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Dota 2 - Outworld Devourer Build Guide
0
BIO
One of a lordly and magisterial race, Harbinger prowls the edge of the Void, sole surviving sentry of an outpost on the world at the rim of the abyss. From this jagged crystalline Outworld, forever on guard, he has gazed for eternities into the heavens, alert for any stirring in the bottomless night beyond the stars. Imprinted deep in the shining lattices of his intellect lies a resonant pattern akin to prophecy, a dark music implying that eventually some evil will wake out there, beyond the edges of creation, and turn its attention to our world. With his whole being focused on his vigil, Outworld Destroyer paid little attention to events closer in to the sun. But at last the clamor of the Ancients, and a sense of growing threat from within as well as without, sent him winging sunward to visit the plains of war. Harbinger's place in our own prophecies is unambiguous: he must be considered an omen of worse things to come. But his arrival in itself is bad enough.
INTRODUCTION
Outworld Devourer is a hero that have high attack damage because of his Arcane Orb that deal pure damage. Arcane Orb damage is almost the same as a double damage for him. Not just that, he also have a mighty ultimate that deal massive AoE damage to all enemies. He is considered a hero that needs some farm and will be shine on the mid-late game.
STATS
ABILITIES
1. Arcane Orb
Adds extra pure damage to Outworld Devourer's attacks, based on his remaining mana pool. Arcane Orb also does bonus damage to summoned units and illusions. Arcane Orb is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers.
Harbinger's outworldly knowledge allows it to tap into the ebb and flow of all spiritual energy, infusing it into his being.
This is your main skill on carrying your team. You will deal a massive pure damage to a target. The damage is so high and can destroy any squishy hero in seconds. The damage is almost the same as a double damage rune. So always use this in any teamfight and gank to destroy all your opponents. Focusing on a squishy hero first and get many kills!
2. Astral Imprisonment
Places a target allied or enemy hero into an astral prison. The hidden hero is invulnerable and disabled. When cast on an enemy Hero, Harbinger temporarily steals intelligence from that hero.
Locked away in the pocket between this world and the Outworld, victims realize their infantile knowledge and mortality.
This skill is used to banish a target for several seconds. You can use this on the laning phase by banishing your opponent so he can't last hits properly. Not just that, you also steal your target's Intelligence, that means that you can drain the target's intelligence into almost 0 so he cannot cast any skill. It is very useful to defend yourself in the laning phase because you can feel save anytime because your opponent don't have mana to cast a skill.
3. Essence Aura
Whenever nearby allied Heroes or Outworld Devourer itself casts a spell, it gains a chance to restore 25% of its mana pool. Outworld Devourer also passively gains a bonus to its base mana pool. Several skills with no cooldown and toggled spells cannot trigger Essence Aura.
The crystals of the Outworld produce arcane power, and the Harbinger channels it into the world of mortals.
Have a chance to recover some mana if you or nearby allied heroes are casting a spell. A very useful skill in mana recovery. Because you can always have your mana full at anytime. You can always cast your Arcane Orb and let this skill recover your mana pool automatically. Not just that, your friend also can recover their mana if they cast any spell near you.
4. Sanity's Eclipse
Deals damage to enemy Heroes in an area of effect based on the difference between Harbinger and the affected Hero's intelligence. If the Hero takes less than the damage threshold, that Hero loses 75% of its current mana. Sanity's Eclipse can hit units trapped in Astral Imprisonment. If an enemy hero has the same or higher Intelligence than Outworld Devourer, Sanity's Eclipse has no effect. Upgradable by Aghanim's Scepter.
When an Outworld crystal ruptures, cataclysmic energies are released, and the reverberations of this power are felt interdimensionally.
This is your skill to damaging many enemy in a teamfight. All enemies in the AoE will receive so many damage , the calculation is based on the difference between your INT and the target's INT, and it will be multiplied by 8, 9, 10, or 11.
So cast this after the clash is started, and make sure it hist at least 2-3 enemies. It will reduce their HP my a much and help your team by a lots.
SKILLBUILD
Level 1: Astral Imprisonment
Level 2: Essence Aura
Level 3: Astral Imprisonment
Level 4: Essence Aura
Level 5: Astral Imprisonment
Level 6: Sanity's Eclipse
Level 7: Astral Imprisonment
Level 8: Arcane Orb
Level 9 : Essence Aura
Level 10: Essence Aura
Level 11: Sanity's Eclipse
Level 12: Arcane Orb
Level 13: Arcane Orb
Level 14: Arcane Orb
Level 15: Stats
Level 16: Sanity's Eclipse
Level 17-25: Stats
Why maxed Astral Imprisonment first? You need this the most on the early game so you can cast this repeatedly on your rival in lane so he will have a hard time last hitting and also he will have his mana become so low so he cannot use his skill.
Why maxed Essence Aura before Arcane Orb? Arcane Orb is for mid-late game and also Essence Aura is better to be maxed first if you want to always cast Arcane Orb because the max level of Essence Aura makes you can refill your mana while you auto cast the Arcane Orb.
