Storm Spirit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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.
Bio
Abilities
- Static Remnant has an instant cast time, but interupts 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 in aoe.
- The remnants are visible on the mini-map with the same color as radiant/dire units, not the color of the player.
- Remnants provide 800 range flying vision at their location for their duration or until detonating.
- Remnants trigger on, but do not damage ancient creeps, Roshan, Warlock's Golem and the Primal Split spirits.
N/A
Enemies
- Electric Vortex pulls the target at a speed of 100.
- Cannot be cast on ancient creeps, Roshan, Warlock's Golem and the Primal Split spirits.
- Overload is not a unique attack modifier.
- 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.
- Ball Lightning disjoints projectiles upon cast.
- Storm Spirit is invulnerable during Ball Lightning.
- 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.
- Storm Spirit has 1000 range flying vision 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
- 500 distance: 40/60/80 damage
- 1000 distance:80/120/160 damage
- 2500 distance:200/300/400 damage
- 5000 distance:400/600/800 damage
- 10000 distance:800/1200/1600 damage
Recommended items
Template:Recommendeditems
Equipment
Storm Spirit/equipment
Tips
- Electric Vortex allows Raijin to pull his target close enough to his Static Remnant, triggering its damage.
- Ball Lightning can be cast at minuscule ranges to trigger Overload.
- Using Ball Lightning, Storm Spirit can travel behind enemies, forcing them to turn around to attack him. Dance around an enemy with Ball Lightning to confuse them even more.
- A very common combo Storm Spirit uses to nuke down lone heroes is to ambush them with: Ball Lightning > Attack > 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.
- 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.
- If you are going to build a Bloodstone, it is advisable to build Arcane Boots first. This will give you a good mana boost early, and you can dissemble Arcane Boots to finish Bloodstone once you have all necessary components.
Trivia
- Much like Brewmaster, Ember Spirit, and Earth Spirit in DotA, Storm Spirit's hero model was a pandaren; however, 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 the Japanese Shinto religion. [1]
Update history
Template:Update History
Balance changelog
Template:Update History
Pre-6.58 rework Abilities
N/A
Self
N/A
Gallery
- Storm Spirit Concept.jpg
Concept art
References
See also
- Storm Spirit responses
- Storm Spirit sounds
- Eye of Thunderkeg
|
Template:HeroNav