Storm Spirit

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Storm Spirit
Storm Spirit icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
21 + 2
22 + 1.7
23 + 3.9
Level 0 1 15 25 30
Health 200 620 1180 1580 1780
Health regen 0 2.1 4.9 6.9 7.9
Mana 75 351 999 1467 1707
Mana regen 0 1.15 3.88 5.83 6.81
Armor 2 5.67 9.63 12.47 13.88
Att/sec 0.65 0.78 0.92 1.02 1.07
Damage 26‒36 49‒59 103‒113 142‒152 162‒172
Magic resistance 25%
▶️ Movement speed 285
▶️ Attack speed 110
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
Gib type Electric

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.

Since 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.


Storm Spirit minimap icon.pngRaijin Thunderkeg, the Storm Spirit
▶️ "Everyone complains about the weather…well, I'm doing something about it!"
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.


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 if an enemy unit comes near it.
Cast Animation: 0+1.1
Trigger Radius: 235
Damage Radius: 260
Activation Delay: 1
Damage: 120/175/230/285 (Talent 185/240/295/350)
Remnant Duration: 12
Cooldown: 3.5
Mana: 70/80/90/100
Partially pierces spell immunity. Procs on spell immune enemies. Does not attempt to damage spell immune enemies.
Buff modifier_storm_spirit_static_remnant_thinker: Undispellable. Persists death.
Raijin Thunderkeg's duality allowed him to admire himself in shocking fashion.


  • 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 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
Enemies / Self
A vortex that pulls an enemy unit to Storm Spirit's location.
Cast Animation: 0.3+0.77
Cast Range: 300 (Upgradable by Aghanim's Scepter. 0)
Radius: 0 (Upgradable by Aghanim's Scepter. 475)
Pull Duration: 1.4/1.8/2.2/2.6 (Talent 1.8/2.2/2.6/3)
Pull Distance: 180/220/260/300
Cooldown: 16
Mana: 60/70/80/90
Aghanim's upgrade: Electric Vortex affects all enemies within a radius around Storm Spirit.
Pierces spell immunity. Cannot be cast on spell immune enemies. Effect persists if debuff was placed before spell immunity and when not dispelled.
Partially blocked by Linken's Sphere. Not blocked when upgraded.
Debuff modifier_storm_spirit_electric_vortex_pull: Dispellable with strong dispels.
Raijin's thunderous, boisterous energy often draws others into an electrifying situation.


  • Electric Vortex pulls affected units at a speed of 128.57/122.22/118.18/115.38 (Talent 100/100/100/100).
  • 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 temporarily stopped instead.
  • If the target gets moved more than 1200 range away from the original cast location, the link breaks immediately.
  • Multiple casts on the same target refresh the pull duration, and reset the pull distance, but do not update the pull location.

Overload icon.png
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Radius: 300
Damage: 40/60/80/100 (Talent 64/84/104/124)
Move Speed Slow: 80%
Attack Speed Slow: 80
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.
(Talent fully affects spell immune enemies.)
Disabled by Break. Prevents gaining a new charge. An already existing charge still fully works.
Buff modifier_storm_spirit_overload_passive: Undispellable. Persists death.
Buff modifier_storm_spirit_overload: Dispellable with any dispel.
Debuff modifier_storm_spirit_overload_debuff: Dispellable with any dispel.
Pow! Zip! Zap!


  • Using items does not trigger Overload.
  • 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.
  • 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 activation mana cost is 30+8% of his total mana pool, and the cost per 100 units traveled is 10+0.65% of his total mana pool. Damage is expressed in damage per 100 units traveled.
Cast Animation: 0.3+0
Cast Range: Global
Damage Radius: 200
Travel Speed: 1250/1875/2500
Damage per 100 Units: 8/12/16
Auto Static Remnant Drop Distance: 0 (Talent 600)
Base Mana Cost per 100 Units: 10
Max Mana as Cost per 100 Units: 0.65%
Cooldown: 0
Mana: 30 + 8% of max mana
Buff modifier_storm_spirit_ball_lightning: Dispellable with death only.
The Storm is coming in.


