Hero
Storm Spirit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Zips across the map to engage in fights. | |
In a final act of desperation, the elementalist Thunderkeg cast a suicidal spell that merged his being with the Storm Celestial. From this fusion, the Storm Spirit was born. Now known by his combined name, Raijin Thunderkeg leaves behind crackling Static Remnant of himself, boastful poses that shock foes as he pulls them into an Electric Vortex. Every ability he casts Overloads him with energy, which he gleefully discharges on the next unfortunate target. Like a jolly weatherman, Raijin forecasts victory with a boisterous laugh. The Storm Spirit flashes across the land in the form of Ball of Lightning, zapping his enemies senseless, and zipping away before any can hope to catch him. | |
Roles: | Carry Escape Nuker Initiator Disabler |
Complexity: | |
Adjectives: | Bearde1, Blue, Spirit, Nose Legs ( 2 )
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Bio[]
▶️ "Everyone complains about the weather…well, I'm doing something about it!"
Lore:
Storm Spirit is literally a force of nature--the wild power of wind and weather, bottled in human form. And a boisterous, jovial, irrepressible form it is! As jolly as a favorite uncle, he injects every scene with crackling energy. But it was not always thus, and there was tragedy in his creation. Generations ago, in the plains beyond the Wailing Mountains, a good people lay starving in drought and famine. A simple elementalist, Thunderkeg by name, used a forbidden spell to summon the spirit of the storm, asking for rain. Enraged at this mortal’s presumption, the Storm Celestial known as Raijin lay waste to the land, scouring it bare with winds and flood. Thunderkeg was no match for the Celestial--at least until he cast a suicidal spell that forged their fates into one: he captured the Celestial in the cage of his own body. Trapped together, Thunderkeg's boundless good humor fused with Raijin's crazed energy, creating the jovial Raijin Thunderkeg, a Celestial who walks the world in physical form.
Aliases:
SS, Raijin, Thunderkeg
Voice:
Abilities[]
Activation Delay: 0.75
Remnant Duration: 12
Raijin Thunderkeg's duality allowed him to admire himself in shocking fashion.
- After a remnant is placed, it takes 0.75 second for it to be able to explode and deal damage.
- When a remnant expires, it still explodes and deals damage around it.
- Remnant can be triggered by invisible units and deal damage to them.
- Checks for enemies and neutrals in 0.1-seconds intervals, beginning instantly upon cast.
- The remnants are visible on the minimap with the same color as Radiant or Dire units, not the color of the player.
- Remnants provide 500 radius flying vision at their location for its duration or until exploding.
- TALENTThe damage increasing talent does not update already placed Static Remnants.
Electric Vortex
Affects
Enemies / Self
Enemies / Self
A vortex that pulls an enemy unit to Storm Spirit's location.
Pull Distance: 180/220/260/300
Debuff Immunity Notes:
Unlike other sources of forced movement, Electric Vortex stops pulling while debuff immune and resumes once the immunity expires.
Spell Block / Reflection Notes:
Blocked as a unit-targeted ability.
Raijin's thunderous, boisterous energy often draws others into an electrifying situation.
- If the affected unit gets affected by another source of horizontal forced movement, it stops pulling and continues as soon as the other source expires.
- This means, unlike other forced movement effects, Electric Vortex is not canceled by them but is temporarily stopped instead.
- If the target gets moved more than 1200 range away from the original cast location, the link breaks immediately.
- Successive casts on the same target refresh the pull duration, and reset the pull distance, but do not update the pull location.
- Electric Vortex now turns into a non-targetable ability affecting all enemy units within 475 radius.
- Does not target invisible, invulnerable or hidden units or units in the Fog of War within the radius.
- Still triggers Overload upon cast while no enemies are within range.
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Passive Component
Damage: 25/50/75/100
Move Speed Slow: 80%
Attack Speed Slow: 80
Slow Duration: 0.8
Can be activated to grant Storm Spirit and nearby allied heroes 3 Overload charges. Provides bonus Attack Speed. Lasts up to 12 seconds or until the charges are depleted.
Break Notes:
Prevents gaining a new charge. However, existing charge still fully works.
Ability Disjoint Notes:
Modifiers [?]
Pow! Zip! Zap!
- Does not trigger on active item abilities, on abilities with 0 cooldown, or on abilities that do not trigger on-cast effects.
- The bonus damage is dealt in a separate damage instance, and counts as spell damage.
- This means it is not affected or considered by anything that works with attack damage.
- This also means that it fully works with spell damage amplification and spell lifesteal.
- The slow and damage are applied to all enemy units within the radius around the attacked target.
- On the primary target, the attack first applies the debuff, then its own damage.
- On secondary targets, it first applies the damage, then the debuff.
- The charge is released upon successfully hitting a target. If the attack misses or is disjointed, nothing happens.
- Each attack checks for the buff on Storm Spirit upon successfully hitting the target. If the buff is present, the charge is released.
- This means when Storm Spirit gains the buff while an attack projectile is flying, that attack still releases the charge when it hits.
- Adds an active component to Overload, with the passive effects still present.
- Interrupts Storm Spirit's channeling abilities upon cast.
