Storm Spirit

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Storm Spirit
Storm Spirit.png
Radiant icon.png The Radiant
Strength
19 + 1.5
Agility
22 + 1.8
Intelligence
23 + 2.6
Level 1 16 25
Hit Points 511 967 1575
Mana 299 832 1365
Damage 45-55 86-96 127-137
Armor 5.08 9.14 13.9
Attacks / Second 0.71 0.88 1.08
Movement Speed 295
Turn Rate 0.6
Sight Range 1800/800
Attack Range 480
Missile Speed 1100
Attack Duration 0.5+0.3
Cast Duration 0.3+0.51
Base Attack Time 1.7

Raijin Thunderkeg, the Storm Spirit, is a ranged Intelligence hero who wields the elemental power of lightning. He has high mobility and ganking potential. Static Remnant creates an immobile clone of himself to shock enemies upon contact. Electric Vortex binds an enemy to himself, drawing it in slowly. Overload harnesses the excess charge whenever Raijin casts a spell, adding it in the form of damage to the next attack and zapping enemies in a radius around the target. Storm Spirit's signature move is Ball Lightning where Raijin transforms into pure energy, sacrificing his own mana and dashing quickly to any area of the map. A capable ganker in the early stages of the game, he transitions into a highly mobile and aggressive semi-carry, provided that he has enough mana and mana regeneration to sustain his ultimate. Raijin mostly uses his spells to create devastating follow-ups, with Overload boosting his next attack with magical damage. The low cooldown of Static Remnant and the instant cooldown of Ball Lightning allows him to follow up and escape effectively.

Contents

[edit] Bio

Storm Spirit Raijin Thunderkeg, the Storm Spirit
Play "Everyone complains about the weather...well, I'm doing something about it!"
Role: Pip carry.png Carry / Pip initiator.png Initiator / Pip tank.png Escape / Pip disabler.png Disabler
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.
Voice: John Patrick Lowrie (Responses)

[edit] Abilities

Static Remnant
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
Q
R
Static Remnant icon.png
Ability Affects Damage
No Target Enemies 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.
Trigger Radius: 235
Damage: 140/180/220/260
Cooldown 3.5 Mana 70/80/90/100
Raijin Thunderkeg's duality allowed him to admire himself in shocking fashion.

Notes:

  • Static Remnants take 1 second to materialize after this spell is cast.
  • Remnants have flying vision and can see over cliffs and trees.
  • The explosion actually hits units in a 260 radius, but will only be triggered by units within a 235 radius.

Electric Vortex
Blocked by Magic Immunity. Blocked by Linken's Sphere. Cannot be purged.
W
E
Electric Vortex icon.png
Ability Affects
Target Unit Enemies
A vortex that pulls an enemy unit to Storm Spirit's location, it also slows the Storm Spirit by 50% for 3 seconds.
Range: 300
Pull Duration: 1/1.5/2/2.5
Pull Distance: 100/150/200/250
Cooldown 20 Mana 100/110/120/130
Raijin's thunderous, boisterous energy often draws others into an electrifying situation.

Overload
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
E
V
Overload icon.png
Ability Affects Damage
Passive Enemies Magical
Casting a spell creates an electrical charge, which is released in a burst on his next attack, dealing damage and slowing nearby enemies.
Radius: 275
Slow Duration: 0.6
Damage: 30/50/70/90
Movement Speed Slow: 80%
Attack Speed Slow: 50%
Pow! Zip! Zap!

Notes:

  • Using items does not trigger Overload.

Ball Lightning
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
R
G
Ball Lightning icon.png
Ability Affects Damage
Target Point Enemies Magical
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The mana activation cost is 15+7% of his total mana pool, and the cost per 100 units traveled is 10+1% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Range: Global
Radius: 125/200/275
Damage Per 100 Units Traveled: 8/12/16
Mana Cost Per 100 Units Traveled: 10 + 1% of Maximum Mana
Travel Speed: 1250/1875/2500
Mana 15
The Storm is coming in.

Notes:

  • If the Storm Spirit runs out of mana while traveling he will stop immediately.
  • No-target abilities can be used while traveling.
  • While using this ability, the Storm Spirit is invulnerable.
  • This ability destroys trees.

[edit] Recommended items


Explanation:
Storm Spirit always goes for middle lane, thus, carrying Bottle is a must for fetching Runes and sustainability after ganking. Mana-giving items such as Scythe of Vyse and Bloodstone allow Storm Spirit to spam his spells, especially Ball Lightning which quickly drains out mana. Because his ultimate increases in cost the more mana he has, Storm prefers mana regen items such as Bloodstone which gives ample regeneration once a few stacks have been acquired. Arcane Boots can be a smart investment before transitioning into Bloodstone and Power Treads

