19 + 1.5
22 + 1.8
23 + 2.6
Raijin Thunderkeg , the Storm Spirit, is a ranged Intelligence hero who wields the elemental power of lightning. He has high mobility, strong ganking and carrying potential, and very good synergy between his hero abilities.
Static Remnant creates an immobile clone of himself that, upon contact with an enemy, shocks all enemies in a small area for damage. It has a very low cooldown, making it a good farming skill. Electric Vortex binds an enemy to himself, drawing it in slowly; at higher levels of the skill, it will always be able to pull the target into a Static Remnant. Overload further supplements this combo by harnessing the excess charge whenever Raijin casts a spell, adding it in the form of magical damage to his next attack and zapping enemies in a radius around the target. Finally, Storm Spirit's ultimate and signature skill is Ball Lightning, in which he transforms into pure energy, sacrificing his own mana to dash quickly around the map in an invulnerable state, inflicting minor damage to foes he impacts as well as giving him an Overload charge. It can be used to initiate and escape long distances with ease.
Because his ultimate disjoints enemy projectiles and has no cooldown, he can prove to be one of the most slippery foes in the game, provided that he has enough mana regeneration to sustain it and/or the enemy team does not have strong disables such as stuns and silences. However, without proper mana management, he will run out of juice very quickly and become a sitting duck. While extremely vulnerable early game before he acquires his ultimate, once he does so, if he gets a few quick kills and some mana-sustaining items, he will become an unstoppable force of nature.
| Raijin Thunderkeg, the Storm Spirit
| Play "Everyone complains about the weather...well, I'm doing something about it!"
|| Carry / Escape / Nuker / Initiator / Disabler
|| 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.
|| John Patrick Lowrie (Responses)
- Static Remnant interrupts Storm Spirit's channeling spells upon cast.
- After a remnant is placed, it takes 1 second for it to be able to explode and damage in aoe.
- When a remnant expires, it still will explode and deal damage around it.
- Remnant can be triggered by invisible units and deal damage to them.
- The remnants are visible on the mini-map with the same color as radiant/dire units, not the color of the player.
- Remnants provide 600 range flying vision at their location for their duration or until detonating.
- Using items doesn't trigger Overload.
- The slow and damage are applied to all enemy units within the radius around the attacked target.
- The charge is released upon successfully hitting a target. If the attack misses or is disjointed, nothing will happen.
- Each attack checks for the buff on Storm Spirit upon successfully hitting the target. If the buff is present, the charge will be released.
- This means when Storm Spirit gains the buff while an attack projectile is flying, that attack will still release the charge when it hits.
- Attacking buildings or allies does not release the charge, however attacking wards does.
- Ball Lightning disjoints projectiles upon cast.
- Storm Spirit can turn, cast spells, use items and attack during Ball Lightning.
- If Storm Spirit runs out of mana while traveling he will stop immediately.
- Ball Lightning destroys trees within 100 radius of Storm Spirit while traveling.
- Provides 400 radius flying vision around Storm Spirit during Ball Lightning.
- The damage is increased by 0.08/0.12/0.16 damage per traveled unit, while mana is drained after each 100 distance traveled (= 0.08/0.05/0.04 second intervals).
- The spell's tooltip mana cost shows the current initial mana cost of the spell based on Storm Spirit's current maximum mana pool.
- The damage is applied within the radius during the whole traveling, not only upon reaching the destination.
- This is how much damage Ball Lightning can deal at certain travel distances (before reductions):
- 50 distance: 4/6/8 damage (30 + 8% of max mana)
- 500 distance: 40/60/80 damage (90 + 11,5% of max mana)
- 1000 distance: 80/120/160 damage (150 + 15% of max mana)
- 2500 distance: 200/300/400 damage (330 + 25,5% of max mana)
- 5000 distance: 400/600/800 damage (630 + 43% of max mana)
- 10000 distance: 800/1200/1600 damage (1230 + 78% of max mana)
- Tango and Healing Salve are generally recommended basic regen items in most situations.
- Clarity allows Storm Spirit to replenish his mana in the laning stage. It can be useful for allowing Storm Spirit to use Static Remnant one or two more times.
- Mantle of Intelligence and Circlet provide good stats, especially to intelligence for increased base damage. In particular, the two items build towards a Null Talisman, which give Storm Spirit a number of useful bonuses.