One of a lordly and magisterial race, Harbinger prowls the edge of the Void, sole surviving sentry of an outpost on the world at the rim of the abyss. From this jagged crystalline Outworld, forever on guard, he has gazed for eternities into the heavens, alert for any stirring in the bottomless night beyond the stars. Imprinted deep in the shining lattices of his intellect lies a resonant pattern akin to prophecy, a dark music implying that eventually some evil will wake out there, beyond the edges of creation, and turn its attention to our world. With his whole being focused on his vigil, Outworld Destroyer paid little attention to events closer in to the sun. But at last the clamor of the Ancients, and a sense of growing threat from within as well as without, sent him winging sunward to visit the plains of war. Harbinger's place in our own prophecies is unambiguous: he must be considered an omen of worse things to come. But his arrival in itself is bad enough.
INTRODUCTION
Outworld Devourer is a hero that have high attack damage because of his Arcane Orb that deal pure damage. Arcane Orb damage is almost the same as a double damage for him. Not just that, he also have a mighty ultimate that deal massive AoE damage to all enemies. He is considered a hero that needs some farm and will be shine on the mid-late game.
| PROS | CONS |
| have a decent ultimate to bunt down enemies | Kinda squishy kind of carry |
| Can steal intelligence | Hard to escape against multiple person ganks |
| Has a massive attack damage | |
| Can help filling allies mana |
ROLE
Ranged - Carry
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 511 | 1,003 | 1,735 | SIGHT RANGE | 1800 / 800 |
| MANA | 338 | 939 | 1,628 | ATTACK RANGE | 450 |
| DAMAGE | 49-64 | 95-110 | 148-163 | MISSILE SPEED | 900 |
| ARMOR | 5 | 9 | 15 |
ABILITIES
1. Arcane Orb
Adds extra pure damage to Outworld Devourer's attacks, based on his remaining mana pool. Arcane Orb also does bonus damage to summoned units and illusions. Arcane Orb is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers.
| MANA COST: 100/100/100/100 | ABILITY: AUTO-CAST, UNIT TARGET |
| AFFECTS: ENEMY UNITS | DAMAGE: PURE |
| MANA POOL TO DAMAGE: 6% / 7% / 8% / 9% | ILLUSION DAMAGE: 100 / 200 / 300 / 400 |
This is your main skill on carrying your team. You will deal a massive pure damage to a target. The damage is so high and can destroy any squishy hero in seconds. The damage is almost the same as a double damage rune. So always use this in any teamfight and gank to destroy all your opponents. Focusing on a squishy hero first and get many kills!
2. Astral Imprisonment
Places a target allied or enemy hero into an astral prison. The hidden hero is invulnerable and disabled. When cast on an enemy Hero, Harbinger temporarily steals intelligence from that hero.
| MANA COST: 120/140/160/180 | COOLDOWN: 18/16/14/12 |
| ABILITY: UNIT TARGET | INTELLIGENCE STEAL: 4 / 6 / 8 / 10 |
| STEAL DURATION: 60 / 60 / 60 / 60 | PRISON DURATION: 1 / 2 / 3 / 4 |
This skill is used to banish a target for several seconds. You can use this on the laning phase by banishing your opponent so he can't last hits properly. Not just that, you also steal your target's Intelligence, that means that you can drain the target's intelligence into almost 0 so he cannot cast any skill. It is very useful to defend yourself in the laning phase because you can feel save anytime because your opponent don't have mana to cast a skill.
3. Essence Aura
Whenever nearby allied Heroes or Outworld Devourer itself casts a spell, it gains a chance to restore 25% of its mana pool. Outworld Devourer also passively gains a bonus to its base mana pool. Several skills with no cooldown and toggled spells cannot trigger Essence Aura.
| ABILITY: PASSIVE, AURA | AFFECTS: ALLIED HEROES |
| RADIUS: 1000 / 1000 / 1000 / 1000 | BASE MANA: 75 / 150 / 225 / 300 |
| RESTORE CHANCE: 10% / 20% / 30% / 40% |
Have a chance to recover some mana if you or nearby allied heroes are casting a spell. A very useful skill in mana recovery. Because you can always have your mana full at anytime. You can always cast your Arcane Orb and let this skill recover your mana pool automatically. Not just that, your friend also can recover their mana if they cast any spell near you.