[edit] Equipment

[edit] Tips

  • Static Remnant is an effective nuke useful for pushing and triggering Overload attacks, the overloaded attacks are useful for assaulting and heavily slowing enemies (even for just a brief amount of time).
  • Electric Vortex allows Raijin to pull his target close enough to his Static Remnant, triggering its damage.
  • A common tactic most people use is to cast his ultimate, Ball Lightning, at minuscule ranges to trigger his Overload passive after which he attacks his target then repeating the steps again, potentially giving Storm Spirit's slow a higher duration.
    • Though essentially it is not orb-walking, it does have a similar process.
  • Use Ball Lightning to go through the enemy and end up behind them, since they have to turn around to attack you. Each hero has a turn animation time, which (although is usually a mere fraction of a second) can be crucial to your advantage. Repeatedly using Ball Lightning in quick succession within small range confuses the enemy even more.
  • A very common combo Storm Spirit uses to nuke down lone heroes is to ambush them with Ball Lightning, then applying Attack (with Overload bonus) > Vortex > Attack > Remnant > Attack > Ball Lightning through them to dodge their retaliation > Attack > Escape if enemy has not died. This will greatly injure most heroes, and kill those foolish enough to be walking around alone with weakened HP.
  • Another alternative would be to use ball lightning > overload > vortex > remnant > overload > then just normal attack and use ball lightning to chase enemies when out of range. When engaging heroes like Earthshaker/ Vengeful Spirit, a wise move would be to use ball lightning after vortex is over since the enemy would most likely cast a stun first which storm would be able to dodge.
  • When engaging a group of heroes, Storm Spirit can actually, although at a risk, be the first one to engage them, followed by several allies already behind him to back him up. This strategy can make enemy heroes blow most cooldowns on Storm Spirit while he can simple run away with Ball Lightning, disable a hero with Electric Vortex, leave a Static Remnant behind and pave the way for allied heroes and their counter initiation.
      • Note: Storm's Ball Lightning deals a reasonable amount of damage when it is maxed out, so using Ball Lightning from a far distance will deal huge damage to the enemy.
  • While in Ball Lightning, you can use items like Shiva's Guard to bring a dazzling yet deadly cold storm which follows around while rolling on. Great for initiating and crippling enemies, along with Overload, escaping away is most unlikely. You can also cast Static Remnant for farming or pushing, or just show some amazing power.

[edit] Trivia

  • Storm Spirit's hat was added to Team Fortress 2 on the 18th August 2011 as Storm Spirit's Jolly Hat.
  • Much like Brewmaster Brewmaster in DotA, Storm Spirit's hero model was a pandaren; it had to be changed as he transitioned to Dota 2, in order to avoid copyright issues with Blizzard.
  • Raijin is the name of the god of thunder and lightning in both Shintoism and Japanese mythology. [1]

[edit] Update history

September 13, 2012 Patch

July 19, 2012 Patch

  • Fixed Static Remnant blocking Creep camps.

May 17, 2012 Patch

  • Added additional dialog for Earthshaker, Pudge, Storm Spirit, Shadow Fiend, and Doombringer.

March 22, 2012 Patch

  • Fixed attack projectile speed.

January 19, 2012 Patch

  • Fixed Ball Lightning costing draining more mana if you cast it again while still in it.

January 12, 2012 Patch

  • Fixed Overload charge being used up if the target dies before impact.

November 17, 2011 Patch

November 03, 2011 Patch

  • Fixed an exploit with Ball Lightning that could cause you to kill enemy units from your fountain.
  • Fixed Ball Lightning's stopping a little too early when almost out of mana

October 13, 2011 Patch

  • Fixed Electric Vortex affecting Roshan.
  • Fixed Static Remnant cast point.

September 09, 2011 Patch

  • Ball Lightning now properly gives 1000/1000 flying vision for its duration.

July 16, 2011 Patch

  • Fixed Static Remnant affecting ancients.
  • Fixed Static Remnant triggering rules.

May 26, 2011 Patch

  • Fixed Static Remnant not giving vision.

May 13, 2011 Patch

  • Fixed Electric Vortex sometimes not pulling a unit if it is running away while casting.

March 12, 2011 Patch

  • Fixed Storm's Overcharge being used up on denies.

January 27, 2011 Patch

  • Fixed Storm's Overload using up charges against towers.


[edit] Balance changelog

6.75

6.73

  • Overload icon.png Overload bonus damage increased from 30/45/60/75 to 30/50/70/90.

6.72d

  • Base Strength increased by 2.

6.70

  • Intelligence growth increased from 2.2 to 2.6.

6.69

  • Intelligence base and growth reduced from 26 + 2.6 to 23 + 2.2
  • Electric Vortex icon.png Electric Vortex mana cost increased from 100 to 100/110/120/130

6.67

  • Attack range lowered from 500 to 480

6.64

  • Base Intelligence increased from 23 to 26

6.58

  • Reworked

[edit] Pre-6.58 rework Abilities

Electric Rave
Q
E
Static Remnant icon.png
Ability Affects
Toggle Self
Transfers mana into pure electric current at a rapid rate, increasing the Storm Spirit's attack speed.
Mana Cost per Second: 6/9/12/15
Bonus Attack Speed: 20/40/60/80

Barrier
W
R
Unknown icon.png
Ability Affects
Target Unit Allies
Shields a target with Raijin's discharged mana, resisting spell damage while under the effect.
Duration: 20
Max Damage Prevented: 150/300/450/600
Cooldown 15 Mana 75

Overload
E
V
Overload icon.png
Ability Affects Damage
Passive Enemies Magical
Each successful attack builds up a static charge, eventually releasing in the form for an electrical burst. The burst deals damage and does a minor Purge-like effect to the attacked foe and nearby area.
Radius: 350
Attacks to trigger: 8/7/6/5
Damage: 30/45/60/75
Pow! Zip! Zap!

Lightning Grapple
R
G
Ball Lightning icon.png
Ability
Target Point
Creates an electrical attraction between the Storm Spirit and a target area, pulling him and all nearby units to that point.
Radius: 200
Range: 600/900/1400
Cooldown 35 Mana 100

[edit] References

  1. http://en.wikipedia.org/wiki/Raijin

[edit] See also

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