- 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 out-maneuver his lane opponent is crucial to victory.
- Null Talisman gives Storm Spirit a good balance of stats, 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 stats.
- 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. As well, the increased attack speed increases his ability to put damage on his opponents (particularly Overload), while the attribute bonus can be shifted between strength for more survivability or intelligence for more mana and attack damage.
- 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.
- 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.
- Town Portal Scroll is crucial on all heroes. For Storm Spirit, the ability to teleport to a teammate's aid or show up to a teamfight will allow him to take utmost advantage of his already strong mobility.
- 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.
- 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, and the bonus mana regen (both the percentage-based regen and the flat regen from the charges) give him an almost infinite mana pool, allowing him to be active on the map for extended periods of time. If it can be built early and multiple charges obtained, Storm Spirit can quickly snowball out of control and dominate the battlefield.
- Linken's Sphere gives Storm Spirit stats 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, making him 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.
- 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.
- 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.
- 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.
- Storm Spirit is a very mobile ganker who thrives on an aggressive play style. While he is very mana-hungry and difficult to master, he more than makes up for this by rewarding players with aggressive mindsets and good dexterity, who can use his abilities to jump on foes from extremely long distances, pummel them down with tremendous amounts of magical damage, and escape before their allies can turn on him.
- In order to make the most of his mobility, Storm Spirit's first priority should be to build items that give him both mana and mana regen. Ball Lightning allows him to initiate and escape at will, making him very hard to catch in the hands of a skilled player, however it consumes large amounts of his mana pool, meaning that life or death literally rests on how much mana Storm Spirit can muster up when needed.
- Storm Spirit is most generally played in the mid lane, as his abilities make him an extremely powerful hero to have early levels and gold on. While he is quite weak and vulnerable before he hits level 6, he becomes a force to be reckoned with once he obtains access to his ultimate.
- Static Remnant drops a remnant on Storm Spirit's position upon cast, detonating when an enemy walks into its trigger radius or when it expires.
- In the laning stage, Static Remnant can be used to apply nuke damage to a creep wave, useful for getting multiple last-hits at once or pushing the lane in order to buy yourself space to check the runes. However, it is also dangerous since the spell's small radius means that Storm Spirit, a ranged hero with low HP and armor, must walk into melee range of the creep wave in order to make the most of it. Make sure that the enemy cannot easily capitalize on this disadvantageous positioning before doing this.
- If your laning opponent is a melee hero, Static Remnant would be very effective to prevent them from lasthitting. Cast Remnant when the hero comes close to the creep wave to apply the damage, also with attack and Overload proc.
- Due to its area-of-effect nature and low mana cost and cooldown, Static Remnant can be a useful spell for farming neutral camps, especially if they have been stacked. Each remnant can deal its damage to the entire camp if placed close enough, reducing the amount of time required to farm them.
- Mind the delay between placement and materialization of a Static Remnant. Smart enemies can run outside of its radius in the second after placing the remnant, so try to make sure that the enemy is otherwise disabled in order to land the explosion on them. Position yourself using Ball Lightning and cast Static Remnant on their escape route to inflict more damage or for enemies to change their path.
- Static Remnant has an instant cast time, allowing Storm Spirit to place them without breaking stride. When running from enemies, leaving a Static Remnant in your wake can discourage enemies from pursuing in the early game if they cannot afford to take the damage.
- Keep in mind, a Static Remnant will still explode if an invisible enemy enters its radius. If a Static Remnant explodes without a visible enemy entering its radius, but before its expiration time, it means that an invisible enemy is approaching.
- Static Remnant gives flying vision for its duration, which allows it to be used to gain vision through the fog of war. This can be used to check inside Roshan's pit, or to see over trees and high ground. It can be particularly useful when placed behind a tree, as enemies will be unable to see the remnant but it will still provide vision of them until it explodes.
- Electric Vortex is a short disable that stuns its target as it is pulled in.
- As a general rule of thumb, Electric Vortex has little value at level 1, and is only useful for catching enemies at level 3 or higher, so it should either have multiple early skill points put into it in order to increase Storm Spirit's disable potential, or altogether ignored in the early game for more damage output through his other spells.