4. Sanity's Eclipse
Deals damage to enemy Heroes in an area of effect based on the difference between Harbinger and the affected Hero's intelligence. If the Hero takes less than the damage threshold, that Hero loses 75% of its current mana. Sanity's Eclipse can hit units trapped in Astral Imprisonment. If an enemy hero has the same or higher Intelligence than Outworld Devourer, Sanity's Eclipse has no effect. Upgradable by Aghanim's Scepter.
| MANA COST: 175/250/325 | COOLDOWN: 160 |
| ABILITY: POINT TARGET | DAMAGE: MAGICAL |
| RADIUS: 375 / 475 / 575 | RANGE: 600 / 650 / 700 |
| DIFFERENCE DAMAGE MULTIPLIER: 8 / 9 / 10 | INTELLIGENCE THRESHOLD: 10 / 30 / 50 |
| SCEPTER RANGE: 700 / 750 / 800 | SCEPTER DIFFERENCE DAMAGE MULTIPLIER: 9 / 10 / 11 |
This is your skill to damaging many enemy in a teamfight. All enemies in the AoE will receive so many damage , the calculation is based on the difference between your INT and the target's INT, and it will be multiplied by 8, 9, 10, or 11.
So cast this after the clash is started, and make sure it hist at least 2-3 enemies. It will reduce their HP my a much and help your team by a lots.
SKILLBUILD
Level 1: Astral Imprisonment
Level 2: Essence Aura
Level 3: Astral Imprisonment
Level 4: Essence Aura
Level 5: Astral Imprisonment
Level 6: Sanity's Eclipse
Level 7: Astral Imprisonment
Level 8: Arcane Orb
Level 9 : Essence Aura
Level 10: Essence Aura
Level 11: Sanity's Eclipse
Level 12: Arcane Orb
Level 13: Arcane Orb
Level 14: Arcane Orb
Level 15: Stats
Level 16: Sanity's Eclipse
Level 17-25: Stats
Why maxed Astral Imprisonment first? You need this the most on the early game so you can cast this repeatedly on your rival in lane so he will have a hard time last hitting and also he will have his mana become so low so he cannot use his skill.
Why maxed Essence Aura before Arcane Orb? Arcane Orb is for mid-late game and also Essence Aura is better to be maxed first if you want to always cast Arcane Orb because the max level of Essence Aura makes you can refill your mana while you auto cast the Arcane Orb.
STRATEGY
Early Game
On the early game, always cast the Astral imprisonment when your rival in lane is about to last hit a creep, so he will fail in that last hit. And also he will have his mana to be so low and cannot cast a skill and you will be safe on farming. Always beware on gank from any side of the map. Remember to see the spot of where the gank usually comes and retreat immediately if someone is trying to gank you. Ward is always needed, so you can always see the important spot.
Mid Game
On the mid game, your damage is starting to rise up. And I strongly recommend you to keep farming to make you become stronger. Your job in the game is to farm 24/7, that is needed to collect the good items you need to carry your team into victory.
Meanewhile, if any gank happening, you can help your team by:
1. Cast your ultimate to reduce enemy's HP into minimum
2. Banish 1 hero if that hero looks too strong for the teamfight.
3. Attack squishy hero first, (Always activate Arcane Orb for your attack)
4. If there is no squishy heroes left, start attacking their main hero.
If your team lose the teamfight, retreat immediately, you can use the Astral imprisonment to banish 1 hero and maybe that can help you to escape safely.
Late Game
On the late game, I supposr you already have some nice items in your pocket and you area ready to fight. Usually you will have force staff and a Sheepstick to initiate a teamfight, so > if you see any hero coming up, use force staff imeediately and quickly hex him! And after that, use Arcane Orb to harass him until death. Your friend also should come for helping with their skill.
And in the teamfight your job is:
1. Pop the Bkb if you have one
2. Use forcestaff and a Sheepstick if you have one too
3. To cast Sanity's Eclipse in the starting of the teamfight
4. Banish a hero that will make a trouble to your team
5. Attack their squishy hero first, of course with your right click equipped with the Arcane Orb
6. Destrouty all the reamaining hero
If you succeed in the teamfight, you have 2 options;
1. Push their base, destroys their towers, barracks and ancients
2. Kill Roshan
Choose one that your team think will benefit the most.
Early Game
On the early game, always cast the Astral imprisonment when your rival in lane is about to last hit a creep, so he will fail in that last hit. And also he will have his mana to be so low and cannot cast a skill and you will be safe on farming. Always beware on gank from any side of the map. Remember to see the spot of where the gank usually comes and retreat immediately if someone is trying to gank you. Ward is always needed, so you can always see the important spot.
Mid Game
On the mid game, your damage is starting to rise up. And I strongly recommend you to keep farming to make you become stronger. Your job in the game is to farm 24/7, that is needed to collect the good items you need to carry your team into victory.
Meanewhile, if any gank happening, you can help your team by:
1. Cast your ultimate to reduce enemy's HP into minimum
2. Banish 1 hero if that hero looks too strong for the teamfight.
3. Attack squishy hero first, (Always activate Arcane Orb for your attack)
4. If there is no squishy heroes left, start attacking their main hero.
If your team lose the teamfight, retreat immediately, you can use the Astral imprisonment to banish 1 hero and maybe that can help you to escape safely.
