Rabu, 22 April 2009

Strygwyr - Bloodseeker t

An unusual hybrid of Demon and Orc, Strygwyr is an outcast amongst all mortal creatures. By thriving on and bathing himself with the blood of those he slays, Strygwyr can heal his wounds - even those that could prove fatal. Beware the fool who dares venturing alone, for Strygwyr can sense his blood miles away and gain vison through his helpless prey's eyes. Having ruptured the enemy with mighty blows in his bloodthirsty frenzies, Strygwyr corners his foe into making the impossible decision - bleed to death by trying to outrun the hasty demon, or be ripped to shreds in its awesome fury.

Early game for him is levelling up to 6 and then running around the map using Rupture, which is about as easy as it gets. Blood is great for staying in a lane, but requires decent last hit timing. He must have decent items to remain viable later.

Agreed! Don’t forget his spells need practice if you don’t want them backfiring.

Effectiveness:

QUOTE
Weak -

Bloodseeker - Rupture is nearly useless in team battles, since an enemy can just hold position and cast spells/attack from there. Either that, or buy a Diffusal Blade of GG.

A harsh but somewhat true statement. Getting Diffusal Blade means one slot wasted and an Orb Effect wasted just to counter Bloodseeker. Purge doesn’t even remove Rupture.

Should I Play Bloodseeker?

Of course! If you…

  • …are very good at denying and last hitting
  • …have decent knowledge of every hero in DotA
  • …are a team player
  • …read this guide!

However, if you ……. consider using an easier hero, like Skeleton King

  • …are not familiar with most heroes in DotA
  • …are not quite up to scratch with your last hitting and denying skills
  • …are new to DotA

Starting Stats (without item bonuses)


Strength - 18 + 2.0 — Health - 492
Agility - 24 + 2.6 — Armor - 5.4 (24%)
Intelligence - 18 + 1.7 — Mana - 234
Mana Regen — 0.73
Health Regen — 0.79
Movespeed — 305
Damage — 53-59
Attack Speed — 1 attack every 1.37 seconds
Sight Range: 1800 Day/800 Night
Spell Animation — Bloodseeker has a casting time of 0.6 and a cast backswing of 1.4.
Attack Animation — Bloodseeker has damage point of 0.43 and a backswing of 0.74.

Ending Stats (without item bonuses)


Strength - 66.0 + 20 — Health - 1784
Agility - 86.4 + 20 — Armor - 12 + 2.8 (47%)
Intelligence - 58.8 + 20— Mana — 1014
Mana Regen — 2.63
Health Regen — 2.23
Movespeed — 305
Damage — 115 - 121 + 20
Attack Speed — 1 attack every 0.91 seconds


Stats Overview


With the above information, we come to the conclusion that Bloodseeker’s base stats are very high. This helps in a lot of ways. Out of all the heroes, Bloodseeker comes 4th with the highest base stats (Twin Headed Dragon is 1st, Spectre 2nd, and Lord of Avernus tied 2nd with Spectre. However, Bloodseeker’s stat gain is only above average, he earns 6.3 stat points per level. (not counting the extra Stats ’spell’ you can get)
This is stated in Reset’s Guide to Hero Stats.
Pros

  • Versatile hero.
  • Great ganking hero, if not the best.
  • Slips in and out of battle if Strygwyr’s Thirst is on.
  • Has ferocious damage with Bloodrage on.
  • A hero that can stay in its lane for prolonged periods.

Cons

  • Low hp.
  • Spells can backfire if not used properly and without thought.
  • No real escape mechanism.
  • Spells require precise timing.
  • Has de-synergies with Rupture and allies that stop/slow enemies.

Skills

Authors Notes are in

Red.


Useful Facts are in

Teal

QUOTE
IPB Image - Bloodrage (Active)
Drives a unit into a bloodthirsty rage. That unit is unable to cast spells, has its attack damage increased, and loses a small amount of hit points every second. 600 range at all levels.

