1 | 12 | 13 | 14 |
3 | 4 | 5 | 10 |
2 | 7 | 8 | 9 |
6 | 11 | 16 |
15 | 17 | 18 |
Storm Spirit is a semi-carry and strong early game ganker. His skills scale quite nicely throughout the entire game, so he will be a strong contributor all game if played right. He is a heavily skill dependent hero, you must know when to use his skills and when to go in and how much mana to use and knowing when to back out. He is a hero that takes a good deal of understanding of the game and other heroes, things that come with experience. Don't get disheartened if you do not do well the first time, it takes a little time. His skills let him fill many roles, and even somewhat play multiple roles at once. He can play as a semi-carry, as a ganker, as an initiator, and in some weird situations he can be a (semi)pusher. For a game with other stronger carries that require more gold than Storm Spirit, and a game that has little support, Storm Spirit can be played as a soft support hero once he gets Bloodstone. In my opinion, Storm Spirits true role is as a ganker. All his skills are build for it, and in the right hands excels as one.
Pros + Fills in multiple roles where needed + Strong hero for the whole game + A strong ganker, easy first blood + Strong single target disable + Incredibly hard to kill (if played smart) |
|
Cons and Solutions Problem: Skill Dependent Solution: Play with him more Problem: Heavy mana regulation (early game) Solution: Regulate your mana (takes experience) Problem: Squishy Solution: Bloodstone, DOTA Experience Problem: Very susceptible to chain stuns Solution: Black King Bar |
|
Static Remnant This is your primary nuke and farming skill. For the carry build, this will be leveled and used to farm and kill entire creep waves. The strategy behind this is to damage all of the creeps in the wave enough with your auto attack, then to use one Static Remnannt to kill them all at once. For the ganking build, this will be used as a small source of damage, but more importantly to charge your Overload skill when ganking or harassing. |
|
Electric Vortex This is your disabling skill and is essential if you are prioritizing ganking. It is an above average length disable and early leveling of this skill makes for a very easy first blood (with some teamwork of course). This skill does slow you by 50% for 3 seconds, so you need to be careful when using this skill, especially before you have Ball Lightning. |
|
Overload Overload is a skill that at first glance doesn't look like much, but is deceivingly powerful. Another strength in the ganking game of Storm Spirit, giving a small amount of bonus damage and a slow to a small area around the strike zone. The slow affects both movement speed and attack speed, keeping enemies close and relatively harmless. The strength comes from how often it will get used, as a typical gank will get off 3+ overloaded attacks in a short burst. It is great for chasing as you can Ball Lightning, throw an overloaded shot, Ball Lightning a short distance, and continue until the hero is dead or you gotta peace out. |
|
Ball Lightning This is the skill that makes Storm Spirit such a bother to the other team. It is essentially a blink with no cooldown and the range is extremely large depending on how much mana you have. It can be used to initiate a gank, tear them apart, and then zip out before the team has a chance to react. Early on this is a real mana hog, specifically initiating the skill, so be careful how much you use it, and how far you go with it. Try to get as close to the enemy before using it to initiate a gank or team fight. This can be done by taking advantage of the trees and shadows, especially taking advantage of this at night. With good timing, this skill can be used to avoid many single target stuns and nukes, such as ( Lina's Laguna Blade, Skeleton King's Hellfire Blast). Another, less used skill of this is for farming and map control, when you have a bloodstone or a large amount of mana regeneration, you can zip across the map and take out an entire creep wave just by using Ball Lightning to get there. The damage from Ball Lightning increases with the distance you travel, and if you travel a decent distance across the map, it will have enough damage to clear the entire creep wave. If you don't kill the entire creep wave, a Static Remnant will finish the job. |
The game of DOTA is very complex and with every game the way you play should be different, depending on the composition of your team and the enemy team. This guide is to give you an idea of how to play the hero and a tool to start from, but not a set in stone way to play the hero every time. Sometimes you will need to gank as early as possible, and some game you will need to stay in lane and farm as much as possible. Some games require a nice balance of both. You gotta go with the flow of the game and learn to adapt to the situation.
The Ganking focus will prioritize on ganking as early as possible, getting most of your gold from kills and assists. This is how I almost always build Storm Spirit, as this is where he can give the greatest advantage to your team when playing middle.
