 13 seconds.
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