Level 1 - 20% damage increase, loses 2 HP per second. Lasts 6 seconds. Cooldown of 20 seconds. 80 mana cost.
Level 2 - 40% damage increase, loses 4 HP per second. Lasts 9 seconds. Cooldown of 20 seconds. 100 mana cost.
Level 3 - 60% damage increase, loses 6 HP per second. Lasts 12 seconds. Cooldown of 20 seconds. 120 mana cost.
Level 4 - 80% damage increase, loses 8 HP per second. Lasts 15 seconds. Cooldown of 20 seconds. 140 mana cost.

This is what spellcasters fear about Bloodseeker, and what tanks fear about him too. This is a spell that will be used to silence enemy heroes, or to make your damage IMBA. Cast it on enemy spellcasters to silence them while you hack into them, or to make you a massively high damage hero to take down those really tough opponents. You should use this spell on any spell-reliant hero, like Pudge or Lina, and even AM early game.
Bloodrage priorities should be:

  • Hero with the most damaging spell combo, such as Lina or CM
  • During the Channelling spell of heroes like Sand-King or Bane
  • Heroes that rely on spells, like Pudge
  • Heroes that are weak, but have an escape mechanism, like a low health Anti-Mage or Bounty Hunter, silence them to stop them from escaping
  • Yourself or an ally that wishes to be Bloodraged

Also, don’t use this as your initial spell to start off a fight, as you need your other spell to effectively kill enemies. The typical spell combo is Rupture > Bloodrage > Thirst triggers > Chase.
You can use this on allies too, just make sure to tell them if you’re going to do it in case they want to use their spells. This spell can be a great help to a Razor or any high speed/high damage hero. You must know when and how to use this spell to prevent yourself from getting killed due to a backfire.

  • Using this on Stealth Assassin reveals him.
  • Bloodrage is based off the Firelord’s ladder spell, Soul Burn.
  • Bloodrage only increases Base + Agility damage not pure damage items like MKB/Buriza.
  • The damage is negligible. Don’t assume this spell can kill someone, at level 4 it only does 120 damage over time total.
  • Bloodrage doesn’t silence enemy spells from items, so you can’t use this to stop an enemy from using Dagon for example.


QUOTE
IPB Image - Blood Bath (Passive)
Whenever Strygwyr kills a unit, he bathes himself in the blood, regenerating his life source.

Level 1 - 10% of the Hero’s max hp. 5% for creeps.
Level 2 - 20% of the Hero’s max hp. 10% for creeps.
Level 3 - 30% of the Hero’s max hp. 15% for creeps.
Level 4 - 40% of the Hero’s max hp. 20% for creeps.

This is a signature skill for Strygwyr. Simple, elegant, and very useful. The higher hp the hero or creep is the more health you get once you kill it. You ONLY get the health if YOU deliver the killing blow. You even get the blood from denied creeps and heroes, units killed by items, and also images, but only 20%. (yes, images. Eat your heart out, Phantom Lancer)
This is a very powerful spell early game, this also makes trips to fountain less frequent, effectively you get a slight level bonus since you are out farming more than healing at the fountain.
This passive spell basically grants you more regeneration than any opponent in the game early. What does this mean? You can harass when this spell is at higher levels and out-regenerate your enemy that’s in your lane. This spell also gives you somewhat harassing immunity, since you gain health back so fast if your enemy allows you to get at least 2 creep kills per creep wave.
Your images also gain Blood Bath, meaning they don’t go down as fast as long as they kill some creeps.

QUOTE
IPB Image - Strygwyr’s Thirst (Passive)
Enables Strygwyr to sense the bleeding of any enemy hero below 40% hp. If it finds one, Strygwyr gains vision of that unit and increases move speed.

Level 1 - 11% movement increase. Small AoE, 1500 Range.
Level 2 - 22% movement increase. Medium AoE, 3000 Range.
Level 3 - 33% movement increase. Large AoE, 4500 Range.
Level 4 - 44% movement increase. Huge AoE, 6000 Range.

