|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|
- 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 talent does not update already placed Static Remnants.
- 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 , Electric Vortex turns into a non-targetable ability affecting all enemy units within radius.
- Multiple casts on the same target refresh the pull duration, and reset the pull distance, but do not update the pull location.
- 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.
- 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 talent causes Overload attacks to bounces towards the closest enemy unit within range of the attack target.
- The bouncing projectiles travel at the same speed as the leading attack projectile.
- The projectile speed can be further increased by other attack projectile speed bonuses.
- Does not perform instant attacks. The projectiles deal regular spell damage.
- 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. 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.
, 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 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 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):
- The talent automatically creates a based on its current level every distance Storm Spirit travels.
- These remnants created are independent from the cooldown, do not cost mana, and do not trigger on-cast effects.
|550 Distance Autoin||25||2xAttack Bounce|
|+1.5 Mana Regen||10||+20 Attack Speed|
- The health talent increases maximum health capacity, and keeps the current health percentage.
Main Article: Storm Spirit/Changelogs
- Reduced cooldown from 22/20/18/16 to 20/18/16/14.
- Increased agility gain from 1.7 to 1.9.
- Increased base mana regeneration from 0 to 0.5.
- Increased base attack speed from 110 to 115.
- Increased slow duration from 0.6 to 0.8.
- regenerates health so Storm Spirit can trade hits better.
- also restores health in lane.
- allows Storm Spirit to replenish his mana so he can use Static Remnant more.
- gives cheap attributes and can regenerate more health from Tango.
- gives burst mana for Storm Spirit to use Static Remnant.
- 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.
- are important on all heroes as early as possible. For Storm Spirit, the ability to outmaneuver his lane opponent is crucial to victory.
- 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.
- 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.
- is a cheap upgrade from Magic Stick which provides very cost effective attributes, as well as additional burst HP and mana regen.
- 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.
- 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 for more sustainability and higher recovery from .
- 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 .
- is now the go-to item for upgrading since the change to . 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 , 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.
- 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.
- 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.
- 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.
- 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.
- accuracy, allowing Storm Spirit to melt his targets. 's active ability guarantees critical damage and
- 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.
- 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 .
- may be a bizarre choice for a Storm Spirit, but thanks to its bonuses providing a high mana cost reduction, complementing his and debuff amplification, causing 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 after the 25th minute.
- 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.
- can be a cost-effective item that both increases your mana regen and purges silences.
- Storm Spirit, like Pandaren are a race of in the Warcraft Universe. , and , was a Pandaren in DotA. He was re-skinned to avoid copyright issues with Blizzard, since
- 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.
- 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.