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Storm Spirit
Storm Spirit icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
21 + 2
22 + 1.9
23 + 3.9
Level 0 1 15 25 30
Health 200 620 1180 1820 2060
+0.25 +2.35 +5.15 +8.35 +9.55
Mana 75 351 999 1611 1875
+0.5 +1.65 +4.38 +6.93 +8.01
Armor 1 4.67 9.1 14.27 16.18
Damage Block -
Magic Resistance 25%
Status Resistance 0%
Damage 24‒34 47‒57 101‒111 152‒162 174‒184
Attack Rate 0.68/s 0.81/s 0.96/s 1.14/s 1.21/s
Attack Range Ranged 480 (800)
Attack Speed ▶️ 115 (1.7s BAT)
Attack Animation 0.5+0.3
Projectile Speed 1100
Movement Speed ▶️ 285
Turn Rate Takes 0.131s to turn 180°. 0.8
Collision Size 24
Vision Range (G) 1800 • 800
Legs 2
Gib Type Electric
Ability Upgrades
Upgradable by Aghanim's Scepter.
Upgradable by Aghanim's Shard.
Electric Vortex
Overload
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.
Static Remnant
Electric Vortex
Electric Vortex
Overload
Overload
Ball Lightning
Roles: Carry Carry Escape Escape Nuker Nuker Initiator Initiator Disabler Disabler
Complexity: ★★☆


Bio[]

Storm Spirit minimap icon.pngRaijin Thunderkeg, the Storm Spirit
▶️ "Everyone complains about the weather…well, I'm doing something about it!"
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

Abilities[]

Static Remnant
Static Remnant icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.
Cast Animation: 0+1.1
Trigger Radius: 235
Damage Radius: 260
Activation Delay: 1
Damage: 120/180/240/300 (Talent 170/230/290/350)
Remnant Duration: 12
Cooldown: 3.5 (Talent 2.25)
Mana: 70/80/90/100
Partially pierces spell immunity.
Triggers on spell immune enemies.
Does not damage spell immune enemies.
Buff/Debuff
Modifiers [?]
modifier_storm_spirit_static_remnant_thinker
Undispellable
Raijin Thunderkeg's duality allowed him to admire himself in shocking fashion.

Notes:

  • Static Remnant interrupts Storm Spirit's channeling abilities upon cast.
  • After a remnant is placed, it takes 1 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.
  • The remnants are visible on the minimap with the same color as Radiant icon.png Radiant or Dire icon.png Dire units, not the color of the player.
  • Remnants provide 500 radius flying vision at their location for its duration or until exploding.
  • The damage increasing Talent talent does not update already placed Static Remnants.


Electric Vortex
Electric Vortex icon.png
Affects
Enemies / Self
A vortex that pulls an enemy unit to Storm Spirit's location.
Cast Animation: 0.3+0.77
Cast Range: 300 (With Aghanim's Scepter 0)
Pull Duration: 1.4/1.8/2.2/2.6 (Talent 1.8/2.2/2.6/3)
Pull Distance: 180/220/260/300
With Aghanim's Scepter Radius: 475
Cooldown: 20/18/16/14
Mana: 60/70/80/90
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Electric Vortex affects all enemies within a radius around Storm Spirit.
Partially blocked by Linken's Sphere.
Blocked as a unit-targeted ability.
Upgradable by Aghanim's Scepter.
Not blocked when turned into a non-targeted ability.
Buff/Debuff
Modifiers [?]
modifier_storm_spirit_electric_vortex_pull
Raijin's thunderous, boisterous energy often draws others into an electrifying situation.

Notes:

  • Electric Vortex pulls affected units at a speed of 128.57/122.22/118.18/115.38 (Talent 100).
  • 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.
  • Multiple casts on the same target refresh the pull duration, and reset the pull distance, but do not update the pull location.