- Triggers Overload upon cast as well, and fully stack with it on the same attack.
- The buff is only placed on ally heroes. Neither places the buff on invulnerable nor hidden units.
- Treats clones and creep-heroes as heroes, and illusions as creeps.
- Attacking buildings now consumes a charge, but it does nothing.
- The Overload values for the buff are set upon cast, and do not update if it gets leveled up after cast.
- TALENTOverload attack(s) now bounce toward a random enemy unit, without priorities, within 700 radius of the attack target.
- The bouncing projectiles travel at the same speed as the leading attack projectile and can be further increased by other attack projectile speed bonuses.
- Does not perform instant attacks. The projectiles deal regular spell damage.
- This means they do not trigger any attack modifier or on-hit effects and ignore evasion.
- However, it is still affected by damage block sources and Bulwark, but not Resonant Pulse.
- TALENTThe Overload attack bounce damage has the following flags:
- No-spell-lifesteal flag, preventing their damage from utilizing spell lifesteal.
- No-spell-amplification flag, preventing their damage from being amplified with spell damage amplification.
- The bouncing projectiles deal damage based on the damage amount calculated for the leading attack. Attack damage amount is calculated upon attack begin.
- This means it works with critical strike and quell, since these are included in the initial damage calculations.
- This also means that it does not matter how much damage the attack actually did to the target since that part is being calculated on projectile hit.
- It also means that other conditional attack damage bonuses (i.e. Javelin damage proc) are not included, since these happen later in the calculations as well.
- The bouncing projectiles all apply Ovearload's area damage and slow.
Ball Lightning
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The activation mana cost is 25+7.5% of his total mana pool, and the cost per 100 units traveled is 10+0.65% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Cast Range: Global
Travel Speed: 1400/1850/2300
Travel Distance Interval: 100
Self Moved Distance as Damage: 6/10/14
Distance as Base Mana Cost: 10
Distance as Max Mana Cost: 0.65%
Static Remnant must be drafted as well for it to be automatically created by the talent while traveling.
The Storm is coming in.
- Disjoints projectiles upon cast.
- ↓↓ Double-tapping automatically casts it on Storm Spirit's current location.
- Storm Spirit is invulnerable and can turn, attack, and cast abilities during Ball Lightning.
- Successive casts while traveling have no effect but are still registered as cast, proccing on-cast effects. The activation mana cost gets refunded.
- Destroys trees within 100 radius and provides 400 radius flying vision around Storm Spirit while traveling.
- Ball Lightning deals damage around Storm Spirit as he travels. An enemy may only be damaged once per cast.
- The damage starts at 0 and increases by 6/10/14 for every 100 distance traveled.
- Ball Lightning deals 0 damage for distances less than 100 distance.
- Fully procs on damage effects, such as Corrosive Skin, except for abilities which have a minimum damage threshold (e.g. Gravekeeper's Cloak).
- Drains Storm Spirit's mana after every 100 distance traveled, resulting in 0.07/0.05/0.04-second intervals.
- Ball Lightning stops immediately upon Storm Sprit's death, when running out of mana while traveling, when reaching its destination, and being affected by other forced movement sources.
- The mana cost displayed in the ability's tooltip is based on Storm Spirit's max mana, showing how much it costs to initially cast Ball Lightning.
- This is how much damage Ball Lightning can deal around Storm Spirit at certain travel distances (before reductions):
- TALENTThe auto remnant talent automatically creates a Static Remnant based on its current level every 500 distance Storm Spirit travels per Ball Lightning cast.
- The distance counter does not accumulate the leftover moved distance from the previous cast.
- These remnants created are independent of the cooldown, do not cost mana, and do not trigger on-cast effects.
Talents[]
Hero Talents | ||
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500 Distance Auto Remnant in Ball Lightning | 25 | 2x Overload Attack Bounce |
-1.25s Static Remnant Cooldown | 20 | +0.3s Electric Vortex Duration |
+50 Static Remnant Damage | 15 | +250 Health |
+1.5 Mana Regen | 10 | +150 Attack Range when Overloaded |
Notes:
- The health talent increases the max health capacity and keeps the current health percentage.
Recent Changes[]
Version
Description
- Reduced Static Remnant activation delay from 1 to 0.75.
- Talents:
- LVL 10
- Reduced Ball Lightning self moved distance as damage from 8/12/16 to 6/10/14.
- Reduced Electric Vortex pull duration from 1.2/1.5/1.8/2.1 to 0.9/1.3/1.7/2.1.
Recommended Items[]
Starting items:
- Tango regenerates health so Storm Spirit can trade hits better.
- Healing Salve also restores health in lane.
- Clarity allows Storm Spirit to replenish his mana so he can use Static Remnant more.
- Iron Branch gives cheap attributes and can regenerate more health from Tango.
- Enchanted Mango gives burst mana for Storm Spirit to use Static Remnant.
Early game:
- Regular Stick can give Storm Spirit nothing. This can not help give Storm the extra bit he needs to do anything.
- Boots of Speed are important on all heroes as early as possible. For Storm Spirit, the ability to outmaneuver his lane opponent is crucial to victory.
