Tampilkan postingan dengan label Remnant. Tampilkan semua postingan

  • Dota 2 - Ember Spirit Build Guide

    0
    BIO
    Lost within the Wailing Mountains, the Fortress of Flares lay abandoned, its training halls empty, its courtyard covered in leaves and dust. Upon a dais in its sealed temple rests a topaz cauldron filled with ancient ash, remnants of a pyre for the warrior-poet Xin. For three generations, Xin taught his acolytes the Bonds of the Guardian Flame, a series of mantras to train the mind and body for the harsh realities beyond the fortress walls. However, in teaching a warrior's way he earned a warrior's rivals, and in his autumn Xin was bested and slain. His followers spread to the wind. Yet as years turned to centuries and followers to descendants, his teachings endured by subtle whisper and deed. Touched by the teacher's lasting legacy, the Burning Celestial, inquisitive aspect of fire, cast himself to the Fortress of Flares and reignited the pyre ash. From these glowing embers emerged an image of Xin, wreathed in flame, his thoughtful countenance prepared to train and to teach, and to spread the fires of knowledge to all who seek guidance.

    INTRODUCTION
    Ember Spirit is a hero who is not only lethal in the early game. He also has got a big potential to be a main carry for his team.
    In early game, he had a dps skill and a lock down for 2 target that is so painful, especially for squishy hero like crystal maiden and so on. While in the late game he has sleight of fist that can provide thousands of damages to the enemies. Surely he needs adequate farm  in the early and mid game so that he could be dangerous in the late game.
    PROSCONS
    Have strong nukes for early gameSquishy
    Have a deadly late game spell with a right itemLow base attack speed
    Have a shield that also useful for magic damageNeeds lots of mana
    Have a high mobility
    ROLE
    Melee - Carry - Nuker

    STATS
    LEVEL11525
    HIT POINTS5111,0431,803SIGHT RANGE1800 / 800
    MANA2605881082ATTACK RANGE128
    DAMAGE52-5677-81115-119MISSILE SPEEDN/A
    ARMOR1510

    ABILITIES
    1. Searing Chains
    Ember Spirit unleashes fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.
    MANA COST: 110COOLDOWN: 14/12/10/8
    ABILITY: NO TARGETDAMAGE: MAGICAL
    DURATION: 2 / 2 / 3 / 3RADIUS: 400
    DAMAGE PER SECOND: 40 / 60 / 80 / 100UNIT COUNT: 2
    You should spam this ability together with Sleight of Fist. Use Sleight of Fist first then quickly use this so while you Sleight of Fist, the enemy is bound and harassed.

    2. Sleight of Fist
    Ember Spirit dashes around with blazing speed, attacking all enemies in the targeted area of effect, then returning to his start location. Deals bonus damage to heroes, and less damage to creeps.
    MANA COST: 50COOLDOWN: 30/22/14/6
    ABILITY: POINT TARGETDAMAGE: PHYSICAL
    RADIUS: 250 / 350 / 450 / 550BONUS HERO DAMAGE: 30 / 60 / 90 / 120
    ATTACK INTERVAL: 0.2CREEP DAMAGE PENALTY: 50%
    A nice harassing skill for early game and a perfect DPS skill for the late game. This is becoming your main carrying ability for late game. (When equipped with BattleFuries it will much more gives damage because of the cleaves)

    3. Flame Guard
    Ember Spirit surrounds himself with a ring of fire that consumes incoming magic damage, leaving him unharmed. Flame Guard deals damage per second in an area around Ember Spirit while Flame Guard is active. If the shield is broken, the damage is also lost.
    MANA COST: 80/90/100/110COOLDOWN: 35
    ABILITY: NO TARGETDAMAGE: MAGICAL
    DURATION: 8 / 12 / 16 / 20RADIUS: 400
    MAGIC ABSORB: 50 / 200 / 350 / 500DAMAGE PER SECOND: 30 / 40 / 50 / 60
    A perfect DPS skill and also a shield that blocks magic damage.