Alright, another very useful spell, your free map “control” (can’t say m-a-p-h-a-c-k cuz stupid DA doesn’t “support it”). Makes Bloodseeker one of the best chasers (if he’s not already). This spell when active, gives max movespeed with Boots of Travel.
Ok, this has many, many useful features. For one, stealth heroes below half hp will be ’seen’ (refer to Advanced Strategy Section). Another is that if multiple heroes are below 40% hp, you will gain sight of them all. However, when there is no enemy heroes below half hp you don’t get any buffs.
As long as you stay in range of the enemy hero if this triggers, you will keep the bonuses, however, if the hero regenerates/gains health in any way to a point above half hp, you lose the bonuses.
If this spell triggers, health changes to the heroes you gain vision of WILL affect the bonuses you get. Example, a low hp Omniknight is around and Strygwyr’s Thirst activates. You gain the sight of Omniknight as you would, then he heals himself. He is above 40% hp so you lose vision and your movespeed bonus.
This spell still triggers even if you’re Bloodraged, so you can Rupture the enemy, immediately Bloodrage then chase!

  • With Boots of Travel and Thirst active, it would take Bloodseeker approximately 11.49 seconds to reach any given point on the periphery of his 6000 aoe. Calculated using (Distance/speed) = time, assuming that you move approximately in a straight line
  • Strygwyr’s Thirst is based off the Shaman’s ladder spell, Bloodlust
  • If you have Thirst triggered, and an Ogre Magi casts Bloodlust on you, you will see the animation of Bloodlust being casted on you multiple times.

QUOTE
IPB Image - Rupture (Active)
Deals a mighty blow to the enemy causing any movement to result in bleeding and loss of life. 1000 cast range.

Level 1 - 150 damage, 20% of distance moved in damage. Lasts 5 seconds. 100 second cooldown. 150 mana.
Level 2 - 250 damage, 40% of distance moved in damage. Lasts 7 seconds. 100 second cooldown. 200 mana.
Level 3 - 350 damage, 60% of distance moved in damage. Lasts 9 seconds. 100 second cooldown. 250 mana.

This is what makes Bloodseeker so cool. This is what pubs go crazy over when they don’t know what’s happening. Simply put, this spell deals initial damage, and if your target moves they receive damage on how much they move. I will show you how to use this skill to perfection later in the guide.
Obviously this spell is used to prevent your prey from escaping. They can choose to fight and succumb to your superior damage or run and be killed by Rupture.
The casting range is 1000, use it wisely. You can ninja kill with Rupture if an enemy hero is farming with relatively low hp. Rupture him, and if that didn’t kill him, Thirst and proceed with the kill.
The damage type of this spell is Magical, meaning it will go through armour.
This spell can be used defensively and to single out targets (much like Bane Elemental’s Nightmare spell). Example. You see a Clinkz pop out of nowhere and starting to pummel you with arrows, Rupture him then run away. He can choose to chase you but to a certain point you can then Thirst and chase him down. Either that or he chooses to do the smart thing and stay put, unable to kill you.
The faster the enemy runs, the more damage they get. So, you see an enemy with a Haste powerup, you Rupture and he continues running. This is immense damage to the hero you Ruptured.
On a technical note, Rupture does damage every quarter of a second. There is a cap to the damage (200 per quarter of a second), so that teleporting doesn’t instantly kill the teleporter if he/she is Ruptured, but if the enemy hero Blinks or is Nether Swapped within the max damage, they will take the normal Rupture movement damage.

  • Purge does not remove Rupture since it is triggered and not a buff/debuff. The buff/debuff is from an aura that is on a dummy unit which is spawned when Rupture is cast. It gets a bit strange when you cast it on creeps btw. This is because of how the dummy unit works with the aura. If you cast it on a neutral creep, the aura can’t be seen in the status bar. If you cast it on a creep controlled by a player or image, the hero appears to have been Ruptured, but isn’t
  • If you Rupture a hero with Linkins Sphere, they still get the buff (Rupture), does the initial damage and will trigger Linkin’s cooldown
  • If you Rupture an enemy and the hero you Ruptured gains magical immunity, he will not get the movement damage, but you will still see the animation.

To elaborate on how Rupture works, here’s a quote from Malle:

QUOTE
The heroes’ Blink abilities have 1000/1075/1150/1150 range.

The cap is enforced so that if the damage that is about to be dealt is larger than 200 before reductions, it will be set to 0.

Without going in on the math behind it, if a unit travels more than 1000/500/333.33 (Rupture level 1/2/3) distance that will negate the damage from Rupture for the 0.25 seconds interval it happens in. Any movement that is less than that will make you take damage.