Late Game
On the late game, I supposr you already have some nice items in your pocket and you area ready to fight. Usually you will have force staff and a Sheepstick to initiate a teamfight, so > if you see any hero coming up, use force staff imeediately and quickly hex him! And after that, use Arcane Orb to harass him until death. Your friend also should come for helping with their skill.
And in the teamfight your job is:
1. Pop the Bkb if you have one
2. Use forcestaff and a Sheepstick if you have one too
3. To cast Sanity's Eclipse in the starting of the teamfight
4. Banish a hero that will make a trouble to your team
5. Attack their squishy hero first, of course with your right click equipped with the Arcane Orb
6. Destrouty all the reamaining hero
If you succeed in the teamfight, you have 2 options;
1. Push their base, destroys their towers, barracks and ancients
2. Kill Roshan
Choose one that your team think will benefit the most.
And if you fail in the teamfight, run as fast as you can so the enemy cannot kill you, maybe you can use your force staff, or any item you have. Also don't forget to Imprison a hero that chase you using Astral Imprisonment.
1. Power Threads
Total cost: 1400
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
Why Power Threads? It will gives you attack speed, thats what you need, attack speed and damages. Power threads is laso a flexible shoes, you can change it to STR, AGI, or INT for what you need.
2. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Why Force Staff? ForceStaff is useful on many purposes, you can initiate a teamfight with ForceStaff, or you can save somebody, or you can save yourself.
3. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Why Schyte of Vyse? Very good item to initiate a teamfight.
To increase your survivability you may need this item
4. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
Why Black King Bar? It gives you survivability in a teamfight because you will get magic immunity during teamfight. By magic immunity, you can keep fighting and cannot be interrupted (except from Beastmaster's Roar or Batrider's Lasso)
Why Shiva's? The movement speed and attack speed reduction from this shivas guard will greatly reduces enemy's power in the teamfight. And combined with your Sanity Eclipse. it will deal massive amount of damage in terms of enemy's destruction.
Recipe: Obilivion Staff + Preserverance + Recipe
Why Refresher Orb? With this item, you can refresh your ultimate. And also it will refresh your Sheepstick and also Shiva's Guard.
ALTERNATIVE ITEMS
a. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
b Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Why Pipe of Insight? Gives barrier for all allies in AoE that Block 400 spell damage, very useful.
c. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
Why Eul? Can make you become more agile with Cyclone ability. You cannot be attacked for 2.5 seconds. Or you can cast it to the enemy and make your team can surround the target and harass him after landing on the ground.
Total cost: 1400
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
| Active: Switch Attribute - Changes selected attribute between Strength, Agility and Intelligence. Flat movement speed bonuses from multiple pairs of boots do not stack. + 55 Movement Speed + 8 Selected Attribute + 30 Attack Speed |
2. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
| Active: Force - Pushes any target unit 600 units in the direction it is facing. Double click to self-cast. + 10 Intelligence + 3 HP Regeneration Manacost: 25 Cooldown: 20 |
3. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
| Active: Hex - Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions. + 10 Strength + 10 Agility + 35 Intelligence + 150% Mana Regeneration Manacost: 100 Cooldown: 35 |
To increase your survivability you may need this item
4. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
| Active: Avatar - Grants magic immunity. Duration and cooldown decrease with each use. Some Ultimate abilities are able to disable through Black King Bar. + 10 Strength + 24 Damage DURATION: 10/9/8/7/6/5 Cooldown: 80 |
5. Shiva's Guard
Total cost: 4700Recipe: Plate Mail + Mystic Staff + Recipe
| Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds. Passive: Freezing Aura - Reduces attack speed on enemies. Multiple instances of Freezing Aura do not stack. + 30 Intelligence + 15 Armor AURA SLOW: 25% Manacost: 100 Cooldown: 30 |
6. Refresher Orb
Total cost: 5300Recipe: Obilivion Staff + Preserverance + Recipe
| Active: Reset Cooldowns - Resets the cooldowns of all your items and abilities. + 5 HP Regeneration + 200% Mana Regeneration + 40 Damage + 6 Intelligence Manacost: 375 Cooldown: 160 |
ALTERNATIVE ITEMS
a. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
| Active: Restore - Heals 250 HP and gives +2 armor in an area. Passive: Mekansm Aura - Bonus HP Regen in an area. Multiple instances of Mekansm Aura do not stack + 5 All Attributes + 5 Armor BONUS HP REGEN: 4 Mana:150 Cooldown:45 |
b Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
| Active: Barrier - Gives nearby friendly units a shield that blocks 400 spell damage. Multiple instances of spell resistance from items do not stack. + 11 HP Regeneration + 30% Spell Resistance Manacost: 100 Cooldown: 60 |
c. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
| Active: Cyclone - Target unit is swept up in a cyclone for 2.5 seconds, and is invulnerable. Flat movement speed bonuses from multiple Eul's Scepters do not stack. + 10 Intelligence + 150% Mana Regeneration + 30 Movement Speed Manacost: 75 Cooldown: 30 |
By : Unknown
Dota 2 - Storm Spirit Build Guide
0
BIO
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.