  • 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 (the activation mana cost gets refunded).
  • 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, so for the first 99 units, it deals 0 damage within its entire radius.
    • This means if Storm Spirit zips up to 99 range directly towards an enemy, it does not get damaged when within 299 range of the starting location (99 distance + damage 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 (80 + 11.25% of max mana)
    • 1000 Distance: 80/120/160 damage (130 + 14.5% of max mana)
    • 2500 Distance: 200/300/400 damage (280 + 24.25% of max mana)
    • 5000 Distance: 400/600/800 damage (530 + 40.5% of max mana)
    • 10000 Distance: 800/1200/1600 damage (1030 + 73% of max mana)
  • When the talent is chosen, a Static Remnant is automatically dropped every 600 range Storm Spirit travels.
    • These remnants do not cost any mana and do not prevent Storm Spirit from manually casting Static Remnant during Ball Lightning.


Hero Talents
600 Distance Auto Remnant in Ball Lightning25 Overload Pierces Immunity
+25 Attack Speed20+0.4s Electric Vortex
+325 Health15+65 Static Remnant Damage
+2.5 Mana Regen10+24 Overload Damage
  • The health talent increases maximum health capacity, and keeps the current health percentage.

Recent Changes[edit]

  • Increased Agility attribute symbol.png agility gain from 1.5 to 1.7.
  • Reduced Ball Lightning mana cost per 100 traveled units from 12 + 0.7% to 10 + 0.65% of max mana.
  • Talents:
Level 10 left talent: +3 mana regen reduced to +2.5.
Level 10 right talent: +30 Overload damage reduced to +24.
Level 15 left talent: +400 health reduced to +325.
Level 15 right talent: +80 Static Remnant damage reduced to +65.
Level 20 left talent: +30 attack speed reduced to +25.
Level 20 right talent: +0.5s Electric Vortex duration reduced to +0.4s.
Level 25 left talent: 500 range auto- Static Remnant during Ball Lightning increased to 600 range.
  • Increased base attack speed from 100 to 110.

Recommended items[edit]

Starting items:

  • Tango icon.png Tango regenerates health so Storm Spirit can trade hits better.
  • Healing Salve icon.png Healing Salve also restores health in lane.
  • Clarity icon.png Clarity allows Storm Spirit to replenish his mana so he can use Static Remnant more.
  • Iron Branch icon.png Iron Branch gives cheap attributes and can regenerate more health from Tango.
  • Enchanted Mango icon.png Enchanted Mango gives burst mana for Storm Spirit to use Static Remnant.

Early game:

  • Magic Stick icon.png 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 icon.png Boots of Speed are important on all heroes as early as possible. For Storm Spirit, the ability to outmaneuver his lane opponent is crucial to victory.
  • Null Talisman icon.png Null Talisman 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.
  • Bottle (Full) icon.png 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.

Mid game:

  • Magic Wand icon.png 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 icon.png Power Treads 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.
  • Kaya icon.png Kaya reduces the cost of Storm Spirit's abilities allowing them to be cast more in the mid game as well as amping spell damage.
  • Bloodstone icon.png 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 allows 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.
  • Orchid Malevolence icon.png 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. Later you can upgrade your Malevolence into a Bloodthorn icon.png Bloodthorn.

Late game:

  • Scythe of Vyse icon.png 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.
  • Linken's Sphere icon.png Linken's Sphere 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.
  • Black King Bar icon.png 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.
  • Shiva's Guard icon.png 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.
  • Bloodthorn icon.png Bloodthorn's active ability guarantees critical damage and accuracy, allowing Storm Spirit to melt his targets.

Situational items:

  • Dagon 1 icon.png 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.
  • Octarine Core icon.png 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.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity can be a cost-effective item that both increases your mana regen and purges silences.


Roles: Carry Carry Escape Escape Nuker Nuker Initiator Initiator Disabler Disabler
Complexity: ★★☆
Playstyle: 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 images of himself, boastful poses that shock foes as he pulls them into his Electric Vortex. Every ability 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 Lightning, zaps his enemies senseless, and zips away before any can hope to catch him.





  • Storm Spirit, like Brewmaster minimap icon.png Brewmaster, Earth Spirit minimap icon.png Earth Spirit and Ember Spirit minimap icon.png Ember Spirit, was a Pandaren in DotA. He was re-skinned to avoid copyright issues with Blizzard, since Pandaren are a race of in the Warcraft Universe.
  • 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.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity 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.