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 his 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 Lightning, zapping his enemies senseless, and zipping away before any can hope to catch him. | |
Roles: | Carry Escape Nuker Initiator Disabler |
Complexity: | ★★☆ |
Contents
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
Voice:
Abilities[]
Cast Animation: 0+1.1
Trigger Radius: 235
Damage Radius: 260
Activation Delay: 1
Remnant Duration: 12
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 or 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 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.
Cast Animation: 0.3+0.77
Pull Distance: 180/220/260/300
Spell Immunity Notes:
Cannot be cast on spell immune enemies.
Effect persists if debuff was placed before spell immunity and when not dispelled.
Raijin's thunderous, boisterous energy often draws others into an electrifying situation.
Notes:
- 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.
- With Aghanim's Scepter, Electric Vortex 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.
- When cast while no enemies are within range, it still triggers Overload.
- Multiple casts on the same target refresh the pull duration, and reset the pull distance, but do not update the pull location.
Damage Radius: 300
Damage: 30/50/70/90
Move Speed Slow: 80%
Attack Speed Slow: 80
Slow Duration: 0.8
Can be activated to grant Storm Spirit and nearby radius of him 3 Overload charges. Provides bonus Attack Speed. Lasts up to 12 seconds or until the charges are depleted.
Spell Immunity Notes:
Area effects are applied when attacking spell immune enemies.
Does not slow and does not attempt to damage spell immune enemies.
The slow persists if debuff was placed before spell immunity and when not dispelled.
Ability Disjoint Notes:
Modifiers [?]
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 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.
- The Overload attack bounces
talent causes Overload attacks to bounces towards the closest enemy unit within 700 range of the attack target.
- The bouncing attack travel at the same speed as the leading attack's projectile.
- This means their speed can be further increased by other attack projectile speed bonuses.
- The bounces do 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, damage block affects them.
- Although being spell damage, they ignore outgoing spell damage amplification and cannot spell lifesteal.
- The bounce damage can be defined as
(Atk Main + Atk Bonus) × 75%
- It deals 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 sources, 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.
- Other conditional attack damage bonuses (i.e. Javelin damage proc) are not included, since these happen later in the calculations as well.
- With 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 damage 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 Overload attack bounces upgrade are not applied to 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
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 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%
Static Remnant must be drafted as well for it to be automatically created while traveling.
The Storm is coming in.
Notes:
- Ball Lightning disjoints projectiles upon cast.
- 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):
- The auto remnant in Ball Lightning
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, they do not trigger the cooldown and work while on cooldown.
- They do not cost mana or proc on-cast effects either.
Talents[]
Hero Talents | ||
---|---|---|
550 Distance Auto Remnant in Ball Lightning | 25 | 2x Overload Attack Bounce |
-1.25s Static Remnant Cooldown | 20 | +0.4s Electric Vortex |
+50 Static Remnant Damage | 15 | +250 Health |
+1.5 Mana Regen | 10 | +20 Attack Speed |
Notes:
- The health talent increases maximum health capacity, and keeps the current health percentage.
Recent Changes[]
Main Article: Storm Spirit/Changelogs
Version
Description
- Level 10 left talent: +1.75 mana regen reduced to +1.5.
- Reduced Electric Vortex cooldown from 22/20/18/16 to 20/18/16/14.
- Increased mana regeneration from 0 to 0.5.
- Increased base attack speed from 110 to 115.
- Increased agility gain from 1.7 to 1.9.
- [U] Increased Overload slow duration from 0.6 to 0.8.
Talents:
- Level 10 left talent: +2.5 mana regen 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 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:
- 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 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:
- Kaya and Sange is now the go-to item for upgrading Kaya since the change to 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, 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 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.
- 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 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:
- 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 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 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 after the 25th minute.
- 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 can be a cost-effective item that both increases your mana regen and purges silences.
Gameplay[]
Audio[]
History[]
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, 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 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.