Tango
Tango
Iron Branch
Iron Branch
Iron Branch
Tango
Healing Salve
Mantle of Intelligence
Mantle of Intelligence
Iron Branch
Iron Branch
Bottle
Boots of Speed
Null Talisman
Null Talisman
Iron Branch
Town Portal Scroll
Power Treads
Magic Wand
Oblivion Staff
Oblivion Staff
Orchid Malevolence
Arcane Boots
Perseverance
Soul Booster
Bloodstone
Boots of Travel
Black King Bar
Aegis of the Immortal
Eye of Skadi
Linken's Sphere
Scythe of Vyse
Shiva's Guard
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Hello! Welcome to my guide to Storm Spirit, a rather spontaneous hero with a very high skill ceiling.
This is my first guide. Please leave some comments on this guide to help me improve.
I have chosen to write this guide because I have seen too many a pub player use Storm Spirit incorrectly. As he is my favorite hero, I almost feel obligated to make this guide. In this guide, I plan to go in-depth on the certain scenarios/builds presented.
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.
Pros:
This is crucial. Now you may say, "Bimmer, why is there no mention for when you should pick Storm Spirit?" I did this because, if none of the following is a problem, you can pick Storm Spirit as you please.
ANYONE WITH A SILENCE WILL F*** YOU UP[/b]. This includes common mid heroes like Death Prophet, Drow, Doom, etc.
MANA DRAINERS AND BURNERS. The moment you initiate, Antimage will burn all of your mana, thus taking away any chance of escape you had. Special mention to Keeper of the Light, whose Mana Leak will burn your mana even through ball lighting. The only way for this not to happen is if you travel an obscenely large distance in a short time with ball lightning.
ORCHID MALEVOLENCE. This item gives a lengthy silence. Be weary of heroes like Clinkz who build Orchid on a regular basis.
Note: Stuns counter everyone, so I'm not mentioning them in this list of foes. With practice, it becomes rather easy to dodge certain stuns with Ball Lighting.
Storm Spirit has four great skills, three of which are active. Unfortunately, many of these skills are misunderstood. Here's my explanation of them.
Static Remnant
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.
Trigger Radius: 235
Damage: 140/180/220/260
Cooldown: 3.5 Mana Cost: 70/80/90/100
My view on this skill: Static Remnant is a great nuke on a low cooldown and with a fairly low mana cost. Yet, in the above skill build, I opted for maxing it out last. Why is that? Early-game, you are primarily using the remnant to last hit or proc your passive (we'll get to the passive later). By maxing this skill out, you increase the mana cost but keep the cooldown the same. You pick this up at level 1 to last hit, but the decent 140 damage is competent enough to heavily harass a melee mid hero. In general, it is much more effective to max out your second skill first, Electric Vortex.
Notes about the skill:
As a powerful mid hero, Storm Spirit has little trouble expressing dominance over the other mid hero in lane. Be sure to block the first creep wave so you can get an advantage in lane, but there's no harm in camping a rune spot to test your luck. Many mid players start at their tier 3 and block all the way, and if you block enough, the creep wave will be at your tower, which will mean the wave will actually push instead of stay back.
Of course, make sure you team AT LEAST has a courier. When I solo-queue (which is most of the time), I usually don't expect my teammates to buy wards, but when someone does, it's a rather nice luxury.
When it actually comes to laning, you have to ask yourself a few questions:
Who am I laning against?
What are his starting items?
How much regen did he bring with him?
Did he block too? If so, is he also an experienced mid hero?
Is he ranged? Melee?
What's this hero's base damage?
Many of these questions have a lot to do with the player himself, not the hero. It is crucial to size up the player himself in just a few seconds. Typically, for me, when I see the enemy team's mid hero start bottle only, I look forward to the laning experience, because
A good mid player knows never to start bottle unless you randomed
Also, if the enemy mid started with just a tango and three branches (indicating bottle rush), be sure to use mana and time to harass him down. Denying creeps vs. a mid who's rushing bottle becomes a priority, even over last-hitting, because the more you postpone his bottle and harass him, the less effective his starting build was. Of course, 15 seconds before the next rune spawn, make sure to use both your Static Remnant and your Overload to push the creep wave to the enemy's tower.
Now comes the quintessential question of being a solo-mid Storm Spirit: Why should you never start bottle (even if you randomed)?
Answer: Early game stats matter more on Storm Spirit than super-early mana and hp regen. A bottle will serve you little good before 2 minutes vs. having stat items to help you last hit, deny, and harass, and solid hp regen. A Tango is the superior health regen item for the laning stage. Even when I random Storm Spirit, I prefer starting with the typical regeneration set of a tango and a salve, and then buy a Null Talisman and some branches, solely because it give me the power to make every single last-hit and deny-attempt count. One should shoot for bottle before two minutes to bottle the rune, but NEVER START BOTTLE.
(Note: This advice applies to most mid heroes, but NOT ALL. Although I don't like starting bottle on Storm Spirit even when I random, this mechanic doesn't apply to all mid heroes. Zeus, for example, would strongly benefit from a starting bottle if he randomed. But as a rule, if you have the usual 600 starting gold, never start bottle on ANY mid hero.)
Although playing a solo mid role is somewhat consistent in all situations, many times circumstances change. This especially applies for Storm. If you are laning vs. a ranged hero, there are many different strategies you have to apply to dominate late compared to laning vs. a melee hero. Here are some of the tips.
Ranged: You will have less opportunities to exercise lane dominance on your foe. It will be harder to overload-harass, and landing a remnant on the enemy will literally be impossible. In a situation like this, really focus on getting those last hits and denies. Don't worry too much about harassing the enemy hero unless the opportunity prevents itself (Also, a trick with using Overload on smart foes is to throw a normal auto-attack, then cast your Static Remnant before the projectile hits the enemy). Of course, always push the creep wave to the enemy's tower shortly before rune spawns.
Melee: This situation is much more interesting (and easier, for the most part). You can harass with overload like crazy, and because your foe is a melee hero, all you have to do is cast a remnant near the creep-line so he either can't last hit, or he takes 140 magic damage + an overloaded attack for a last-hit. It shouldn't be too hard to harass a melee hero out of lane (especially if went a rush-bottle starting kit with just one tango). Of course, always push the creep wave to the enemy's tower shortly before rune spawns.
There are many ways to build items on Storm Spirit, but in my mind, there are two general "builds" on this hero: the Bloodstone Rush and the Orchid Rush. Both have their advantages and disadvantages, and both the Bloodstone and the Orchid as items dictate what your early-game playstyle (and early-game items, for that matter) will be.
vs.
As Storm Spirit, you want to get a great start in lane. In order to do so, you need a healthy breakfast! (or good starting items)
Here's what your starting load-out should be:
With this play style, you want to rush your core items on Storm Spirit. Stat items aren't as important. I recommend starting with:
Well, that's my guide to Storm Spirit. He's the most mobile hero in a teamfight, capable of zapping into the fight and out in the blink of an eye.
"Everyone complains about the weather... well, I'm doing something about it!"
- Storm Spirit
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