- Still, putting a single point is okay to proc Overload one more time in short period, hinder enemy's movement to get more chance to attack, also interrupt Town Portal Scrolls.
- At any level, Electric Vortex can pull an enemy into the explosion radius of Static Remnant, provided that it was already placed at the same location that Storm Spirit casts Electric Vortex from. However, keep in mind that Static Remnant takes time to materialize, and at level 1 Electric Vortex only pulls for just barely the theoretical amount of time and distance needed for this; in practical terms, a fleeing enemy and the delay between commands means that they will likely run outside of the remnant before it materializes unless Electric Vortex is cast on a target inside of its maximum range. Regardless, it is wise to put at least two levels into Electric Vortex in order to ensure that enemies will be caught by a Static Remnant.
- Beware that Electric Vortex will also halve Storm Spirit's movement speed upon casting, meaning that he is unable to easily move himself to a more advantageous position to attack or cast his other spells. As such, the only ways to reliably re-position are either to have activated a Haste rune or to cast Ball Lightning.
- Overload is the linchpin that links together all of Storm Spirit's abilities and augments the amount of damage that his physical attacks deal.
- Overload procs every time Storm Spirit casts any of his spells. As such, mastery of Storm Spirit requires that players learn to attack targets between every spell in order to maximize the amount of damage dealt.
- The area-of-effect nature of Overload allows for it to be used as a farming spell. Throwing an Overload charge at the center of a group of creeps will apply the damage and slow to all of them, which allows Storm Spirit to deal aftershock damage to groups of creeps after using a spell.
- The damage from Overload also allows it to be used as a harassing spell in the laning stage, especially in the mid lane due to easier access to runes to replenish mana using bottle. Hitting enemy player with attack together with Overload damage is the main way to harass a ranged hero since most of them won't trigger Static Remnant often. However, the attack range of Storm Spirit is relatively short - 480 compared to Queen of Pain's 550 or Lina's 670. Laning with an experienced player of these heroes would be dreadful. Use the damage of Overload to lasthit to counteract heros with either long attack range or high attack damage, such as Shadow Fiend and Viper, to gain gold and experience instead of harassing.
- If the enemy is standing close to a creep (such as the ranged creep), attacking that creep with the Overload charge can deal splash damage to the enemy player without drawing aggro.
- Keep in mind, attacks will check for Overload procs when they successfully connect. As such, it is possible to throw an attack, and then cast a spell while the projectile is mid-air, and the projectile will still proc Overload on its target. This can be used to get kills on low-health enemies who are fleeing, but who will escape before a spell comes off cooldown for proccing Overload prior to attacking; attacking and then casting a spell to proc Overload will cause the subsequent attack to deal its damage and slow.
- Beware that attacking spell immune units, particularly ancients and wards, will still proc Overload even if it will not deal the damage or slow on that unit. In the early game when Storm Spirit's mana is still finite, this can result in a wasted Overload proc, so be careful about which targets to attack in order to maximize the usage of Storm Spirit's mana.
- Ball Lightning makes Storm Spirit one of the most mobile and deadly heroes in the game, as it gives him strong initiation and escape potential. However, it is also one of the most mana-costly spells in the game, so good mana management is key to playing Storm Spirit well.
- Because Ball Lightning's mana cost is expressed as a percentage of Storm Spirit's total mana pool, it is crucial to build mana regen items on him, since the mana cost of the spell increases in tandem with the size of his mana pool. By focusing on mana regen, Storm Spirit can quickly replenish the mana used by his ultimate between engagements, allowing him to be ready for another one shortly after.
- Keep in mind that Ball Lightning does have a flat mana cost for each activation as well as per distance traveled. The larger Storm Spirit's mana pool is, the more negligible this flat cost becomes. As well, a larger mana pool also reduces the cost of his other spells relative to how much mana he has, allowing for more profligate use of Static Remnant.
- Storm Spirit is invulnerable during Ball Lightning, so he cannot be damaged, disabled or otherwise affected by most spells in the game. As such, it can be cast to disjoint incoming projectiles or to avoid other types of damage and disables if timed properly.
- As Ball Lightning has no cooldown, it can be used to travel over short distances to proc Overload. This can be a powerful, albeit costly way to add more damage to Storm Spirit's attacks during ganks.