Also, if you Rupture a image hero before they split, Rupture will still be in effect on the REAL HERO, so you can see which one’s real by watching the blood piss out of them. In other words, Mirror Image doesn’t remove/dispel Rupture, the real hero will still take damage when they move after they split. Take a look at these screenshots to see what I mean:

1: I am about to kill a Naga Siren. I Rupture her as my opening move.
2: She casts Mirror Image, hoping to dispel Rupture and save her life.
3: Notice the blood still coming out of one of the Naga’s? That’s the real one, and I attack it. She doesn’t know that she still takes damage from Rupture, so she’s moving her real one too with the images.
4: I then attack. By the time she realises her fault, it’s too late.

1: IPB Image 2: IPB Image

3: IPB Image 4: IPB Image
Skill Build

1.

Blood Bath

2.

Bloodrage


3.

Blood Bath


4.

Strygwyr’s Thirst

5.

Strygwyr’s Thirst


6.

Rupture


7.

Blood Bath

8.

Blood Bath


9.

Strygwyr’s Thirst


10.

Strygwyr’s Thirst

11.

Rupture


12.

Bloodrage


13.

Bloodrage


14.

Bloodrage

15.

Stats


16.

Rupture


17-25.

Stats

Skill Build Summary

The typical Bloodseeker skill build, except for the point in Bloodrage at the start. This is used as a silence to escape some nasty spamming early kills like Zues or Lion and to silence and kill them. It shouldn’t be used as a damage boost at level 1 though, it’s just not worth it. Blood Bath is a no-brainer, you need this to stay in your lane almost forever. You don’t have much damage at early levels so Bloodrage is maxed out after Thirst. At level 6 it becomes possible for a kill.

Well, Blood Bath and Strygwyr’s Thirst can be taken wherever you feel under different circumstances. Sometimes I get Strygwyr’s Thirst maxed earlier over Blood Bath because I am last hitting and denying well, going for some kills and on high health. I might get Blood Bath maxed earlier because I need the precious health to stay in my lane. There is no ’set skill build’ at level 3 and over, just mix it up and do what you think is necessary.

Item Build

Core Items

Boots, 3 Bracers/Wraiths, Radiance. These are the items you must get first before any luxuries.

QUOTE
Item Path


Early Game
1. 1 or 2 Sets of Tangoes, and 2 Circlets.
2. Get 3 Bracers or 3 Wraiths, depending on the situation. If you’re against a lot of nukers (which you probably will be), go for the Bracers. If you are the team ganker and running around everywhere without the fear of getting owned in 2 spells, I would suggest getting 3 Wraiths anyway. Note if you get Wraiths instead of Bracers, you’ll get Relic a little faster.
3. Sacred Relic

Mid Game
4. Make Radiance
5. Make BKB (RECOMMENDED) or Butterfly

Late Game
6. Make Boots of Travel - (Boots 500 + Recipe 2200 = 2700)

Your end inital items should be:

IPB ImageIPB Image
IPB ImageIPB Image
IPB ImageIPB Image

Boots of Travel, 3 Bracers (or Wraiths), Radiance, Butterfly/BKB

Grand Total
15905 Gold
(not including Branches, and any consumable items | Note that the grand total cost will be lower if you went BKB instead of Butterfly)
Items Afterwards
If the game is not over when you complete your item build, consider the one of the following damage items, selling your Bracers/Wraiths to make room for them and the survival/pushing items if the game continues to persist. I highly suggest getting one of each, not 2 Damage items, and vice versa. You need a balance.
Highest recommended to lowest / top to bottom in the respective categories.

Damage


QUOTE
IPB Image
Monkey King Bar | 5400
Demon Edge + Quarterstaff + Recipe
2600 + 1150 + 1650

This is the Anti-Teleport item you might need later. This gives a ministun that interrupts the Teleportation of an enemy hero. As you should know, to counter Rupture and Bloodrage is BoT or Scroll Teleportations, since they aren’t silenced by Bloodrage and Bloodseeker doesn’t have a natural stun to counter the TP. Buy this if you’re against opponents who make it their pleasure of buying TP scrolls JUST to counter you, or just have BoT in their inventory and use it when you Rupture them. I suggest not getting this if your team has more than 3 stunning/bashing heroes. Just tell them to try to hold their stun back until the enemy teleports.