Overload icon.png
Ability
Passive
(Upgradable by Aghanim's Shard. No Target)
Affects
Enemies
(Upgradable by Aghanim's Shard. Allies)
Damage
Magical
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
With Aghanim's Shard Cast Animation: 0+0
Damage Radius: 300
Damage: 30/50/70/90
Move Speed Slow: 80%
Attack Speed Slow: 80
Slow Duration: 0.8
Talent Bounce Search Radius: 700
Talent Number of Bounces: 2
Talent Attack Damage as Bounce Damage: 75%
With Aghanim's Shard Active Radius: 750
With Aghanim's Shard Active Attack Speed Bonus: 40
With Aghanim's Shard Active Number of Overload Charges: 3
With Aghanim's Shard Active Duration: 12
Cooldown: With Aghanim's Shard 30
Mana: With Aghanim's Shard 150
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
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.
Partially pierces spell immunity.
Triggers and applies area effect when attacking spell immune enemies.
Does not affect spell immune enemies.
Disabled by Break.
Break Notes:
Prevents gaining a new charge.
Existing charge still fully works.
Can be disjointed.
Talent
Does not bounce when disjointed by the primary attack target.
Talent
When disjointed by a secondary target, the disjointing unit is not registered as hit, the attack may immediately bounce on it again if its within range. The disjointed instance still counts towards the bounce limit.
Buff/Debuff
Modifiers [?]
modifier_storm_spirit_overload_passive
Undispellable
modifier_storm_spirit_overload
modifier_storm_spirit_electric_rave
modifier_storm_spirit_overload_debuff
Pow! Zip! Zap!

Notes:

  • Does not trigger on active item abilities, on abilities with 0 cooldown, or on abilities which do not trigger on-cast effects.
  • 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.
  • Attacking buildings or allies does not release the charge. However, attacking wards does.
  • The Overload attack bounces Talent talent causes Overload attacks to bounces towards the closest enemy unit within 700 range of the attack target.
  • 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 icon.png 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.
  • With Aghanim's Shard icon.png Aghanim's Shard, Overload turns into an active ability. The passive component is still present.
    • Overload interrupts Storm Spirit's channeling abilities upon cast.
    • Triggers Overload upon cast as well, and fully stacks with it on the same attack.
    • The buff is only placed on allied heroes, including clones and creep-heroes, excluding illusions.
    • The buff is not placed on invulnerable or hidden units.
    • The Overload values for the buff are set upon cast, and do not update if it gets leveled up after cast.
    • The Overload effects applied by an ally is credited to that ally, and not to Storm Spirit.
    • The bouncing Overload Talent talent only works for Storm Spirit, and not for allies.
    • Recasting Overload refreshes the buff's duration and resets the charges. The number of charges is visible on the buff's icon.


Ball Lightning
Ball Lightning icon.png
Affects
Self / Enemies
Damage
Magical
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 Animation: 0.3+0
Cast Range: Global
Damage Radius: 200
Travel Speed: 1400/1850/2300
Damage per 100 Units: 8/12/16
Base Mana Cost per 100 Distance: 10
Max Mana as Cost per 100 Distance: 0.65%
Talent Auto Static Remnant Drop Distance: 550
Cooldown: 0
Mana: 25 + 7.5% of max mana
Buff/Debuff
Modifiers [?]
modifier_storm_spirit_ball_lightning
Death
Ability Draft Notes
Ability Draft Notes:
Static Remnant must be drafted as well for it to be automatically created by the talent while traveling.
The Storm is coming in.

Notes:

  • Ball Lightning 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.
  • Recasting Ball Lightning while traveling has no effect, but is 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 8/12/16 for every 100 distance traveled.
    • Ball Lightning deals no damage for distances less than 100 range.
  • Drains Storm Spirit's mana after every 100 range traveled, resulting in 0.07/0.05/0.04-second intervals.
    • If Storm Spirit runs out of mana while traveling, he stops immediately.
  • The mana cost displayed in the ability's tooltip is based on Storm Spirit's maximum 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):
    • 500 Distance: 40/60/80 damage, Mana symbol.png 75 + 10.75% max mana.
    • 1000 Distance: 80/120/160 damage, Mana symbol.png 125 + 14% max mana.
    • 2500 Distance: 200/300/400 damage, Mana symbol.png 275 + 23.75% max mana.
    • 5000 Distance: 400/600/800 damage, Mana symbol.png 525 + 40% max mana.
  • The auto remnant in Ball Lightning Talent talent automatically creates a Static Remnant based on its current level every 550 distance Storm Spirit travels.
    • These remnants created are independent from the cooldown, do not cost mana, and do not trigger on-cast effects.


Talents[]

Hero Talents
550 Distance Auto Remnant in Ball Lightning252x Overload Attack Bounce
-1.25s Static Remnant Cooldown20+0.4s Electric Vortex
+50 Static Remnant Damage15+250 Health
+1.5 Mana Regen10+20 Attack Speed
Notes:
  • The health talent increases maximum health capacity, and keeps the current health percentage.