- Items can still be used, and Storm Spirit can still attack during Ball Lightning. During initiations, this means that enemies can be disabled prior to arrival with items like Orchid Malevolence and Scythe of Vyse, an Overload attack can be made before emerging, and Shiva's Guard can be activated to expand its radius to encompass multiple enemies. This also means that during escapes, Town Portal Scroll can be channeled during the jump, allowing Storm Spirit to put distance between himself and any pursuing enemies while channeling.
- When using Ball Lightning to initiate or escape, it is sometimes wise to only jump the minimum distance necessary, due to the spell's high mana cost. Making unnecessarily long jumps will drain Storm Spirit's mana quickly, allowing for less mana to be used for attacks and disables upon reaching a gank target, or allowing for less mana for making a secondary escape jump if needed.
- Never discount the damage that Ball Lightning itself deals if it connects with a target, especially when upgraded to Level 3. When initiating over longer distances, it can put a respectable amount of damage on the table, increasing the odds of a successful kill. However, doing so effectively requires Storm Spirit to land right on top of, or pass right over the enemy, which requires additional skill since the target's path must be predicted right when the jump is made.
- The massive initiation potential of Ball Lightning means that Storm Spirit can engage foes who are behind their teammates, focusing down squishy supports with low HP at the beginning of fights. This can be useful for removing them from the picture before they can cast any of their powerful teamfight spells, or use any crucial items such as Mekansm or Pipe of Insight.
- Initiating on and killing enemies requires good mechanical skills and planning in order to make the most of all of Storm Spirit's spells. The textbook initiation is: Ball Lightning to close the distance > Cast disable while en route ( Orchid Malevolence) > Overload attack (if no quick counteract items such as Manta Style or Black King Bar in terms of Orchid Malevolence) > Electric Vortex > Overload attack > Static Remnant > Overload attack > Ball Lightning over short distance > Overload attack > Repeat as needed using either Static Remnant or Ball Lightning > Escape with Ball Lightning if necessary. With Scythe of Vyse more actions could be applied before casting Electric Vortex.
- Storm Spirit can build other unmentioned items in order to meet his needs.
- Soul Ring is a good early game pick-up as it grants both HP regen as well as on-demand burst mana, useful for additional spell usage. This can alleviate Storm Spirit's early mana demands, and builds into Bloodstone.
- Eul's Scepter of Divinity is a cheap but useful defensive item that can give Storm Spirit survivability against certain counters. The item provides a small amount of intelligence as well as some mana regen, and increased flat movement speed for more mobility outside of his ultimate. The active cyclone can be used to purge debuffs from Storm Spirit, particularly silences, buying him time to escape from enemy initiations.
- Storm Spirit, like Brewmaster, Earth Spirit and Ember Spirit, was a Pandaren in DotA. However, he was re-skinned to avoid copyright issues with Blizzard Entertainment, since Pandaren are a race of creatures in the Warcraft Universe.
- Raijin is the name of the god of thunder and lightning in the Japanese Shinto religion.
- The line Play 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, who's voice acting is largely based on the character Dudley Do-Right, from the Dudley Do-Right Show.
- Euls Sceptre of divinity's similar item was called Stormspirit in Heros of Newerth.
November 18, 2014 Patch
November 14, 2013 Patch
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
- Fixed the following ability interactions with Repel/Purge: Inner Vitality, Weave, Moonlight Shadow, Overload, Holy Persuasion, Warcry, Shadow Word, Focus Fire, Sukuchi, Berserker's Call, Chilling Touch.
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.
- Static Remnant
- Reduced vision radius from 800 to 600.
- Increased manacost from 70/80/90/100 to 100 on each level.
- Increased Ball Lightning activation manacost from 15 + 7% to 30 + 8%.
- Rescaled Ball Lightning manacost per 100 traveled units from 10 + 1% to 12 + 0.7% of max mana.
- Increased Overload damage from 30/45/60/75 to 30/50/70/90.
- Increased base intelligence and gain from 26 + 2.6 to 23 + 2.2.
- Increased Electric Vortex manacost from 100 on each level to 100/110/120/130.
- Reduced attack range from 500 to 480.
- Ball Lightning now gives an error message when cast without enough mana.