INTRODUCTION
Storm Spirit is considered a nuker, initiator, and disabler in DotA. Storm can move so fast like a lightning using his ultimate Lightning Bolt and then catch somebody and make him can't move and then kill him with Storm's nuke and attack.
Storm is considered a ganker and initiator, his time to shine is on mid game where lots of gank happening. And because his high mobility he can gank enemy easily and help the team to get many kills.
STATS
ABILITIES
1. 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.
Raijin Thunderkeg's duality allows him to admire himself in shocking fashion.
This is your nuking skill. This skill is spammable. With only 3.5 sec cooldown, you can spam this skill anytime you want. The damage is considered high and hurt your opponents.
You can use this skill to farm the creeps, or to harass your enemy. Harassing enemy with this skill you need to be close to the enemy, and damaging your target. By jumping using your ultimate and pull your enemy using Vortex, you will close enough and can nuke your enemy using Remnant and deal some damage.
2. Electric Vortex
A vortex that pulls an enemy unit to Storm Spirit's location, it also slows the Storm Spirit by 50% for 3 seconds.
Raijin's thunderous, boisterous energy often draws others into an electrifying situation.
This is your disabling skill. You pull a target into you so you and your team can attack him freely. A good skill for ganking. And also by doing this, you get an Overload charge to help you harass your target.
You need this to initiate a teamfight after you use the Lightning Ball, then you should disable an enemy and harass him.
3. Overload
Casting a spell creates an electrical charge, which is released in a burst on his next attack, dealing damage and slowing nearby enemies.
Pow! Zip! Zap!
Everytime you cast a spell, you get a charge in your next attack, it contains +damage and a slowing ability. A very good skill for chasing and harassing a target because you will slow down your target and it will makes you can catch your target. You get a charge everytime you use Ball Lightning, Electric Vortex, or Remnant, so this skill is almost sure will come out in in every situation so you can get extra +slow and damage you need to harass and catch your enemy.
4. Ball Lightning
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The mana activation cost is 15+7% of his total mana pool, and the cost per 100 units traveled is 10+1% of his total mana pool. Damage is expressed in damage per 100 units traveled.
The Storm is coming in.
This skill is the trademark of Storm Spirit, a skill to jump anywhere you want at least you have a mana. You need this skill to catch enemy, harass them, or can make you escape easily.
You deal damage in the path of this skill, the more range you jumps, the more damage it deals.
SKILLBUILD
Level 1: Static Remnant
Level 2: Electric Vortex
Level 3: Static Remnant
Level 4: Overload
Level 5: Static Remnant
Level 6: Ball Lightning
Level 7: Static Remnant
Level 8: Electric Vortex
Level 9 : Electric Vortex
Level 10: Electric Vortex
Level 11: Ball Lightning
Level 12: Overload
Level 13: Overload
Level 14: Overload
Level 15: Stats
Level 16: Ball Lightning
Level 17-25: Stats
You can take Electric Vortex for level 1 if you want to get firtblood and should disable the enemy on level 1.
Actually if there is already a disabler on your team, Remnant can also helps you to get firstblood by damaging the enemy.
Why maxed Static Remnant first? This is your main nuke, you will need this for ganking, farming, and killing or early mid game.
Why maxed Electric Vortex before Overload? The longer the disable, the better for the team because the team gets more time damaging the disabled target.
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.
INTRODUCTION
Storm Spirit is considered a nuker, initiator, and disabler in DotA. Storm can move so fast like a lightning using his ultimate Lightning Bolt and then catch somebody and make him can't move and then kill him with Storm's nuke and attack.
Storm is considered a ganker and initiator, his time to shine is on mid game where lots of gank happening. And because his high mobility he can gank enemy easily and help the team to get many kills.
| PROS | CONS |
| Low cooldown on his nukes, 0 Cooldown on his ultimate | Mana dependant |
| A very good chaser, 0 Cooldown jumping skill + 1 disable + 1 slower-damage | Squishy |
| High mobility because of his ultimate | |
| If have lots of mana, become very strong and unstoppable |
Ranged - Carry - Initiator - Escape - Disabler
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 511 | 910 | 1,575 | SIGHT RANGE | 1800 / 800 |
| MANA | 299 | 772 | 1,370 | ATTACK RANGE | 480 |
| DAMAGE | 45-55 | 81-91 | 127-137 | MISSILE SPEED | 1100 |
| ARMOR | 5 | 9 | 14 |
ABILITIES
1. 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.
| MANA COST: 70/80/90/100 | COOLDOWN: 3.50 |
| ABILITY: NO TARGET | DAMAGE: MAGICAL |
| DAMAGE: 140 / 180 / 220 / 260 | RADIUS: 260 |
This is your nuking skill. This skill is spammable. With only 3.5 sec cooldown, you can spam this skill anytime you want. The damage is considered high and hurt your opponents.