QUOTE
IPB Image
Buriza-do Kyanon | 6200
Demon Edge + Crystalis (Broadsword + Blades of Attack) + Recipe
2600 + 2350 + 1250

Bloodrage, your high AS, along with crits makes you a feirce damage hero, probably your team’s primary damage hero in fact. If you choose to get Buriza-do Kyanon, I suggest getting a health item, like Satanic, to increase survivability. What’s massive damage when you get killed in the first 5 seconds of a fight?


Survival/Pushing


QUOTE
IPB Image
Satanic | 6150
Helm of Dominator (Helm of Iron Will + Mask of Death) and Messerschmidt’s Reaver + Recipe
950 + 900 + 3200 + 1100

Gives you a good health boost. With Bloodrage making the life stolen very high, Blood Bath, Lifesteal and the spell is really good with Bloodrage (0 mana cost, 50 sec. cool down, gives your hero and additional 15% lifesteal and +30 to damage. Lasts 20 sec.)


QUOTE
IPB Image
Black King Bar | 3800
Broadsword + Ogre Axe + Recipe
1200 + 1000 + 1600

Ok, you’ll need this almost every high level game. I recommend getting it straight after Radiance. In situations when you’re alone attacking an enemy or enemies, there is no need to Bloodrage to silence, so you have it to yourself to use later. Thirst still remains active when you are Avatared. You don’t have to worry about getting stunned, nuked, etc when chasing heroes. Remember, you don’t gain Bloodrage’s effects when you are Avatared, so keep it until your Avatar has finished to use it.


QUOTE
IPB Image
Battlefury | 4785
Perseverance (Ring of Health + Void Stone) + Claymore + Mithril Hammer
1775 + 1400 + 1610

Pushing power. Late game, Radience’s 35 damage aura just doesn’t cut it, so Battlefury is taken to maximise your pushing and creep killing power since you have high damage which makes Cleave worth it. This should be obtained if your team is in desperate need of another pusher hero, or is defending against massive waves of creeps made by opponent pushing heroes, e.g Furion/Keeper of the Light.

Explanation on Item Build

You start with Tangoes and Circlets. Even with Blood Bath, Bloodseeker needs a regeneration item. For example, laning up with a Zues or Viper without any regeneration it would be very hard.
Midas is not taken anymore because it just isn’t worth it. Besides, Bloodseeker should be ganking a lot.
Radiance is your farming item, providing you with a nice aura that triggers Blood Bath whenever it kills a creep. It also provides you with decent damage to last-hit creeps easier. Radiance also aids in neutral creep farming by drawing them.
You gain max movespeed with Boots of Travel and Thirst. Boots of Travel gives you various features, such as teleporting. Having that spell enhances your ganking ability and map control, and since Thirst won’t always be active, the extra movespeed is nice to move around from one lane to another to farm or to gank.
3 Bracers gives you much needed health, mana and agility, these should not be skipped until you need the room for your Item Afterwards.
3 Wraiths are for some good stat boosting early game, where you’ll be ganking around the map a lot, much like a Venomancer or VS.

Game Walkthrough


Early Game

Ok once you’ve got your starting items head out top lane Sentinel or bottom lane Scourge. Reason for this is you don’t really want solo, you have low hp with no escape mechanism and you’re much better used in team fights, ganking enemies with your Rupture and Bloodrage.

Your prime goal is to farm very well to shorten the length of time before you can get your Radiance. Last hits over denies. Even if you are getting harassed you must last hit, thus getting some replenishing and much needed nourishment. Deny only if there isn’t a last hit lurking around and you need some health. Its better not to do anything risky (like going for early kills) at this stage as you need the gold desperately. Last hitting and denying is very crucial to your survival.
If you’re in a higher level game, then you should beg, beg to hell, threaten to rage quit if you don’t get a good lane controller with you. He’s melee agility with pissweak health, so he needs someone like Lich or Viper holding his hand early game.
I highly recommend reading inDe_eD’s Micro Guide. You need above-average last hitting and denying skills to survive the onslaught of enemy heroes harassing spells and nukes. Blood Bath is a great early game spell that must be exploited.