    4. Fire Remnant
    Ember Spirit generates Fire Remnant charges every 35 seconds, with a max of 3 charges. Releasing a charge sends a Fire Remnant that runs to the target location at 2.5x Ember Spirit's speed. Using Activate Fire Remnant, Ember Spirit can dash out to his Remnants, exploding them for area of effect damage. The targeted Remnant will be arrived at last.
    COOLDOWN: 0ABILITY: POINT TARGET
    DAMAGE: MAGICALMAX CHARGES: 3
    CHARGE RESTORE TIME: 35DAMAGE: 100 / 150 / 200
    RADIUS: 450DURATION: 45
    Before engaging, prepare a remnant on the safe place, so you can jump to it for safety. Also prepare a remnant and then teleport back to fountain to regenerate health and mana, and then come back to remnant.

    Activate Fire Remnant

    Select the Fire Remnant to arrive at.
    MANA COST: 150COOLDOWN: 0
    ABILITY: POINT TARGETDAMAGE: MAGICAL

    SKILLBUILD
    Level 1: Searing Chains
    Level 2: Flame Guard
    Level 3: Flame Guard
    Level 4: Sleight of Fist
    Level 5: Flame Guard
    Level 6: Fire Remnant
    Level 7: Flame Guard
    Level 8: Searing Chains
    Level 9 : Searing Chains
    Level 10: Searing Chains
    Level 11: Fire Remnant
    Level 12: Sleight of Fist
    Level 13: Sleight of Fist
    Level 14: Sleight of Fist
    Level 15: Stats
    Level 16: Fire Remnant
    Level 17-25: Stats

    Why take Searing Chains  for level 1? For insurance so that we can lock down the enemy when they chase you.

    Why maxed Flame Guard first?  This is your main nuke, you will need this for ganking, farming, and killing on early-mid game. And also don't forget about the shield that will protects you from enemy's burst damage.

    Why maxed Searing Chains before Sleight of Fist? The rule of DotA: Nukes for early game, physical damage for late game. Searing Chains is a nuke that will  deal more damage on early-mid game. And Sleight of Fist is for physical attacks that will be the main source of damages for late game.


    STRATEGY
    Early Game
    Your main role here is farming. We recommend using a safe lane to farm. Farm rate will be maximized if you are protected by the kind of supports just like Shadow Shaman or Maiden. They will protect you from enemy harassment. Besides your team could also be more aggressive and look for first blood. If so, you can help with your Searing Chains + Flame Guard. Make sure to get enough farm in the early game, so mid game will be easier for your team.

    Mid Game
    In the midgame, your FlameGuard + Searing Chains should already reached maximum damage. Because of that, so you can occasionally helps the team to ganks. And that will makes you even richer than before. Start a gank with your Searing Chains and then deal damage using your FlameGuard. If you are being ganked, escape using your Remnant. Coordinate a gank with your partner so you will make sure to get at least 1 kill. Smoke of deceit your team before the ganks.

    And do not forget, as a carry, your main focus is the farm, do not use 100% of time to gank. When there is an empty lane use that opportunity to farm as much gold.  You can use the jungle for more leverage. For the purposes of the security in the farm, then prepare one remnant in a safe place so that you can farm a little away from your base, and when it seems some enemies who want to kill you, you can quickly move to your remnant that you've prepared in the harbor earlier .


    Late Game
    In the late game, you has the potential to carrying your team. The Sleight of Fist is your main skill here. Here you should already have all your core items ,at least you 've got Battlefury and also coupled with the high damage items like Daedlus and also Desolator so you can combine it with the Sleight of fist to make tons of damage in an area.

    At this time , if it happens teamfight then you should participate . Because if if not , then your team is certainly to lose . That's where the importance of the role of carry in the late game . To be the main damage dealer.

    You can farm if :
    1 . There are hiding your team near your farm. That way if it comes the enemy that ganks you then your friends will be ready to ambush them.
    2 . You can also farm by first preparing the remnant at the base to go back immediately if needed. Do this while your team waiting enemy to go high ground.

    Your team could also initiating by smoke of deceit , and 5 people should participate in it  ,then with a little luck you will find an opponent who is alone and kill him with ease.

    And for the formation in teamfight, you should hide and after enemys are all come and drops their ultimate, you can come out and finish them.