You can use this skill to farm the creeps, or to harass your enemy. Harassing enemy with this skill you need to be close to the enemy, and damaging your target. By jumping using your ultimate and pull your enemy using Vortex, you will close enough and can nuke your enemy using Remnant and deal some damage.
2. Electric Vortex
A vortex that pulls an enemy unit to Storm Spirit's location, it also slows the Storm Spirit by 50% for 3 seconds.
| MANA COST: 100/110/120/130 | COOLDOWN: 20 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| DURATION: 1 / 1.5 / 2 / 2.5 |
This is your disabling skill. You pull a target into you so you and your team can attack him freely. A good skill for ganking. And also by doing this, you get an Overload charge to help you harass your target.
You need this to initiate a teamfight after you use the Lightning Ball, then you should disable an enemy and harass him.
3. Overload
Casting a spell creates an electrical charge, which is released in a burst on his next attack, dealing damage and slowing nearby enemies.
| ABILITY: PASSIVE | DAMAGE: MAGICAL |
| DAMAGE: 30 / 50 / 70 / 90 | MOVEMENT SLOW: 80% |
| ATTACK SLOW: 50% | DURATION: 0.6 / 0.6 / 0.6 / 0.6 |
Everytime you cast a spell, you get a charge in your next attack, it contains +damage and a slowing ability. A very good skill for chasing and harassing a target because you will slow down your target and it will makes you can catch your target. You get a charge everytime you use Ball Lightning, Electric Vortex, or Remnant, so this skill is almost sure will come out in in every situation so you can get extra +slow and damage you need to harass and catch your enemy.
4. Ball Lightning
Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The mana activation cost is 15+7% of his total mana pool, and the cost per 100 units traveled is 10+1% of his total mana pool. Damage is expressed in damage per 100 units traveled.
| MANA COST: 15/15/15/15 | ABILITY: POINT TARGET |
| DAMAGE: MAGICAL | DAMAGE: 8 / 12 / 16 |
| SPEED: 1250 / 1875 / 2500 | RADIUS: 125 / 200 / 275 |
| MANA DRAIN PER UNIT: 1% |
This skill is the trademark of Storm Spirit, a skill to jump anywhere you want at least you have a mana. You need this skill to catch enemy, harass them, or can make you escape easily.
You deal damage in the path of this skill, the more range you jumps, the more damage it deals.
SKILLBUILD
Level 1: Static Remnant
Level 2: Electric Vortex
Level 3: Static Remnant
Level 4: Overload
Level 5: Static Remnant
Level 6: Ball Lightning
Level 7: Static Remnant
Level 8: Electric Vortex
Level 9 : Electric Vortex
Level 10: Electric Vortex
Level 11: Ball Lightning
Level 12: Overload
Level 13: Overload
Level 14: Overload
Level 15: Stats
Level 16: Ball Lightning
Level 17-25: Stats
You can take Electric Vortex for level 1 if you want to get firtblood and should disable the enemy on level 1.
Actually if there is already a disabler on your team, Remnant can also helps you to get firstblood by damaging the enemy.
Why maxed Static Remnant first? This is your main nuke, you will need this for ganking, farming, and killing or early mid game.
Why maxed Electric Vortex before Overload? The longer the disable, the better for the team because the team gets more time damaging the disabled target.
STRATEGY
Early Game
On early game, you should get some farms. You need farms to buy some mana items to get lots of mana because mana is your true source of power. You are very mana dependent. No mana = useless, Lots of mana is the same as godlike. Because of your ultimate: Ball Lightning, you can rape your enemy, and make enemy confused because of your high mobility and high damage from the Ball and Remnant, + your attack and also Overload. You need mana for doing that, Ball absorbs lots of mana, but it's so good because you can move freely around the area and easily harass enemy and also make enemy can't catch you because you will easily escape from them.
By using some Remnant, you can kills some creeps in a blow. This will faster your farm. The faster your farm , the stronger you are compared to your opponent. For faster farm, you can farm the jungles too. By using 3 remnant, you can kill the big camps easily. Remnant is the main weapon of your camping that will deal tons of damage to the creeps.
Mid Game
Mid game is the right time for you to show off. Here you will gain your maximum potential. You need to gank lots of times and keep harassing and killing enemies to help your team and shine in the game.
You need to combine all of your 4 skills into the action. Use Ball first, and the after you arrive in front of your opponent, use Vortex to disable your enemy and use Remnant to nuke your target, and then harass him using Overload and keep harassing him using normal attack and Remnant. If your target tries to run, you can catch him easily using Ball and Overload to slow down the target so your target can't escape from you anymore.
Late Game
If you succeeded on mid game, you will likely to shine on late game because you should already have some nice items to conquer your opponent and also already on high levels. High level Storm gain high mobility because he already have tons of mana. And with high mana, you can cast Ball Lightning anytime you want so you can move and jump freely around an area and can confuse your opponent. So you can harass them using Ball Lightning's damage, Vortex and Overload, and also hex if you already have Sheepstick. And with the help of your friends after you disables and damaging the enemy, your team should dominate the opponent on the late game stage.