I cannot stress enough how important your early game is to you. You MUST NOT THINK YOU ARE OKAY GETTING A KILL BUT DYING!!! Killing then dying is NOT acceptable, unless it’s first blood. Farming and ganking whenever Rupture is up is of utmost importance here.

Side-Note: A lot of people say Bloodrage is good for farming. I think spamming Bloodrage to farm is quite a waste of mana. If you haven’t noticed, Bloodseeker has a decent base damage, and can last hit creeps with ease. The only time you should use Bloodrage is to take down towers, or when you’re going back to base once you “finish off these creeps”, and kill/silence heroes.

If an enemy nuker comes to attack, Blood Rage him/her and run away. You don’t have the health for nasty spell combos, and you really want to avoid dying (like most heroes do).

Early-mid game, Observer Wards are crucial in IH games or games where high level players are in. Bloodseeker is a very ‘gankable’ hero with low hp and no real escape mechanism. They are only 300 gold, last a decent amount of time, and notify you of everything in their sight. You’re also the ganker, and that is another reason to get Obervers. If you’re not sure on where to place these valuable tools, check out this Miniguide to Warding.

Mid Game

Alright, now you have your Rupture it is possible for some kills. Get your ally to harass the enemy hero just until he’s about half or 3/4 hp. This is where Bloodrage comes in. If the enemy you are wishing to kill is an int hero, Bloodrage him followed by Rupture and attack. Strygwyr’s Thirst will activate once the enemy reaches below half hp. If the enemy hero is a hero like Razor, Rupture him and cast Bloodrage on yourself, then proceed to the chase. Your best fortune hits when the enemy hero sees the blood and panics, runs around then finally dies. Of course not all players are this stupid and will not go down without a fight. Nevertheless, they will still die due to the facts here:

  • Cannot run (you have insane movespeed)
  • You have a damage boost/They can’t use spells
  • You should also have an ally to attack him too

Ok, if no kills are possible don’t worry, keep to your last hitting and you will soon find yourself being an extraordinary hero killer and an awesome farming machine. If some of the enemy heroes are missing and you have no observer wards put up, farm the nearby creep camps to keep you gank-free.
Note: The initial damage of Rupture along with some bonus damage if they run will put almost any hero below half health, letting you activate Thirst almost instantly.
Farm time is over, mid game is your prime-time. This is where you spring from the little hero over there farming, to a monster of unnimaginable power, a beast that leaves none alive when he hunts. Go around, bouncing lane-to-lane, hunting enemy heroes. Always run around helping allied heroes kill the enemy heroes. You are a GANKER. Rupture’s cooldown is short, and you only have 2 active spells so your mana won’t be strained too much (maybe grab a clarity whenever you can if you need). Go for heroes that your team is having trouble keeping under control. As important as Night Stalker’s first night is, Pudge’s level 5-16, mid game is just as important to Bloodseeker. You should try to hunt during mid-game as much as possible.

Mid game is where you grab a couple of “leftovers” to supplement your farming after team fights if you’re not doing anything else important. You job is to make sure NO-ONE escapes. Kill the enemy hero that didn’t die in the team fight or unsuccessful gank. Example: Team fight just began, you are still farming in another lane, you see an enemy getting hurt pretty bad, most likely his health will go below 50%, go to the scene. Strygwyr’s Thirst will activate as soon as you get in range. Do not do this if the fight is on the other side of the map, as you will not make it in time for Strygwyr’s Thirst to get in range. Rupture any hero that has been “left over” by your team and grab yourself a nice easy kill. If your team is the one in need of help, feel free to Rupture the biggest threat and silence any heroes needed with Bloodrage.

Neutral farming should be done when you get your Sacred Relic and don’t have an opportunity to go hunting or no pushing opportunities are available. Neutral farming shouldn’t be much of a problem since almost all of he damage the creeps inflict will be replenished with Blood Bath.

At mid game you should be on a rampage slaughtering every hero you can find. Find an enemy hero in a lane solo, Rupture him behind the trees, using Rupture’s 1000 range. The enemy player should be startled and run for a bit before he realises he’s been Ruptured. Bloodrage accordingly and attack. You can bring an ally if you want, but bring the ally that is having a hardest time/lowest level/poorest. Your Boots of Travel should ensure you gank like crazy. This is basically what you do for almost all of late-early game to late-mid game.

