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Storm Spirit Strategies

Ranged, Carry, Disabler, Escape, Initiator, Nuker

68th

Popularity

47.36%

Win rate

Gameplay

" Everyone complains about the weather…well, I'm doing something about it!"

A force of nature, Storm Spirit is the ferocious force of the wind and weather captured in human form. And what a raucous, lighthearted, unstoppable form it is! He brings a lively energy to every scene, as cheery as a favorite uncle. However, this was not always the case, and his creation contained tragedy. Good people were starving in drought and famine generations ago in the plains beyond the Wailing Mountains. A straightforward elementalist by the name of Thunderkeg invoked the spirit of the storm while requesting rain using a forbidden spell. 

The Storm Celestial known as Raijin, furious at this mortal's arrogance, devastated the land, ravaging it with winds and floods. Thunderkeg couldn't stand a chance against the Celestial, at least not until he used a suicidal spell to seal their doomsday: he imprisoned the Celestial inside the cage of his own body. The jovial Raijin Thunderkeg, a Celestial who travels the world in physical form, was created when Thunderkeg's boundless good humor fused with Raijin's insane energy while they were trapped together.

Storm Spirit Guide Building Items and Indicators

Ability Builds

Level: 0 1 15 25 30

Health: 200 620 1180 1820 2060

Health regen: +0.25 +2.35 +5.15 +8.35 +9.55

Mana: 75 315 999 1611 1875

Mana regen: +0.5 +1.65 +4.38 +6.93 +8.01

Armor: 1 4.67 9.1 14.27 16.18

Damage Block: -        

Magic Resistance: 25%    

Status Resistance: 0%    

Damage: 24-34 47-47 101-111 152-162 174-184

Attack Rate: 0.68/s 0.81/s 0.96/s 1.14/s 1.21/s

Attack Range: 480(800)

Attack Speed: 115 (1.7s BAT)

Attack Animation: 0.5+0.3    

Projectile Speed: 1100

Movement Speed: 285    

Turn Rate: 0.8    

Collision Size: 24    

Vision Range: (G) 1800 • 800    

Legs: 2    

Gib Type: Electric .   

Ability Upgrades:    

  • Upgradable by Electric Vortex.

  • Upgradable by Overload.

Talents

Storm Spirit Hero Talents

Tips & Tactics

General

Storm Spirit Ability Build

Storm can be built in a variety of ways, but approximately 95% of players construct him similarly. For last hitting, Static Remnant is always taken at level 1, and Overload at level 2. Ball Lightning is taken at 6, Electric Vortex at 3, 4, and 5. While others choose to obtain the final point before obtaining the other three Overload points, some choose to leave Electric Vortex at 3 and maximum Overload. Personally, I prefer to complete all four levels of Electric Vortex by level 7, as the additional disable time has two benefits. First of all, it gives you and your allies more time to inflict damage on the opposition. Additionally, it reduces the amount of time you are slowed while the target is disabled.

Getting an extra level of Electric Vortex guarantees the kill because at lower levels you do not have enough mana to chase with Ball Lightning. The additional level of Overload does, however, significantly increase your damage output if your team has enough disables. Static Remnant is maxed last after Overload and Electric Vortex, and you always try to use your ultimate at levels 6, 11, and 16.

Abilities

Static Remnant

Mana: 70/80/90/100

Cooldown : 3.5

Cast animation: 0+1.1

Damage: 260

Duration: 12

Effect: Creates a 12-second-long, explosively charged image of Storm Spirit that will explode and deal damage to any nearby enemy units.

Electric Vortex

Cast animation: 0.3+0.77

Cast range: 300

Radius: 475

Cooldown time: 20/18/16/14

Effect: A vortex that directs an adversary unit toward Storm Spirit.

Overload

Mana cost: 150

Cast animation: 0+0

Damage: 300

Cooldown time: 30s

Duration: 0.8

Effect: The electrical charge generated by casting a spell is released in a burst during Storm's subsequent attack, dealing damage and slowing nearby enemies.

Ball Lightning

Mana: 25 + 7.5% of max mana

Cast animation: 0.3+0

Cast range: global

Damage: 200

Speed: 1400/1850/2300

Effect: Storm Spirit transforms into erratic electricity and charges across the battlefield until he runs out of mana or encounters his intended target. The cost per 100 units traveled is 10+0.65 percent of his total mana pool, and the activation mana cost is 25+7.5% of that amount. Damage is measured in terms of harm per 100 units of travel.

Items