In a teamfight, you can deal a high aoe damage using the Ball Lightning by casting this far away from the teamfight, the damage will be so high and can hurt lots of opponents. After got hit by the Ball, your team can easily kills all the enemies. And don't forget to use Vortex to one of the enemy.
ITEMS BUILD
1. Power Threads
Total cost: 1400
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
Why Power Threads? This is a flexible shoes, Power Thread STR for survivability, AGI for attack speed, INT for mana.
Alternative item: Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Why Arcane Boots? You have spammable skills, so you need more mana, with this item, your mana will be fulfilled. And also to replenish mana of the team.
2. Orchid Malevolance
Total cost: 5025
Recipe: 2 x Ring of Obilivion + Recipe
Why Orchid? You need this to get lots of mana regen. Mana regen is the main thing for your success. You need mana regen for always using Ball Lightning and other skill.
Orchid also add damages and attack speed. And also gives a silence skill and amplify damage for a single target. Silence is very good for ganking purpose. A silenced target can't do anything so your team can easily harass enemies.
3. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
Why Black King Bar? It gives you survivability in a teamfight because you will get magic immunity during teamfights. Magic immune helps you to always doing action in the teamfight because no enemy can't stop you or damaging you with their spells.
4. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Why Schyte of Vyse? Very good item to initiate a teamfight. Gives you a disable and makes you have 2 disables, Vortex and Hex. By disabling your enemy, you make them can't use the skills and so your team can attack enemies easily.
(You can get this for your 3th / 4th item)
Total Cost:
Recipe: Preserverance + Soul Booster
Bloodstone gives +HP and HP regen that makes you tanky to survive in the teamfight, and also gives some mana and mana regeneration to helps you spam the skills. And the most important is: if you succeed in getting lots of kills, you will get a very high mana regeneration and and that will makes your mana is ready to use Ball lightning anytime and makes you unstoppable because enemy will be very hard to catch you. Very Recommended.
Early Game
On early game, you should get some farms. You need farms to buy some mana items to get lots of mana because mana is your true source of power. You are very mana dependent. No mana = useless, Lots of mana is the same as godlike. Because of your ultimate: Ball Lightning, you can rape your enemy, and make enemy confused because of your high mobility and high damage from the Ball and Remnant, + your attack and also Overload. You need mana for doing that, Ball absorbs lots of mana, but it's so good because you can move freely around the area and easily harass enemy and also make enemy can't catch you because you will easily escape from them.
By using some Remnant, you can kills some creeps in a blow. This will faster your farm. The faster your farm , the stronger you are compared to your opponent. For faster farm, you can farm the jungles too. By using 3 remnant, you can kill the big camps easily. Remnant is the main weapon of your camping that will deal tons of damage to the creeps.
Mid Game
Mid game is the right time for you to show off. Here you will gain your maximum potential. You need to gank lots of times and keep harassing and killing enemies to help your team and shine in the game.
You need to combine all of your 4 skills into the action. Use Ball first, and the after you arrive in front of your opponent, use Vortex to disable your enemy and use Remnant to nuke your target, and then harass him using Overload and keep harassing him using normal attack and Remnant. If your target tries to run, you can catch him easily using Ball and Overload to slow down the target so your target can't escape from you anymore.
Late Game
If you succeeded on mid game, you will likely to shine on late game because you should already have some nice items to conquer your opponent and also already on high levels. High level Storm gain high mobility because he already have tons of mana. And with high mana, you can cast Ball Lightning anytime you want so you can move and jump freely around an area and can confuse your opponent. So you can harass them using Ball Lightning's damage, Vortex and Overload, and also hex if you already have Sheepstick. And with the help of your friends after you disables and damaging the enemy, your team should dominate the opponent on the late game stage.
In a teamfight, you can deal a high aoe damage using the Ball Lightning by casting this far away from the teamfight, the damage will be so high and can hurt lots of opponents. After got hit by the Ball, your team can easily kills all the enemies. And don't forget to use Vortex to one of the enemy.