    ITEMS BUILD
    1. Starting Items
    Quelling Blade: for easier last hitting
    Stout Shield: to block some damage and makes you tankier on earliest stage of the game.
    Tango: to refill your health

    2. Mid Game Items
    Bottle: To make you always have adequate mana and health in a teamfight.
    Phase Boots: Gives damage and also increase move speed by a lot.
    Magic Wand: Can saves your life in a dangerous situation.
    Drum: Gives survivability, mana, attack speed, and also movement speed.

     3. Late Game / Core / Damage items
    Battlefury: Gives cleave so if there is some enemy in an area, your sleight of fist makes you can cleave to all of them. BattleFury is stack so you can get 2-3 Fury that gives you so many cleave damage.
    Desolator: With your Sleight of Fist, you can reduce all of enemys armor in an area while damaging them.
    Daedlus: the damage from critical is very high, so it will makes your Sleight of Fist become deadly.
  • Dota 2 - Earth Spirit Build Guide

    0
    BIO
    Deep amid the Upland crags and cliffs there runs a seam of sacred jade long foresworn by highland minders. From this rare material, the likeness of the great general Kaolin was carved and buried at the head of a stone funerary army ten thousand strong--a force of soldiers and holy men, jesters and acrobats, carved by crafstmen and entombed for millennia in the dark embrace of the Earth.

    What the craftsmen had not known was that within the strange seam of jade flowed the spirit of the Earth itself--an elemental force at one with the planet. When the force within the carved jade found itself cut off from the life's blood of the world, it gathered its strength over the course of a thousand years and dug itself free and into the light. Now the great Kaolin Earth Spirit strides the Upland roads, fighting for the spirit of the Earth; and in times of need calls forth remnants of his buried army still locked in the loving embrace of the soil.

    INTRODUCTION
    Earth Spirit is a hero who is very much versatile. From stunning, slowing, silencing, and also initiating though, this hero is able to cover all of it. And with the skill that has a short cooldown, add to the perfection of this hero. Correct use of the skill will determine your success in using this hero, so first learn how to do the tricks and optimize its skills and you will be IMBA.
    PROSCONS
    VersatileSlow attack speed
    High damage ultimateMust use all of his abilities carefully. If can't then you will be so useless.
    Have a skill to roll and make him can position himself easily
    Have a decent silence
    Have a decent stun
    A perfect initiator hero
    ROLE
    Melee - Carry - Nuker

    STATS
    LEVEL11525
    HIT POINTS5491,3202,251SIGHT RANGE1800 / 800
    MANA2346711,243ATTACK RANGE128
    DAMAGE46-5687-97136-146MISSILE SPEEDN/A
    ARMOR3611

    ABILITIES
    1. Boulder Smash
    Earth Spirit smashes the target enemy, ally, or Stone Remnant, knocking it back in the direction he is facing. The knocked back target deals damage to all units it hits. If the target was a Stone Remnant, damaged targets are also stunned, and the travel distance is improved.
    MANA COST: 100COOLDOWN: 22/18/14/10
    ABILITY: UNIT TARGET, POINT TARGETAFFECTS: HEROES
    DAMAGE: MAGICALRADIUS: 225
    DAMAGE: 125KNOCKBACK SPEED: 1200
    SILENCE DURATION: 3.5 / 4 / 4.5 / 5DISTANCE(UNIT): 500 / 600 / 700 / 800
    DISTANCE(STONE): 2000STUN DURATION: 0.75 / 1.25 / 1.75 / 2.25
    It is with the power of a mountain that Earth Spirit strikes his enemies.
    Skill is a bit difficult for those who are still unfamiliar with this hero.
    With this skill you can kick:
    -stone
    -hero / creep
    Enemies whose hit by the stone will be exposed to stun and damage.
    The direction of the kick is straight, then make sure your position and the position of the target is a straight line and then you can launch a kick. With the number of times you use this hero you will surely understand by yourself. So keep practicing and become better.

