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Storm Spirit Mid Lane Carry with Fast Regen

June 2, 2014 by kj565
Comments: 6    |    Views: 41103    |   

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DotA2 Hero: Storm Spirit

Hero Skills

Galvanized (Innate)

Static Remnant

1 12 13 14

Electric Vortex

2 4 5 7


3 8 9 10

Ball Lightning

6 11 16


15 17 18

Storm Spirit Mid Lane Carry with Fast Regen

June 2, 2014


This build allows for a lot of fun and assuming the other team is not fed beyond belief for some reason a lot of power. Mid to late game the build provides a good mana and health regeneration. The mana regeneration is quite nice in the sense that you will be able to roam and gank as well as maintain middle lane without having to worry too much about running out of mana.

For early game you should focus on getting your levels and building up your skills. You will want to put 1 skill point into each ability first. Put skill points into your ult at 6, 11 and 16. Meanwhile max out vortex first then followed by overload. You will max out remnant last and then put the rest of your levels into your stats.

Pros / Cons

High health regeneration
High mana regeneration
Good mobility - get around the map easily and quickly
Good damage
Easy ganks

Pipe Of Insight - this item is a hard counter for Storm Spirit. If someone on the other team has a Pipe you will want to target them first in team fights. When the Pipe is activated you will be severely hindered in battle until it runs out. If you take your time you can work with it.

Tank - You are NOT a tank. Just because you have good health and health regen does not mean you are a tank. Don't get me wrong, you can take a good amount of damage; but unless you know Storm Spirit well don't go running in solo against their whole team. That is Ursa's job.

Getting Started (PO1)

Ok so the starting items are rather self explanatory but for those of you of whom may be newer than others I will briefly explain.

Use to maintain a decent health in order to continue taking action in your lane with no troubles.

The Salve comes in handy when you are very low on health. I mainly use this after getting perhaps that first blood or a gank that left me low on health.

This gives you an extra +2 to all attributes. You will also be using this later to craft an item.

Mantle of Intelligence
This gives you an additional +3 intelligence. Again, you will be using this later to craft an item.

Iron Branch
This provides +1 to all attributes which is always nice for early game regardless of who you are playing.

Mid Game (PO2)

Null Talisman
This provides extra bonuses to stats and not much but some extra damage. You will hang on to this until later on in the game when your getting your end game items.

Ok so the bottle is a very versatile item actually and can be of great help. The bottle starts with 3 charges on it. When activated the bottle will restore 135 HP (Hit Points or Health) and 70 Mana (Spell Points)over the course of 3 seconds. Along with its active effect the bottle can also store runes inside of it. Once you walk over a rune it will be bottled inside. The player can activate the rune by activating the bottle. Keep in mind - Runes can only be stored for 2 minutes before they are automatically used. Runes will refill the charges on your bottle, so even if you don't need the rune you might want it just for more charges on your bottle. The charges on the bottle also refill when you step back inside your fountain at spawn, However you should not be running back to base very much if at all at this point.

Power Treads
First of all the treads provide a better movement speed (+50 movement speed) allowing the player to move faster, as well as +30 attack speed and +8 to the selected attribute. The treads play a greater and much more active role on this hero than they do on other heroes. Generally you will want to keep the treads set to intelligence as you play. However when you are in combat this may change. Should you find your self in combat and your health is getting low and you might die you will need to swap your treads to strength. This will give you a little extra health to manage with and in some cases it could save your life. Just remember that once your in safety to swap your treads back to intelligence.

This provides the player with +10 damage, +5 HP regeneration and 125% Mana regeneration. This is where the build begins to get very nice Health and Mana regeneration and where roaming ganks becomes quite easy. This item is also a building block for your late game items.

Late Game (PO3)

Null Talisman
At this point if you have not already done so go ahead and sell the talisman as its not doing much for you at this time in the game.

This provides the player with +500 HP, +400 mana, +9 HP regen per second, +200% Mana regeneration and +10 damage. The bloodstone is a great item for almost every hero in DOTA2, however that is an understatement for Storm Spirit. The Bloodstone is an utterly amazing item for Storm Spirit. You gain a massive amount of health and health regen and your mana pool should be able to last you a good while with no troubles. The player Gains 1 charge each time an enemy hero dies within 1675 range. Each charge bestows 1 mana regeneration per second, reduces gold lost from death by 25, and reduces re-spawn time by 4 seconds. When the player dies the bloodstone restores 500 HP + 30 HP per charge to allied units within 1675 range, then loses a third of its charges. While dead, the bearer continues to receive experience at the death location and gives 1800 unit vision there. Another plus is the Bloodstone's active ability. When the bloodstone is activated it causes you to commit suicide. This is quite a nice feature due to the fact that it acts as a deny to the enemy team.

Linken's Sphere
Now, to be brutally honest this item is not needed nor is it common in Storm Spirit builds unless its bought as a situational item. However, this being the build I use and it being a large part of this particular build it is in fact needed. The Linken's Sphere provides the player with an additional +15 strength, agility and intelligence. It also provides the player with an additional +6 HP regen, 150% mana regen and +10 damage. Now the big thing that the Linken's Sphere provides is that it blocks most targeted spells once every 17 seconds. The spell block along with the additional 150% mana regen is going to cause some problems for the enemy team.

At this point you are pretty well off. Your gear should be providing you with mass health and mana regen and the ability to move around the map pretty quickly without much to worry about. At this point in the game you should have a Bottle, Power Treads, Bloodstone and a Linken's Sphere which leaves you 2 open spots. This being said, with this build you should be fine to slot anything you would prefer for your last 2 spots. However I do still have recommendations for the last 2 items you should purchase, keep in mind at this point it is not required but if you choose to stray from these last items be careful not to stray too far.

Final Recommendations (PO4)

Orchid Malevolence
This provides the player with a little extra kick due to the amplified damage. This also provides +25 intelligence, +150% Mana Regeneration, +30 damage and +30 attack speed. Orchid's active ability silences the target unit for 5 seconds and amplifies the damage it takes by 30% when activated. At this point in the game the active ability on orchid is a bit over kill but hey, who doesn't like to utterly destroy people?

Urn Of Shadows
So at this point in the game it may seem a bit redundant to purchase an urn. The Bonus +6 strength and the +50% Mana regen wont do much, but that's not what this build uses it for. What this build uses the urn for is for last hits and small support. If your in a team fight and someone on the enemy team has next to no health than rather than chase after them, just cast urn on them and let it take its toll. You will also be able to heal allies in order to help them escape or your self if you need the health; but with the amount of health regeneration you have it should not be an issue.


To sum it all up, this build provides a mid lane carry with amazing health and mana regeneration. You should be able to carry fairly easy once you get the hang of the build. Don't get discouraged if you have some rough games, give it time. Also keep in mind that your ult costs a a lot more mana than it may seem at times, so don't go using you ult to travel all the way from your spawn to theirs.

I hope you all enjoy the build and can put it to great use. Please comment any questions and or concerns.

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