The Carry focus will prioritize on staying in lane and farming up your items as early as possible. If forced into playing a lane with another hero or there are no hard carries on your team, this is the build I tend to choose. When I call storm spirit a carry, by no means is he a hard carry, and he will be dominated by any hard carry such as Morphling or Faceless Void.
The Ganking-Carry Combo will is a mix of both these builds. It will be in the middle for both ganking and carrying,yet not as effective as the specialized builds. This is a build rarely used but in circumstances where you must be the carry, as well as focus on shutting a specific enemy carry in a lane down, this is the build that is the best choice.
For all those Bloodstone haters out there, I have included an item build for Storm Spirit that works without one. I personally don't suggest using it, but it does work for some people.
*One Final note, Rune control with Storm Spirit is ESSENTIAL. If you do not continue to get the rune every 2 minutes (give or take a couple missed ones), you will be forced to either
When starting out, always creep block to keep your creeps closer to your tower and so you are more safe in lane. Do not go for the rune that spawns at the start of the game, it is not as important as keeping the creeps close to your tower.
|
|
|
>> | >> | >> |
or |
|
|
|
>> | >> | >> |
|
|
|
|
|
|
|
|
|
Juggernaut Since Juggernaut is deadly effective very early in the game with his Blade Fury, your strong disable and ganking abilities will easily get the Juggernaut fed, and give you a strong advantage against your team during the mid game. Juggernaut is quite dependent on an early lead to be effective later in the game, so do your best to prioritize ganking the lane he is in and making sure to give him the kills. |
|
Strong Crowd Control Storm Spirit will synergize with any strong initiators ( Tidehunter, Sand King) and strong stunners ( Lion, Shadow Shaman, Sven) since his ganks will be much more effective and the initiating will not be reliant or as reliant on him. Heroes with orb effects that slow ( Viper, Drow Ranger) will also net you or those carries some early kills with good coordination. |
|
Strong Burst Damage Another strong synergy is with heroes that have large early burst damage ( Tiny, Juggernaut, Lina, Lion) as your disable allows them to get off that damage quickly and easily without interruption. Great for fighting against heroes with blink. |
|
Bloodseeker Not as much of a counter to the hero itself but a counter to the ultimate that is worth noting. Rupture doesn't damage you when you are using Ball Lightning, so you can get away even if you are ruptured. A smart Bloodseeker will silence you first and this will not be possible, but if he doesn't, now you know you can easily get away (if you have the mana). |
|
Illusion Heroes Static Remnant will give you a slight advantage over heroes that spawn illusions ( Phantom Lancer, Chaos Knight), since you will be able to use one and the damage from the Remnant will help you see which ones are fake and which one is real. |
|
Blinking Heroes Any blink hero ( Anti-Mage, Queen of Pain) will have a tough time with Storm Spirit because he can disable them with Electric Vortex and if they do get the blink off after that, he can zip to them with a Ball Lightning and finish up the job. This is more of the case early-mid game than anything else. |
|
Invisible Heroes The same is the case with heroes that have active abilities that turn them invisible ( Bounty Hunter, Clinkz). They tend to be very squishy and rely on that escape mechanism too much. If you can get an Electric Vortex off on them before they use that ability, then they are pretty much toast. |
Doom Bringer |
|
Doom Bringer This is your worst enemy. A Doom on you renders you completely useless, making you an easy target once you are doomed and you don't flee. This can be countered by a Linken's Sphere but not a Black King Bar. |
|
Night Stalker If he catches you alone, say goodnight. He will slow you and silence you, and with his speed he will turn you to dust. He tends to be much more of a threat earlier in the game but will still cause you all sorts of trouble throughout the game. A good Night Stalker will begin to roam as soon as it is night, so if you decide to be a gank Storm Spirit, always be on the lookout and flee as soon as you see him, especially during the night, unless there are other heroes around. |
|
Pugna His Nether Ward is a hassle if you are zipping in around it and using your skills, especially if he has a good location for it before a team fight. You use a lot of mana and Pugna is a good hero at countering mana intensive heroes. If you are smart you can avoid this counter. Also if you have a large number of charges on your bloodstone, you wont feel the pain of his Nether Ward as much. |
|
Lifestealer Magic immunity renders you almost completely useless against that hero, and Lifestealer with his built in magic immunity, can keep you from doing any harm to him. You can get him quickly with an Electric Vortex before he gets Rage off, and focus him down. A good Lifestealer will always be ready though. |