    2. Rolling Boulder

    After a 0.6s delay, Earth Spirit becomes a boulder, rolling in the direction he is facing and damaging enemy units, stopping if he collides with an enemy hero or is stunned. If the boulder rolls over a Stone Remnant, the Stone Remnant is consumed and travel distance and speed are improved, and impacted enemies have their movement and attack speed slowed.
    MANA COST: 50COOLDOWN: 16/12/8/4
    ABILITY: POINT TARGETDAMAGE: MAGICAL
    RADIUS: 150SPEED: 800
    SPEED(STONE): 1600DAMAGE: 90
    DAMAGE(STONE): 135DISTANCE: 800
    DISTANCE(STONE): 1600SLOW DURATION: 2
    SLOW: 80%
    Calling upon his connection to the land, the Earth Spirit draws loose stone to him, which forms a protective ball that he can use to roll short distances.
    You will roll and will stop when there is an enemy getting hit by you, then the enemy will be slowed.
    Make sure you roll on the rock so that you will roll on a maximum distance, because if there is no stone, it will be a short distance. This skill is quite good for initiating, then you will be rolling into the middle area of ​​the opponent, and then start the teamfight.

    3. Geomagnetic Grip
    Earth Spirit pulls the target allied unit or Stone Remnant to his location. Enemies struck by the flying target will be stunned, and take damage if the flying target is a Stone Remnant.
    MANA COST: 75COOLDOWN: 13
    ABILITY: UNIT TARGET, POINT TARGETAFFECTS: ALLIED UNITS
    DAMAGE: MAGICALRADIUS: 180
    STONE DAMAGE: 100 / 150 / 200 / 250PULL SPEED: 1000
    SILENCE DURATION: 2 / 3 / 4 / 5
    Like calls to like. Even the minerals found in the blood and bones of living beings are not immune to the call of the Earth Spirit.
    You can pull the rock / friendly hero  at you and the enemy crushed will be silenced. Skills are good enough to start a gank or a teamfight.
    When the enemy is silenced, your team can easily beat him. Also useful when your friend is in trouble and you can pull him to the farthest from the enemy who pursued him.

    Stone Remnant
    Call a Stone Remnant at the target location. Stones Remnants have no vision and are invulnerable, and can be used with Earth Spirit's abilities. Calling a Stone Remnant consumes a charge, which recharge over time.
    COOLDOWN: 0ABILITY: POINT TARGET
    MAX CHARGES: 6CHARGE RESTORE TIME: 25
    DURATION: 120
    Put the stone. Stone is an element of every skill you have. All of them need stone.

    4. Magnetize
    Magnetizes units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized heroes cause nearby Stone Remnants to become energized and explode, applying/refreshing the magnetize debuff on all units near the Stone Remnant. This process can repeat multiple times. Stone Remnants are destroyed in this process. If an enemy hero is affected by silence or slows as a result of Rolling Boulder or Boulder Smash, all magnetized heroes share the effects.
    MANA COST: 100COOLDOWN: 80
    ABILITY: NO TARGETDAMAGE: MAGICAL
    RADIUS: 300ROCK SEARCH RADIUS: 300
    ROCK EXPLOSION RADIUS: 600DEBUFF DURATION: 6
    DAMAGE PER SECOND: 50 / 75 / 100
    Deal damage to enemies around you. With the stone, dps will increase.
    If multiple enemies at the same time exposed by the Magnetize, it is enough to silence one person and the friends will also be affected by the silence. Similarly as the Rolling Boulder slow, then all enemies will be exposed to slows as well.
    This principle does not apply to stun.

    SKILLBUILD

    Level 1: Boulder Smash
    Level 2: Rolling Boulder
    Level 3: Boulder Smash
    Level 4: Geomagnetic Grip
    Level 5: Boulder Smash
    Level 6: Magnetize
    Level 7: Boulder Smash
    Level 8: Geomagnetic Grip
    Level 9 : Geomagnetic Grip
    Level 10: Geomagnetic Grip
    Level 11: Magnetize
    Level 12: Rolling Boulder
    Level 13: Rolling Boulder
    Level 14: Rolling Boulder
    Level 15: Stats
    Level 16: Magnetize
    Level 17-25: Stats

    Why Boulder Smash taken first? 125 damage at level 1 is good to herass enemy in the lane. And if want to hunt firstblood, his stun will be needed. 

    Why Boulder Smash need to be maximized first? the more damage and also the decreases of cooldown which will benefit to for stunning and damaging more in the gank and teamfight.