- Static Remnant:
- Raijin creates a remnant of himself containing his essence. The Static Remnant will release its stored energy whenever an enemy units comes near it. Lasts up to 12 seconds.
- Trigger radius: 235
- Damage radius: 260
- Activation delay: 1
- Damage: 140/180/220/260
- Remnant duration: 12
- Manacost: 70/80/90/100
- Cooldown: 4
- Notes: Has an instant cast time. After the remnant is placed, it takes 1 second for it to get active. Once active, it triggers on any enemy coming too close to it, dealing damage.
- Electric Vortex:
- Storm focuses his energy to rip open a vortex drawing an enemy to it. This process slows the Storm Spirit down for a brief period.
- Cast range: 300
- Pull distance: 100/150/200/250
- Pull duration: 1/1.5/2/2.5
- Self movement speed slow: 50%
- Slow duration: 3
- Manacost: 100
- Cooldown: 20
- Notes: Is not a channeling spell. Can pull the target over impassable terrain.
- Old Overload:
- Each successful attack builds up a static charge, eventually releasing in the form of an electrical burst. The burst deals damage and does a minor slow effect to the attacked foe and nearby area.
- Radius: 350
- Attacks to trigger: 8/7/6/5
- Damage: 30/45/60/75
- Movement speed slow: 80%
- Attack speed slow: 50
- Slow duration: 0.6
- Notes: After having done 7/6/5/4 attacks, the next attack will deal damage and slow units around the attack target including the target.
- New Overload:
- Storm Spirit becomes overloaded with electrical energy whenever he casts a spell. The charge is released on his next attack as an electrical burst, dealing damage and slowing nearby units.
- Radius: 275
- Damage: 30/45/60/75
- Movement speed slow: 80%
- Attack speed slow: 50
- Slow duration: 0.6
- Notes: Similar to the old Overload. Instead of giving a charge every x attacks, gives a charge upon spell cast.
- Ball Lightning:
- Storm Spirit becomes enveloped with energy, losing his physical form, and travels until he depletes his mana or chooses to stop. While in this form, he deals damage to nearby units based on how far his electrical form has traversed. Damage, speed and area of effect improves per level.
- Cast range: Global
- Damage radius: 125/200/275
- Travel speed: 1250/1875/2500
- Damage per traveled 100 units: 8/12/16
- Manacost per traveled 100 units: 10 + 1% of max mana pool
- Activation manacost: 15 + 7% of max mana pool
- Cooldown: 0
- Notes: Storm Spirit is invulnerable while traveling. Stops traveling whenever Storm Spirit runs out of mana or reaches the targeted point. The further he travels, the more damage it deals around him. Damage is dealt throughout the whole traveling. Storm Spirit can cast spells, use items and attack during Ball Lightning.
- Increased base armor from -1 to 3 (total armor is now 4.38).
- Fixed Electric Rave toggling itself off when affected by Last Word.
- Overload no longer uses its charge up when attacking allied units.
- Electric Rave
- Fixed sometimes not stopping to drain mana after toggled off.
- Reduced activation manacost from 6/9/12/15 to 3/6/9/12.
- This ability was replaced by Static Remnant in the 6.58 gameplay patch.
- Does not interrupt Storm Spirit's channeling spells upon toggling.
- Barrier blocks damage before any reductions. The only exception here is spell immunity, during which it does not block any magic damage.
- This ability got reworked into the current Overload in the 6.58 gameplay patch.
- When making 7/6/5/4 attacks, particle effects appear on Storm Spirit's hands, showing that the next attack is with Overload.
- Pre 6.45, this ability used to apply a dispel to all affected enemy units within the radius.
- This ability got replaced by Ball Lightning in the 6.58 gameplay patch.
- Storm Spirit and pulled units travel at a speed of 1200.
- Lightning Grapple cannot be cast on cliff areas.
- Any enemy hero which comes within 200 radius of Storm Spirit while he travels to the targeted point gets pulled with him.
- Does not turn Storm Spirit or any affected unit invulnerable for the duration.
- Storm Spirit and affected units can still attack, use items and cast abilities while being pulled.
- Destroys trees within a 200 radius around Storm Spirit upon reaching the targeted point.
- Pre 6.46, this ability used to pull all units in its path along, not only heroes.
The International 4 artwork
- ↑ http://en.wikipedia.org/wiki/Raijin