Recent Changes[]

Version
Description
Level 10 left talent: +1.75 mana regeneration reduced to +1.5.
Level 10 left talent: +2.5 mana regeneration reduced to +1.75.
Level 10 right talent changed: +40 Static Remnant damage ➜ +20 attack speed.
Level 15 left talent changed: +25 attack speed ➜ +50 Static Remnant damage.


Recommended Items[]

Starting items:

  • Tango icon.png Tango regenerates health so Storm Spirit can trade hits better.
  • Healing Salve icon.png Healing Salve also restores health in lane.
  • Clarity icon.png Clarity allows Storm Spirit to replenish his mana so he can use Static Remnant more.
  • Iron Branch icon.png Iron Branch gives cheap attributes and can regenerate more health from Tango.
  • Enchanted Mango icon.png Enchanted Mango gives burst mana for Storm Spirit to use Static Remnant.


Early game:

  • Magic Stick icon.png Magic Stick can give Storm Spirit a quick burst of mana and health when needed. This can help give Storm the extra bit he needs to survive and escape a gank, or enough to cast one more spell to finish off a foe.
  • Boots of Speed icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png Kaya and Sange for more sustainability and higher recovery from Bottle icon.png Bottle.
  • Orchid Malevolence icon.png 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 icon.png Bloodthorn.

Late game:

  • Kaya and Sange icon.png Kaya and Sange is now the go-to item for upgrading Kaya icon.png Kaya since the change to Bloodstone icon.png Bloodstone. Storm benefits from all of the increases that Kaya gains from upgrading it, and also gains a larger HP pool alongside status resistance, which allow him to survive disables (as well as breaking certain combos, which rely on cast timing which is altered by the status resistance provided). It is superior in every way to Yasha and Kaya icon.png Yasha and Kaya, which provides Storm Spirit with very little in addition to a Kaya (he does not benefit from the move speed at all, and benefits very little from the other stats the Yahsa provides; one can compare this to HP and status resistance of a Sange upgrade, which offers a lot in terms of survivability, relatively speaking.
  • Scythe of Vyse icon.png 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 icon.png 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.
  • Black King Bar icon.png 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.
  • Shiva's Guard icon.png 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 icon.png Bloodthorn's active ability guarantees critical damage and accuracy, allowing Storm Spirit to melt his targets.

Situational items:

  • Dagon icon.png Dagon can be a situationally strong item if Storm Spirit needs more single-target killing power and already has a strong advantage over the enemy team. The item itself provides more intelligence, and the active can put more damage on an enemy in order to accelerate the amount of time required to kill them.
  • Bloodstone icon.png Bloodstone gives Storm Spirit many strong benefits, allowing him to become a force to be reckoned with by any foe. The large HP and mana bonuses make Storm Spirit much more survivable and allow him to cast his spells more profligately. Not only that, Bloodstone provides a substantial amount of spell lifesteal and allows Storm to regenerate his mana for the amount of damage he dealt, compensating the amount of mana he has used for Ball Lightning.
  • Arcane Blink icon.png Arcane Blink may be a bizarre choice for a Storm Spirit, but thanks to its bonuses providing a high mana cost reduction, complementing his Ball Lightning and debuff amplification, causing Electric Vortex to last longer. In other words, this spirit will turn into a thunder god made flesh with its ultimate costing less mana than he himself can regenerate and spawn chaos upon the enemy team, especially when it's combined with 2 or more Null Talisman icon.png Null Talisman after the 25th minute.
  • Octarine Core icon.png Octarine Core can be a good item to purchase on Storm Spirit. The bonuses it grants are powerful on any intelligence hero, and the spell lifesteal can allow Storm to maintain his HP pool by using his spells, making him harder to bring down in fights if the enemy is able to damage him. More importantly though, the cooldown reduction can greatly improve Storm's turnaround time, as his spells and items become ready for use faster; in particular, the reduced cooldown on Static Remnant can allow for greater damage output and more Overload procs.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity can be a cost-effective item that both increases your mana regen and purges silences.

Gameplay[]

Audio[]

History[]

Equipment[]

Trivia[]

  • Storm Spirit, like Brewmaster minimap icon.png Brewmaster, Earth Spirit minimap icon.png Earth Spirit and Ember Spirit minimap icon.png Ember Spirit, was a Pandaren in DotA. He was re-skinned to avoid copyright issues with Blizzard, since Pandaren are a race of in the Warcraft Universe.
  • The line ▶️ 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 icon.png 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.
  • Storm Spirit's voice line "I'll save this till it's five oclock somewhere" is a reference to the song It's Five O' Clock Somewhere by Alan Jackson.

Gallery[]

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