    Why increase Geomagnetic Grip before the rolling Boulder? Silence will be needed for ganking, and the increasing silence duration would trigger ganking success.

    STRATEGY

    Early
    At the beginning of the game, your role will depend on your position in the team, whether you are here as a support, or you as a solo offlane or you as a solo mid lane? 
    Will now be discussed one by one on all three roles above. 

    1. As a support. 
    As a means of support in your lane, there will be a carry that will do the last hits, and here you are guarding him. In case your carry is attacked by the enemy, you should immediately stun them with Geomagnetic grip, or you can pull your friend for safety using Geomagnetic Grip.
    If you want to act rather aggressively, then you can roll towards the enemy and then stun and silence him then take him down with your friend..

    2. As a solo offlane.
    As a solo offlaner, then all it takes is patience because it is very difficult for solo offlaner to  get gold and exp.Because the enemy will do to pull his creep wave and making us not get anything. It takes patience. Do not be too far away from your tower. If there is a chance and 100% safe from a gank then you can try to last-hits.
    Keep playing safe until someone is coming into your lane and gank the enemy! Or maybe you can leave your lane and gank the enemy on the other lane.

    3. As a solo mid.
    As a solo mid, the skills for last hitting and denying will be more needed than the other roles. Keep calm! and occasionally harass the enemy. Also, on the mid lane you will need a bottle. Bottle is needed to get runes for ganking other lanes.
    Once you're level 6 or above, start to move to another lane to gank the enemy. Look for the kill as much.

    Mid Game
    In the mid game , your ganks will determine the success of your team . You have steady abilities, either stun or silence to defeat enemies . Before doing gank , prepare items that may be needed , such as dust , or smoke . And do not forget to coordinate the gank with your friends ,remember to focus on one target, and kill him first and then you can switch to another target . Highly recommended to chain stun ,waiting for the completion of the stun before casting the next stun.

    For initiation using Earth Spirit , use the Rolling Boulder to advance towards the enemy , do not forget shortly after rolling , place the stones so that the farther distance performance. And then you can cast stun( Geomagnetic Grip) and then use ulti, and also don'tforget to use silence ( Boulder Smash ) . Ifyour combo is right then the enemy will dither and his Hp will become little, and friends can easily defeat the enemy .

    Late Game
    In the late game your main role is as an initiator to make some space for your teammates . As always use the Rolling Boulder to roll towards the enemy , then stun , then ulti and Silence . If all goes well, after you do a teamfight initiation, all enemies will be exposed to damage by 20-30% of their hp, besides that they will be stunned and silenced. And it would open widen the way for the carry to finish them off.

    ITEM BUILD

    Starting Item
    Branches: You need the branches to be build into Magic Wand later.
    Tangoes: for recovering health,
    Clarities: for mana, and don't forget to buy the
    Wards: for scouting.

    Early Items
    Arcane Boots: You need the mana boots for your mana pool. you are a spammer hero who spams your every abilities on a teamfight. So you needs lots of mana to be able to do full action.
    Magic Wand: And the magic wand if for a situation when you are almost getting killed, and you can save your life by using the charge.

    Core Items
    Veil: Increase magic damage received by enemies. This item will increase the damage from your ultimate and also all magical damage from your teammates. Pretty much needed to ensure the death of all enemies.
    Mekans: Heal allies in the AoE. every team needs this, ensure the survivability of your teammates.
    Pipe: Increase magic resistance for the team. With this item, your team is more tanky.
    Drum: Increase attack speed and movement speed for the team.

