Storm Spirit/Counters

Bad against...

 * can quickly burn Storm Spirit's mana, preventing him from escaping.
 * allows Anti-Mage to catch up to Storm Spirit when he tries to use his to escape.
 * deals massive damage to Storm Spirit as well as his teammates, as Storm Spirit depletes his mana pool by using.
 * 's passive magic resistance reduces much of Storm Spirit's magical damage dealt to Anti-Mage, and the active aspect may even make Storm Spirit disable himself.


 * prevents Storm Spirit from using all of his abilities and items, rendering Storm Spirit useless in a fight.


 * absorbs up to 500 magical damage (700 with Level 10 talents), which helps Ember Spirit survive against Storm Spirit's high magical damage.
 * can root enemies up to 3 seconds, making Storm Spirit unable to escape with.
 * deals high magical damage when casting multiple instances at once, granting Ember Spirit the damage to burst Storm Spirit down in the early to mid game.


 * is a silence that can last up to 8 seconds during night, rendering Storm Spirit tied limited to his items in a fight.
 * allows Night Stalker to initiate on Storm Spirit across the impassable terrain around the middle lane, rendering Storm vulnerable in the early game and prevent him from snowballing.


 * is capable of removing most of Storm Spirit's large mana pool, along with dealing heavy damage and quickly depleting his chances of escaping a gank or fight.


 * prevents Storm Spirit from using his abilities once inside the radius. Riki can utilize this ability to allow his team to fight around so that Storm Spirit cannot spam his spells to proc.


 * Silencer's can reduce Storm Spirit's damage output if he gets some kills on laning phase.
 * and will make Storm Spirit an easy target.
 * can be used to prevent Storm Spirit from connecting abilities after a Ball Lightning on his targets.


 * If Storm Spirit isn't careful, he could fall into a trap set by Techies and another hero acting as bait.
 * roots Storm Spirit for 2/3/4/5 seconds and silences for 4/5/6/7 seconds, which effectively prevents Storm Spirit from using  to escape for a lengthy duration.


 * Tusks damage/stun is enough to obliviate Storm Spirit before he can do anything.
 * Tusk is a common carrier, and once he reaches Level 18,  deals roughly half of Storm Spirit's health alone, It also stuns for a long enough time for Tusk to  Storm Spirit, stunning him even more, If that hasn't finished him off, the damage from  probably will. Combined with, which adds bonus damage to Tusks attacks, Storm Spirit is unlikely to survive Tusk initiating on him
 * Walrus PUNCH is even more potent if he uses a instead
 * However while Ball Lightning doesn't disjoint Snowball, if used before Tusk hits with Snowball, prevents the stun and damage from being applied

Others

 * Any heroes with stuns or silences:, , ,
 * Heroes with mana burn:, , , ,

Items

 * (and its upgrade ) counters Storm Spirit, not only making him completely helpless but also dealing additional damage. Consider buying this on heroes that build a standard orchid and enjoy attacking at the same time.
 * will stop a Storm Spirit from doing anything for 3.5 seconds, giving allies enough time to nuke a Storm Spirit down or lock him down further.
 * 's and 's long range root abilities will cause difficulty for a Storm Spirit when trying to escape/initiate as he cannot use Ball Lightning while affected.
 * is a superb item for supports who want to be able to survive Storm Spirit's initiation.

Good against...

 * Ancient Apparition's only skill to stop Storm Spirit is, which is bad in general when trying to stop a Storm Spirit without any other disable.
 * As a fragile support with low Strength gain and no magic resistance, Ancient Apparition is vulnerable to Storm Spirit's combos.


 * Storm Spirit can hunt down Arc Warden with his and kill him quickly due to his lack of escape abilities.
 * None of his abilities are effective against Storm Spirit, as they can be evaded with.


 * Storm Spirit is invulnerable during, rendering ineffective against him.


 * Storm Spirit's abilities all do magical damage, which can bypass.
 * can escape through and it is easy to dodge.


 * allows Storm Spirit to destroy a large amount of trees, negating . It also makes it easy to avoid and.


 * with or without the talent allows Storm Spirit to destroy Phantom Lancer's illusions quickly. It is also easy to dodge  with  and makes Spirit Storm very hard to catch even with.


 * Ball Lightning breaks.
 * Razor has no way to catch a slippery Storm Spirit.


 * Sniper is very squishy and cannot deal with heroes that jump onto him and lock him down. Storm Spirit closes the gap in a fight against Sniper, and Sniper has no way to escape except for some items.
 * Storm Spirit can dodge with a correctly timed.


 * is the ultimate counter to Spectre's entire toolkit. With this ability, he can score easy kills on Spectre without her having any means of escape early game, kite her and her illusions when it's later in the game due to her having no form of pseudo-blinks.
 * Furthermore, it is very difficult for Spectre to deal any substantial damage against Storm Spirit with, and without both and  he will always remain on the move.
 * Also, grants invulnerability, and as Storm Spirit likes to spam that ability, he can mitigate the damage done from  and.


 * Terrorblade has low mobility, which makes it easy for Storm Spirit to kite him.
 * Terrorblade gains a lot of agility and gains very low strength, which makes it easy to burst him down with Storm's magical damage.
 * All of Terrorblade's abilities are easily avoided by Storm Spirit as he can simply use, wasting the duration of , , and.
 * However, if Storm Spirit's is on cooldown or if he doesn't have it, Terrorblade can easily use  and kill a careless Storm Spirit.


 * Storm Spirit destroys trees and ignores impassable terrains with, rendering them dangerous places for Tinker to hide within.
 * disjoints projectile from and damage from.
 * prevents Tinker from teleporting away, and and  can easily burst him down.


 * disjoints an incoming, avoids , and allows Storm Spirit to easily escape if he ever gets ped.


 * can escape quickly fear from . Windranger can not reach Storm Spirit although Windrun active catch him.


 * allows Storm Spirit to escape through, wasting Viper's mana.
 * It's also very easy to wait out the duration of 's break.


 * allows Storm Spirit to close the gap between him and Weaver in no time. Once locked down with certain items, Weaver is extremely fragile to Storm Spirit and his teammates.

Others

 * Squishy heroes or heroes without hard disables or silences:, , , etc.
 * Heroes that rely on their high mobility such as, and  can be constantly engaged against due to your excellent ability to chase over any terrain. Make sure you carry true sight items (such as  or ) for invisible heroes that could potentially escape your clutches.

Works well with...

 * In the early game, the occasional cast of can top up Storm Spirit's mana pool, and allow him to leverage one or two more spells in between runes.


 * allows you to jump in and wreak havoc on enemies with little fear of being disabled. Omniknight's heal keeps Storm Spirit alive and can damage enemies Storm Spirit engages with his pull.


 * The Lifestealer bomb combo can come in handy in a game, as Lifestealer and Overload make for a highly damaging combo against lone targets and is the perfect way for the otherwise immobile Lifestealer to engage in melee combat.

Others

 * Tanky intiators that can disable groups of enemies and bear the brunt of spells and disables, allowing you to zip in to weakened or squishy targets and kill them without fear of rebuttal: Clockwerk, Centaur Warrunner, Tidehunter.

List of heroes that counter Storm Spirit, and list of heroes that work well with Storm Spirit.

Storm Spirit/Противостоящие