Though there are many who liked the old Storm Spirit, most people agreed that he was too ineffective in his role and needed a remake - seeing as he lacked any nukes or disables for early game, and requiring more high level damage items before he could match up to other DPS heroes.
The new Storm Spirit retains his previous role of DPS-er, and comes with plenty of AoE damage, a disable and an incredibly fun ultimate.
Attack Range: 500
Strength: 17 + 1.5
Agility: 22 + 1.8
Intelligence: 23 + 2.6
Movement Speed 295
Raijin creates a remnant of himself containing his essence. The Static Remnant will release its stored energy whenever an enemy units comes near it. Lasts up to 12 seconds.
Trigger AOE: 210
Damage AOE: 260
Takes 1 second to create after cast. This is not channeling, just time delayed.
Storm focuses his energy to rip open a vortex drawing an enemy to it. This process slows the Storm Spirit down for a brief period.
Pulls 100/150/200/250 units over 1/1.5/2/2.5 seconds.
Your movement is reduced by 50% for 3 seconds.
Cast Range: 300
Storm Spirit becomes overloaded with electrical energy whenever he casts a spell. The charge is released on his next attack as an electrical burst, dealing damage and slowing nearby units.
Slow: 50% as 80% ms Lasts 0.6 seconds (Same stats as old overload)
Bonus damage: 30/45/60/75
Storm Spirit becomes enveloped with energy, losing his physical form, and travels until he depletes his mana or chooses to stop. While in this form, he deals damage to nearby units based on how far his electrical form has traversed. Damage, speed and area of effect improves per level.
Stops traveling whenever you run out of mana. Deals damage in a small area around you based on distance traveled.
Damage: 8/12/16 per 100 units traveled
Manacost: (15 + 7% of total manabase) + mana based on distance traveled (10+1% per 100 units)
Cast Range: Global
Travel speed and damage AoE improves per level.
You can cast spells like Static Remnant during your roll if you are quick enough.
Specific interactions with spells/projectiles follow the same rules as Waveform does.
1 Static Remnant
3 Static Remnant
4 Energy Vortex
5 Static Remnant
6 Ball Lightning
7 Static Remnant
11 Ball Lightning
12-14 Energy Vortex
16 Ball Lightning
A single point in Overload is taken so that you can harass your enemies, using the low mana cost and cooldown on Static Remnant.
At level 4, you can chain Energy Vortex with your ally’s stun, and move into melee range of the target and cast Static Remnant.
Static Remnant is our primary nuke, so we max it out first. At level 7, you can use Ball Lightning to move behind the enemy and cast Static Remnant in his escape path.
Next we max out Overload, allowing us to farm rapidly. Spend a few minutes rapidly killing neutrals after level 11.
Finish off Energy Vortex by level 14. By now you should be a feared DPS-er.
This is a late-game-power-house skill build. If you want to focus on ganking instead, max Energy Vortex sooner, instead of Overload.
Guinsoo’s and Orchid give useful disables so that you can keep the enemy within range of your Static Remnant spam, as well as increase your mana regeneration and total mana.
Bloodstone and Linken’s further increase your mana regeneration and mana pool, as well as some much needed surviability.
Travels allows you to chase better. Phase isn’t suited for this, as Phase will be disabled when you cast a spell, and you can use your ultimate to move through creeps anyway. You could get Treads instead, if you need some quick HP. The IAS isn’t really needed, as you already have a high agility gain and Overload is no longer dependent on your number of hits.
A full Magic Stick or Bottle ensures that you have enough mana to use Ball Lightning in a tough situation.
Your main combo late game:
Use Ball Lightning to initiate from ~600 range. Attack once to use OVerload and slow the enemy. Cast Static Remnant, making sure to cancel the attack animation. Attack once again. Cast Electric Vortex to prevent the enemy from escaping. Attack again. By now Static Remnant will have cooled down, so cast it again. Use any disable you have (Guinsoo, Shiva’s, etc.) Finish with Ball Lightning if necessary.
This combo will take from 400-600 mana, so choose your items carefully.
Cast Static Remnant while you’re being chased by enemies. They’ll see the cast animation and will have to move around the remnant, or take damage. Make sure that you cancel the animation though, or you’ll allow the enemy to catch up and kill you.
Use your ultimate’s ability to cut down trees to speed up neutral creeping. Combined with the AoE damage from Static Remnant and Overload, you can kill neutrals extremely fast. Invest some time in the jungle mid-game so you can farm your items faster.