    Luxury Items:
    Bkb: gives magic immunity during teamfights. pretty much increase your defense during every single teamfight.
    Sheepstick: Increase the quality of your initiation. 
    Shivas: Decrease enemys attack speed and movement speed.
    Hellberd: Make 1 enemy to can't attack for some time. Pretty much needed for enemy that mainly attack using physical damage.
  • 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.
    PROSCONS
    Low cooldown on his nukes, 0 Cooldown on his ultimateMana dependant
    A very good chaser, 0 Cooldown jumping skill + 1 disable + 1 slower-damageSquishy
    High mobility because of his ultimate
    If have lots of mana, become very strong and unstoppable
    Raijin Storm Spirit Dota 2 Guide
    ROLE
    Ranged - Carry - Initiator - Escape - Disabler

    STATS
    LEVEL11525
    HIT POINTS5119101,575SIGHT RANGE1800 / 800
    MANA2997721,370ATTACK RANGE480
    DAMAGE45-5581-91127-137MISSILE SPEED1100
    ARMOR5914

    ABILITIES
    1. Static Remnant
    Static Remnant, Dota 2 -  Storm Spirit Build Guide
    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: 70/80/90/100COOLDOWN: 3.50
    ABILITY: NO TARGETDAMAGE: MAGICAL
    DAMAGE: 140 / 180 / 220 / 260RADIUS: 260
    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
    Electric Vortex, Dota 2 -  Storm Spirit Build Guide
    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: 100/110/120/130COOLDOWN: 20
    ABILITY: UNIT TARGETAFFECTS: ENEMY UNITS
    DURATION: 1 / 1.5 / 2 / 2.5
    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
    Overload, Dota 2 -  Storm Spirit Build Guide
    Casting a spell creates an electrical charge, which is released in a burst on his next attack, dealing damage and slowing nearby enemies.
    ABILITY: PASSIVEDAMAGE: MAGICAL
    DAMAGE: 30 / 50 / 70 / 90MOVEMENT SLOW: 80%
    ATTACK SLOW: 50%DURATION: 0.6 / 0.6 / 0.6 / 0.6
    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
    Ball Lightning, Dota 2 -  Storm Spirit Build Guide
    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: 15/15/15/15ABILITY: POINT TARGET
    DAMAGE: MAGICALDAMAGE: 8 / 12 / 16
    SPEED: 1250 / 1875 / 2500RADIUS: 125 / 200 / 275
    MANA DRAIN PER UNIT: 1%
    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
    Dota 2 -  Storm Spirit Build Guide
    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.
    Raijin Storm Spirit Dota Build
    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
     Power Threads, Dota 2 -  Storm Spirit Build Guide
    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
    Why Power Threads? This is a flexible shoes, Power Thread STR for survivability, AGI  for attack speed, INT for mana.
    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
    Arcane Boots, Dota 2 -  Storm Spirit Build Guide
    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
    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
    Orchid Malevolance, Dota 2 -  Storm Spirit Build Guide
    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
    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
    Black King Bar, Dota 2 -  Storm Spirit Build Guide
     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
    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
    Schyte of Vyse, Dota 2 -  Storm Spirit Build Guide
    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
    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.

    5. Shivs's Guard
    Total cost: 4700
    Recipe: Plate Mail + Mystic Staff + Recipe
    Shiva's Guard, Dota 2 -  Storm Spirit Build Guide
    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
    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)

    Raijin Storm Spirit Dota 2 Build Guide
    SITUATIONAL 
    a. Bloodstone 
    (You can get this for your 3th / 4th item)
    Total Cost:
    Recipe: Preserverance + Soul Booster
    Bloodstone, Dota 2 -  Storm Spirit Build Guide
    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
    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.

    b. Linken Sphere
    (Good against doom or tinker)
    Total Cost: 5175
    Recipe: Ultimate Orb + Preserverance
    Linken Sphere, Dota 2 -  Storm Spirit Build Guide

    Passive: Spellblock - Blocks most targeted spells once every 20 seconds.
    + 15 All Attributes                   + 6 HP Regeneration
    + 150% Mana Regeneration    + 10 Damage
    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
    Boots of Travel, Dota 2 -  Storm Spirit Build Guide
    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
    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)
    Anti Mage, Dota 2 -  Storm Spirit Build GuideFaceless Void, Dota 2 -  Storm Spirit Build GuideLuna, Dota 2 -  Storm Spirit Build Guide
    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)
    DoomBalanarSilencer
    Beware of Silence because you use skills to attack the opponent. If you cannot use your skill, you become weak and can easily harassed.

    Raijin Storm Spirit Dota 2 Build
  • Copyright © 2013 - Hyperdimension Neptunia

    dota 2 guide - Powered by Blogger - Designed by Johanes Djogan