Storm Spirit

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Storm Spirit
Storm Spirit icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
19 + 1.5
22 + 1.8
24 + 3
Level 0 1 15 25 30
Health 200 580 1000 1300 1440
Health regen 0.25 2.15 4.25 5.75 6.5
Mana 75 363 867 1227 1407
Mana regen 0 1.2 3.3 4.8 5.55
Armor 2 5.67 9.87 12.87 14.37
Att/sec 0.59 0.72 0.87 0.97 1.02
Damage 22‒32 46‒56 88‒98 118‒128 133‒143
Magic resistance 25%
▶️ Movement speed 285
▶️ Attack speed 100
Turn rate 0.8
Vision range 1800/800
Attack range 480
Projectile speed 1100
Attack animation 0.5+0.3
Base attack time 1.7
Damage block 0
Collision size 24
Legs 2


Static Remnant
Static Remnant icon.png
No Target
Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage and apply your current level of Overload as a debuff if an enemy unit comes near it.
Cast Animation: 0+1.1
Trigger Radius: 235
Damage Radius: 260
Activation Delay: 1
Damage: 140/180/220/260
Remnant Duration: 12
Cooldown: 3.5
Mana: 100
Partially pierces spell immunity. Procs on spell immune enemies. Does not attempt to damage spell immune enemies.
Raijin Thunderkeg's duality allowed him to admire himself in shocking fashion.


  • Modified values: None.
  • 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 deal damage.
  • When a remnant expires, it still explodes and deals damage and applies Overload 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/Dire units, not the color of the player.
  • Remnants provide 500 range flying vision at their location for their duration or until detonating.

Electric Vortex
Electric Vortex icon.png
No Target
Enemies / Self
A vortex that pulls all nearby enemy units to Storm Spirit's location. It also slows the Storm Spirit by 50% for 3 seconds.
Cast Animation: 0.3+0.77
Cooldown: 10
Mana: 100/110/120/130
Partially pierces spell immunity. Does not affect spell immune enemies.
Self-slow pierces spell immunity.
Debuff Electric Vortex Pull: Dispellable with strong dispels.
Debuff Electric Vortex Slow: Dispellable with any dispel.
Raijin's thunderous, boisterous energy often draws others into an electrifying situation.


  • Modified values: Replaced single-target with non-targeted area effect. Cooldown, mana cost, pull duration.
  • Electric Vortex pulls affected units at a speed of 100.
  • When cast while no enemies are within range, Storm Spirit is not slowed. It still procs Overload.
  • Multiple casts refresh the pull duration and the self-slow duration but do not update the pull location.

Overload icon.png
Casting a spell creates an electrical charge, which is released in a burst on his next attack, dealing damage and slowing nearby enemies.
Radius: 300
Damage: 40/60/80/100
Move Speed Slow: 80%
Attack Speed Slow: 50
Slow Duration: 0.6
Partially pierces spell immunity. Procs and applies area effect when attacking spell immune enemies. Does not slow and does not attempt to damage spell immune enemies. Slow persists if debuff was placed before spell immunity and when not dispelled.
Disabled by Break. Prevents gaining a new charge. An already existing charge still fully works.
Buff Overload: Dispellable with any dispel.
Debuff Overload Debuff: Dispellable with any dispel.
Pow! Zip! Zap!


  • Modified values: None.
  • Using items does not 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 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.
  • Attacking buildings or allies does not release the charge, however attacking wards does.

Ball Lightning
Ball Lightning icon.png
Self / Enemies
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The mana activation cost is 15+3% of his total mana pool, and the cost per 100 units traveled is 5+1% of his total mana pool Damage is expressed in damage per 100 units traveled.
Cast Animation: 0.3+0
Cast Range: Global
Damage Radius: 125/200/275
Travel Speed: 1250/1875/2500
Damage per 100 Units: 8/12/16
Base Mana Cost per 100 Units: 12
Max Mana as Cost per 100 Units: 0.7%
Cooldown: 0
Mana: 15 + 3% of max mana
Buff Ball Lightning: Dispellable with death only.
The Storm is coming in.


  • Modified values: Mana cost.
  • Ball Lightning disjoints projectiles upon cast.
  • Storm Spirit can turn, cast spells, use items and attack during Ball Lightning.
  • Recasting Ball Lightning during Ball Lightning has no effect, but is still registered as cast, proccing on-cast effects.
  • If Storm Spirit runs out of mana while traveling, he stops immediately.
  • Ball Lightning destroys trees within 100 radius of Storm Spirit while traveling.
  • Provides 400 radius flying vision around Storm Spirit during Ball Lightning.
  • Drains Storm Spirit's mana after every 100 range traveled, resulting in 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 of Ball Lightning works identical to shockwave-based spells (like e.g. Magnus' Shockwave), with Storm Spirit acting as the projectile.
    • This means it applies its damage instantly on enemies getting within range, and an enemy can only be damaged once per cast.
    • Unlike a regular shockwave spell, Ball Lightning's damage increases based on how far the projectile (Storm Spirit) has traveled.
    • The damage increases by 8/12/16 per 100 units. This means for the first 99 units, it deals 0 damage within its entire radius.
    • This means if Storm Spirit rolls directly towards an enemy, it does not get damaged when within 224/299/374 (99 distance + radius) range of the starting location.
    • This is because Storm Spirit will have traveled only 99 range, where it deals a 0 damage instance to all enemies within its 125/200/275 radius.
  • This is how much damage Ball Lightning can deal around Storm Spirit at certain travel distances (before reductions):
    • 500 Distance: 40/60/80 damage (60 + 8.5% of max mana)
    • 1000 Distance: 80/120/160 damage (120 + 12% of max mana)
    • 2500 Distance: 200/300/400 damage (300 + 22.5% of max mana)
    • 5000 Distance: 400/600/800 damage (600 + 40% of max mana)
    • 10000 Distance: 800/1200/1600 damage (1200 + 75% of max mana)


Hero Talents
+0.75s Electric Vortex25+10% Spell Amplification
+7 Armor20+40 Attack Speed
+10 Intelligence attribute symbol.png Intelligence15+175 Health
+3 Mana Regen10+20 Damage
  • Replaced talents: None.
  • The armor and attack damage are added as bonus armor and bonus attack damage, and therefore do not benefit illusions.
  • The mana regen is added as a bonus and does not benefit illusions.
  • Upgrading health increases maximum health capacity and keeps the current health percentage.

Patch history[edit]

  • Added to Dark Moon.