Raijin Thunderkeg, the Storm Spirit Guide
Raijin creates a remnant of himself containing his essence. The Static Remnant will release its stored energy whenever an enemy unit comes near it. Lasts up to 12 seconds.
Level 2 – 180 Damage.
Level 3 – 220 Damage.
Level 4 – 260 Damage.
(For more info refer to the facts section of the guide)
Level 1: 70 mana, 4 sec cooldown.
Level 2: 80 mana, 4 sec cooldown.
Level 3: 90 mana, 4 sec cooldown.
Level 4: 100 mana, 4 sec cooldown.
Storm focuses his energy to rip open vortex drawing an enemy to it. This process slows the Storm Spirit down for a brief period.
Level 2 – Pulls 150 units over 1.5 seconds.
Level 3 – Pulls 200 units over 2 seconds.
Level 4 – Pulls 250 units over 2.5 seconds.
Level 1: 100 mana, 20 sec cooldown.
Level 2: 100 mana, 20 sec cooldown.
Level 3: 100 mana, 20 sec cooldown.
Level 4: 100 mana, 20 sec cooldown.
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.
Level 2 – 45 Damage.
Level 3 – 60 Damage.
Level 4 – 75 Damage.
(interesting fact: another term for ball lightning is “ROFL” rolling on the floor lightning and this term seems
to be used a lot lately as the term to use when describing storm’s ultimate. Ex. “Ball Lightning yourself outta there!” doesn’t sound as good as “ROFL yourself outta there!”)
3. Electric Vortex
4. Static Remnant
5. Electric Vortex
6. Ball Lightning (ROFL – Rolling on the floor lightning)
7. Static Remnant
8. Electric Vortex
9. Static Remnant
10. Electric Vortex
(Moment of Decision)
(choose depending on hero line up)
14. Ball lightning
16. Ball lightning
17 – 25 stats.
Max Remnant and electric vortex early for the early 2.5 sec disable and add 1 level of Ball lightning at lvl 6 for escaping, ganking, spell evasion purposes.
When leveling ball lightning take these factors into consideration.
2. The more levels on ball lightning the higher the speed and damage but the mana is burned faster as a consequence.
This is so obvious that it doesn’t need further explanation.
Decent Hp and mana regen which storm needs and it comes in cheap parts.
Both items provide storm with what he needs namely oodles of mana and mana regen while boosting hp yet being relatively inexpensive.
Why phase boots? Sure they’re a novelty however storm is no longer the dps hero he used to be. He doesn’t need the extra attack speed from treads (while the stats may be nice). Boots of Travel provides great ms but with his ultimate he can out chase any hero even with boots of speed alone and with linkens or bloodstone.
Int + armor as well as a great aoe slowing and damaging skill. With his current farming skill you should be able to have this at around the 40 minute mark.
What Storm really needs are items which buff his mana regen as well as buffs his hp and stats. He has terrible health yet getting Heart on him doesn’t really synergize well with all his skills.
Mana regen, int boost, stat boost and another disable.
Whats not to love! Getting this early on though is a bad idea since its build up is expensive as hell.
Stat boost + nice slow = great on storm. You should be able to get this at the 55 minute mark. (Do I even need to explain why you shouldn’t try to get this early on…)
(They may seem good on Storm but they are just a waste of money)
Gives you hp regen and hp = good
Aids your survivability when you’re ganked = good
Delays your mana and mana regen boosting items = bad
Does not help you spam your skills = bad
Storm needs mana to be able to imba farm this does not provide that = badWith enough mana and mana regen items you won’t need to worry about being ganked = vanguard fail
You’re not meant to tank damage = double fail
You do not tower dive early on = triple fail
Your ultimate makes you faster than any hero in the game.
You cannot be outrun, nor can any hero catch up to you with a good ROFL. You literally pay 2700 gold for something you already have in excess.
He’s no longer a dps hero, dps items would be a big waste of money and would delay your core items.
ABILITIES WHICH COUNTER STORMS
Nether Strike – will still hit you even if you ultimate out of there. Invulnerable to damage. Yes. Invulnerable to bash = no.