- Null Talisman gives Storm Spirit a good balance of attributes, most importantly intelligence and damage for more mana and last-hitting power. Depending on the situation, two Null Talismans can be useful for giving Storm good early attributes whilst providing a decent reduction of his mana cost, allowing him to use Ball Lightning with much ease.
- Bottle is crucial to obtain early when playing in the mid lane. Bottling runes allows Storm Spirit to maintain his HP and mana against his lane opponent, and the runes themselves can be put to use at a time of the player's choosing, making it an extremely potent item at all stages of the game.
Mid game:
- Magic Wand is a cheap upgrade from Magic Stick which provides very cost effective attributes, as well as additional burst HP and mana regen.
- Power Treads give Storm Spirit the ability to treads switch, crucial when combined with a Bottle. The attribute bonus can be shifted between strength for more survivability, or intelligence for more mana and attack damage.
- Kaya amplifies his mana regeneration and spell damage, allowing him to recover faster and increases his overall presence in the game. Upgrade it later into a Kaya and Sange for more sustainability and higher recovery from Bottle.
- Orchid Malevolence is extremely strong on Storm Spirit, as it greatly magnifies his offensive potential. The intelligence and mana regen bonus allow him to remain relatively autonomous when roaming the battlefield, giving him the mana to engage on enemies. The damage and attack speed bonuses, combined with the intelligence bonus, increase Storm's right-click power, allowing him to use his physical attacks to greater effect. Most importantly, the active allows Storm Spirit to silence enemies that he initiates on with Ball Lightning, magnifying the amount of damage he deals due to the damage amplification, as well as preventing targets from simply using their escape spells. Later you can upgrade your Malevolence into a Bloodthorn.
Late game:
- Black King Bar is useful when the enemy team has numerous disables that they can use to catch and kill Storm Spirit. The spell immunity can be used during a fight to focus down enemies without fear of being stunned or silenced.
- Kaya and Sange is now the go-to item for upgrading Kaya and increases HP pool alongside status resistance, which allow Storm Spirit to survive disables (as well as breaking certain combos, which rely on cast timing which is altered by the status resistance provided).
- Scythe of Vyse is a very strong item to purchase on any intelligence hero, and is good on Storm Spirit for all the same reasons as Orchid Malevolence. The item grants a strong intelligence and mana regeneration boost, making Storm extremely mana-independent, and the bonus strength and agility shore up his weaknesses in those areas as well. The active ability allows Storm Spirit to instantly disable an enemy during an initiation, and more than double up on the time that the enemy is hard-disabled when combined with Electric Vortex.
- Linken's Sphere gives Storm Spirit attributes across the board and increased mana regen, as well as a very strong survivability passive. Spellblock can block targeted disables, making him much harder to catch out of position and an extremely slippery foe.
- Shiva's Guard gives Intelligence, armor, and a giant slow that is useful for teamfights. It can be a strong item if Storm Spirit needs survivability against physical damage instead of against disables.
- Bloodthorn's active ability guarantees critical damage and accuracy, allowing Storm Spirit to melt his targets.
Situational items:
- Aghanim's Scepter turns Electric Vortex into an AOE disable, which on Storm Spirit allows one of the best initiation options in the entire game. Storm Spirit can initiate from the fog and potentially disable the entire enemy team for up to 3 seconds, comparable to a hero like Magnus, except with a 16 second cooldown; if Storm Spirit misses, he can back up and simply try again in 16 seconds.
- Revenant's Brooch increases Storm's DPS and gives opportunity to attack ethereal units and True Strike.
- Refresher Orb can be an extremely powerful late game item alongside Aghanim's Scepter, as every aspect of the item benefits Storm Spirit. It provides the highest mana regen out of any item in the game, which when combined with Bloodstone is doubled, giving Storm Spirit an additional 26 mana/sec, allowing him to use his spells, like his ultimate, more frequently, and means the item is extremely useful even when it is on cooldown. When combined with an Aghanim's Scepter, it allows for up to 6 seconds of AOE disable on one of the best initiation heroes, which can easily result in a team wipe late game.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- Storm Spirit, like Brewmaster, Earth Spirit and Ember Spirit, was a Pandaren in DotA. He was re-skinned to avoid copyright issues with "Blizzard Entertainment", since Pandaren is a race in the "Warcraft" Universe.
- ▶️ "I'll spirit you away!", as well as him muttering "Spirit... Away..." when he dies may be a reference to the film "Spirited Away".
- Storm Spirit's speech is very similar to Ninjor, a character from the Power Rangers franchise, whose voice acting is largely based on the character Dudley Do-Right, from the Dudley Do-Right Show.
- Eul's Scepter of Divinity has an equivalent in Heroes of Newerth called "Stormspirit".
- Ball lightning is an unexplained and potentially dangerous atmospheric electrical phenomenon. The term refers to reports of luminous, spherical objects that vary from pea-sized to several meters in diameter. Though usually associated with thunderstorms, the phenomenon lasts considerably longer than the split-second flash of a lightning bolt.
- "I'll save this till it's five o'clock somewhere" is a reference to the song "It's Five O' Clock Somewhere" by Alan Jackson.