ITEMS BUILD
1. Power Threads
Total cost: 1400
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
| Active: Switch Attribute - Changes selected attribute between Strength, Agility and Intelligence. Flat movement speed bonuses from multiple pairs of boots do not stack. + 55 Movement Speed + 8 Selected Attribute + 30 Attack Speed |
| Tips: -This will gives you an instant +152 HP if you change it from pt.AGI / pt.INT into pt.STR . This is needed to survive in condition where your HP is so low while you're using AGI or INT Thread. -This will gives you an instant +104 mana if you change it from pt.AGI / pt.STR into pt.INT. This is needed to gain an instant mana in condition where your mana is so low while you need more mana to do the skill. |
Alternative item: Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
| Active: Replenish Mana - Restores mana in an area around the hero. Flat movement speed bonuses from multiple pairs of boots do not stack. + 60 Movement Speed + 250 Mana MANA RESTORED: 135 Mana Needed: 25 Cooldown: 55 |
2. Orchid Malevolance
Total cost: 5025
Recipe: 2 x Ring of Obilivion + Recipe
| Active: Soul Burn - Silences target unit for 5.0 seconds and amplifies the damage it takes by 30.0%. + 25 Intelligence + 30 Attack Speed + 30 Damage + 150% Mana Regeneration Manacost: 100 Cooldown: 18 |
Orchid also add damages and attack speed. And also gives a silence skill and amplify damage for a single target. Silence is very good for ganking purpose. A silenced target can't do anything so your team can easily harass enemies.
3. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
| Active: Avatar - Grants magic immunity. Duration and cooldown decrease with each use. Some Ultimate abilities are able to disable through Black King Bar. + 10 Strength + 24 Damage DURATION: 10/9/8/7/6/5 Cooldown: 80 |
4. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
| Active: Hex - Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions. + 10 Strength + 10 Agility + 35 Intelligence + 150% Mana Regeneration Manacost: 100 Cooldown: 35 |
5. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
Why Shiva's? A good iteam to slow down and nuking enemies in the area. The slower ability will makes enemies have a hard time in moving and attacking, and the damage will reduce enemies Hp in the AoE.
The +Armor makes you become tanky and can survive in the though teamfight.
Also helps you chase enemies faster because this item will slow down your target. + Arctic Blast (More Slow and 200 damage)
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
| Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds. Passive: Freezing Aura - Reduces attack speed on enemies. Multiple instances of Freezing Aura do not stack. + 30 Intelligence + 15 Armor AURA SLOW: 25% Manacost: 100 Cooldown: 30 |
The +Armor makes you become tanky and can survive in the though teamfight.
Also helps you chase enemies faster because this item will slow down your target. + Arctic Blast (More Slow and 200 damage)
SITUATIONAL
a. Bloodstone (You can get this for your 3th / 4th item)
Total Cost:
Recipe: Preserverance + Soul Booster
| Passive: Bloodpact - Starts with 6 charges. 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 respawn time by 4 seconds. When the bearer dies, restores 400 HP + 30 HP per charge to allied units within 1675 units, 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. + 500 Health + 400 Mana + 9 HP Regeneration + 200% Mana Regeneration |
b. Linken Sphere
(Good against doom or tinker)
Total Cost: 5175
Recipe: Ultimate Orb + Preserverance
Why Linken Sphere?
-Great survivability item for escape and for teamfight, it will block a single targetted spell every 20 seconds
-Provide a great Mana regeneration to always fulfill your mana
-Linkens Sphere becomes more powerful in the late game because the teamfights time becomes longer and you can block 2 spells in a teamfight.
Late Game Item
i. Boots of Travel
Total cost: 2450
Recipe: Boots of Speed + Recipe
Why Boots of Travel? With the creeps becoming more powerful in pushing your base, you need fast teleport to save your Throne/Tree.
Also, this item will give you 1 free slot that is used for Teleport Scroll if you don't have this Boots.
GOOD ALLIES
a. Carries
(Example: Magine, Void, Luna)
(Good against doom or tinker)
Total Cost: 5175
Recipe: Ultimate Orb + Preserverance
Passive: Spellblock - Blocks most targeted spells once every 20 seconds. + 15 All Attributes + 6 HP Regeneration + 150% Mana Regeneration + 10 Damage |
-Great survivability item for escape and for teamfight, it will block a single targetted spell every 20 seconds
-Provide a great Mana regeneration to always fulfill your mana
-Linkens Sphere becomes more powerful in the late game because the teamfights time becomes longer and you can block 2 spells in a teamfight.
Late Game Item
i. Boots of Travel
Total cost: 2450
Recipe: Boots of Speed + Recipe
| Active: Teleport - Teleports you to an allied non-hero unit or structure. Flat movement speed bonuses from multiple pairs of boots do not stack. + 100 Movement Speed Manacost: 75 Cooldown60 |
Also, this item will give you 1 free slot that is used for Teleport Scroll if you don't have this Boots.
GOOD ALLIES
a. Carries
(Example: Magine, Void, Luna)
Carries should come after you initiate a teamfight, and they should the right click and use all their skills to the enemies.
BAD ENEMIES
a. Silence Heroes
(Example: Doom, Balanar, Silencer)
Beware of Silence because you use skills to attack the opponent. If you cannot use your skill, you become weak and can easily harassed.
BAD ENEMIES
a. Silence Heroes
(Example: Doom, Balanar, Silencer)
Beware of Silence because you use skills to attack the opponent. If you cannot use your skill, you become weak and can easily harassed.
By : Unknown




