Silence: Countered by linkens. If in a gank in order to get rid of the spell block of linkens silencer might try casting curse of the silent first then global silence. A way around this is of course the fact that the range of curse of the silent isn’t that great. As soon as you see a red dot just ball lightning yourself out of there.
Doom – a good doom bringer will of course cast lvl? death before casting doom to get rid of the spell block of linkens.
Rhasta’s Net: Rhasta’s net is the one disable that you cannot use your ultimate to get out of. The best counter to this is being map aware, avoiding rhasta when possible, use wards or get a bkb.
Vodoo: you won’t be able to cast anything if you’re a critter. A good counter to this is linkens or wards.
Blackhole doesn’t allow you to cast a spell, a counter to this is to use either euls, guinsoo, orchid or bkb. I would suggest euls, guinsoo or orchid since they synergize better with storm.
Mana Leak : While mana leak won’t kill you it will ensure that you won’t be able to escape effectively.
The mana drain from your ultimate combined with mana leak will cripple you before you even get to the half way point of where you want to go.
Chronosphere: Storm cannot use his ultimate within Chronosphere….enough said.
The main point is as long as you can see them coming no matter how many stunners or disablers the opposing team has you can still get away. Provided you have good map awareness and people actually say when a hero is missing.
Disables that Storm Spirit can escape from
ensnare power cog Overgrowth Sprout Upheveal Rupture
earthbind Open WOunds Psionic Traps Spirit Lance Viper Strike/ Shadow Strike
pit of malice Purge Poison Touch Dream Coil Void Frostbite
GraveChill Enchant Stifling Dagger Viscous Nasal Goo Spectral Dagger
It doesn’t matter how much he’s slowed by via a disable, using his ultimate he can escape easily.
Some of the disables listed here can’t even be escaped from using blink yet storm by the virtue of his ultimate can escape them. This makes him able to farm better, push with confidence and be less of a target in the eyes of a lot of heroes since they know it would be hard to disable and gank him.
The combo is: + + +
That will only result in only 1 creep getting hit.
When laning against an opponent you do not surge ahead and place remnant before the creeps arrive, that will only ensure that your opponent will be able get off a few shots at you while you do that.
Do this, wait for the enemy creeps to arrive, wait for them to engage your creeps, stand directly behind your melee creeps (close enough to see the pores at the back of their heads, namely very very close) place static remnant it will go off immediately afterward. Attack with overload, then use static remnant again, then overload. You will be able to get a few creeps and if your up against a melee opponent will ensure that he will be driven back.
(Pics to come…..)
- Get ahead of your creeps, and I mean ahead. Wait for the enemy creeps to cluster near you then use the remnant + overload combo twice. You will be able to take out the entire creep wave in a few seconds and ensure that none of your creeps take damage while you take all the gold. The key to this is to ensure that the enemy creeps cluster in order for remnant to take its full effect. This technique has helped me farm items faster than most heroes. Be map aware with this method, don’t just surge ahead without looking at your minimap.
Example of creep clustering. This what you should do.
What you should never do. Don’t place static remnant until creeps cluster.
Only one creep will affected and thats just a waste of mana.
does not cluster like the others.
Spiderites, Wolves, Revnants and zombies while normally incredibly well at pushing down towers are owned by Static Remnant. Spiderites especially with their low health. Laning against a brood mother who
tries to push a lane with spiderites early on results in storm gaining gold at an exponential rate all the while leaving the tower with a good chunk of health. The zombies of undying fare no better since with their equally low health the more zombies that pop out the more gold storm gets. (Check my replay when I laned against an undying, he tried to push fast early on and used tombstone for pushing and defence. All he did was give me more gold in the process.)
Use on Invisible Heroes
(Don’t forget that the enemy still has to select the spell and aim it, usually this takes more than 1 sec)
Interesting Facts for Discussion Regarding Storms Ultimate
(quote courtesy of Deanis, dota-allstars)
(quote courtesy of “Thermald, dota-allstars”)
(quote from Just@noob, dota-allstars)