|
Pudge A good pudge is a nasty hero to play against, as he is naturally magic immune, and has two moves that will work through a BKB if you decide to get one. He is a strong ganker like you are, so you will have less of an advantage at having better ganks than the other team. A common item for Pudge to get is also a Hood of Defiance, and also a Pipe of Insight, making the magic damage from you even more miniscule, not just against him but against the entire team. |
|
Silencer His Global Silence is commonly used at the beginning of teamfights, which will keep you from being useful at all for between 3-5 seconds. The global silence is bad, but not as bad as his Last Word. This passive will make sure that you do not get your gank combo off if he is around, and will make you significantly less useful in teamfights if he is in the clash there with you. Silencer makes for a very VERY strong counter against Storm Spirit and probably shouldn't be picked if he is already out on the table. Also, IMO, Silencer has a stronger mid lane presence that Storm Spirit does. |
|
Clinkz Without a Linken's Sphere, Clinkz will destroy you. A core item for Clinkz is an Orchid Malevolance, which he can use on you without you even knowing. If you are alone, he will sneak up on you, silence you (which robs you of your escape mechanism) and will reign fire down on you with his Strafe. That silence can also be used on you in team fights, keeping you from doing anything useful at all. This tends to only be a problem if you are farming alone or the Clinkz is insanely farmed. Do not farm alone unless Clinkz is across the map or dead, and be careful when you can't see him anymore. |
|
Drow Ranger A similar strategy as to Clinkz, a typical build for Drow is to build a Shadow Blade, and she can already silence, so that leads to the exact problem that Clinkz brings to the table. This tends to only be a problem if you are farming alone or the Drow is insanely farmed. Do not farm alone unless Drow is across the map or dead, and be careful when you can't see her anymore. |
|
Anti-Mage Anti Mage in the beginning is a sneaky bastard, slippery and hard to kill. A gank against him has to be well coordinated or he is sure to blink away and now you are down gold and experience you could of gotten in lane. Later in the game you wont be doing much damage to him because of his magic resistance, and his ult is nasty if you don't keep your mana relatively high. If you get stunned and he smacks you a couple of times, your escape mechanism is gone and you are dead. Pretty much all of his skills are ones that make your life hell, so be wary against one of these guys. |
The slow from Electric Vortex can be completely avoided by using Ball Lightning, if you need to move fast in that 3 seconds after.
A good way of chasing enemy heroes is to orb walk with a combination of Ball Lightning and Overload. This means use Ball Lightning a very short distance to charge your Overload and hit the enemy to slow them. Repeat this until they are dead or it is to dangerous to continue chasing them.
Bloodstone reduces time spent dead for each charge. It isn't necessarily a bad idea to be the sacrificial lamb for your team (or your teams carry) if you will come back quicker than the other teams heroes or your teams carry will. Don't just charge in there thinking you should always take one for the team since you have a large number of charges, weigh the benefits and detriments against your team of making that choice.
Repeatedly pop your Bottle when in the fountain to speed up regeneration. It cuts down on time spent waiting and increases the time you are owning.
Use your Static Remnants as temporary wards. They have flying unit vision and you can zip to high ground that normally couldn't be gotten to for extra vision.
I'm really not much for conclusions; they are almost always the reason I got bad grades on essays that I write for school. Feel free to call out any errors I've made and I'll change them as soon as possible. I am a firm believer in constructive criticism as a powerful learning tool, so go at it. There is a fine line between constructive criticism and being a Negative Nancy though, so respect that line (i.e. Don't be an *******). Also if there is anything I could add that I have missed, be sure to let me know.
These are all games played using the first build, which is the build I tend to play almost exclusively unless under extreme circumstances. Realize though that these scores are not only dependent my skill level, but the skill level of the rest of my team and the enemy team. All these games but the first were played back to back. This last game is a practice match, which really helps last hitting and playing against strong teamwork. Practice matches are also good if you are new to a hero, it helps you get a feel for that hero before you move to public matches.
Screenshots
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Copyright © 2019 DOTAFire | All Rights Reserved
Quick Comment (5) View Comments
You need to log in before commenting.