Late Game

You should be nearing your item build completion. Hunting down heroes is your goal now. Tell your allies that you’re about to attack, and co-ordinate the attack. Rupture is no use if your allies stun/disable the hero Ruptured. The format for the attack should be: Allies use stuns > Rupture > Bloodrage yourself or the enemy depending on the hero and then proceed with the chase. Remember if you Bloodrage yourself you will be silenced from using Rupture, so remember not to Bloodrage before using Rupture.

Keep hunting those solo heroes, farming up Radiance should be hell easy. Look in the Advanced Strategy Section on your role in team fights.

Use Observer Wards at their creep camps, and gank them whenever they start farming there. Control the map, don’t let them have one minute peace.

You should be feared by now, the enemies will know that if you start the attack there’s almost no way to escape. Bounce around the lanes, if there is an allied hero and an enemy hero ask for permission to gank. If there are no heroes in the lane just push it a little then continue to bounce. If this doesn’t seem to work for you, stick in a lane with your teammates. You are a very useful asset to your team, almost ensures at least one kill in team fights. If you don’t farm well, don’t fret, Rupture and Bloodrage are invaluable tools to the team. If you’re so weak and they target you every fight, just use your spells and stay back, then finish off any heroes that are left.

You are also a decent pusher hero with Bloodrage in your arsenal. Simply Bloodrage yourself and you will find yourself bringing down towers in one go. Keep putting up Observer Wards around so you don’t find yourself in a sticky situation where you have Bloodraged yourself, and you are being ganked. You lost your silence, and your damage spell, also, you can’t use Rupture until it ends, and if the enemy doesn’t delay your doom, you won’t have a chance to cast Rupture.

In big pushes with both teams nuking each other and being defencive/aggresive you’re most likely to get pretty hurt, even with Satanic’s effect and health. With most hero’s, they would have to go heal at their respective fountain. With Bloodseeker, you can just go neutral creep farming to regain health AND get extra cash. Radiance helps a lot in this, since it draws the creeps to you when they get hit by Immolation. After replenishing your health, you’re ready to push again and help your team to victory.

Advanced Strategy Section


Using Your Spells/Role in Team Fights

If you have read this guide thoroughly, you would have some decent knowledge on how to utilise your spells already. Here’s some more tips to using them:

In team fights: Silence over Damage. In big team brawls silence any enemy int hero with Bloodrage rather than giving yourself the damage boost. This is a much better use and helps your team a lot.

You should be your teams main damage hero, and if you play well then you are a great asset to your team, since you always ensure no-one escapes with Thirst and Rupture.

Always Rupture the most threatening enemy, and if there is no real threat difference then Rupturing melee enemies should be your next priority.

Notes about Strygwyr’s Thirst

If there is an invisible hero like SA, BH, Clinkz, etc below half hp, you will track their movements like any other hero. However, if they are invisible or turn invisible when you have Thirst on, they will not be seen, but you gain THEIR vision so you can still track them. To counter this (bug?) problem, right click on them, and just leave it as it is (don’t cast any spells or issue any more commands, unless its important). This will make you attack them when they turn invisible (if Strygwr’s Thirst triggers). Don’t fret when you see Strygwyr attack the air, it’s really him attacking the enemy hero. If the hero is already invisible, this can get tricky, but move near the coloured spot on your minimap and Attack Move anywhere, this should make Bloodseeker attack the hero, and you can confirm this by seeing whether he’s attacking air or not.
Look at these screenshots for example:

1: Stealth Assassin loses a whole lot of health due to Gush harassment previously. Ursa hits him a couple of times, which leaves him about 1/3 health. Thirst triggers, but I miss the right click on him.
2: I follow the spot on my mini-map, and attack move near the terrain of the spot. Strygwyr auto-attacks SA! A few moments later…
3: …I score a nice kill!

1: Strygwyr Dota Allstars Screenshot

2: Strygwyr Dota Allstars Screenshot

3: Strygwyr Dota Allstars Screenshot

Also, with most heroes, when you’re chasing an enemy hero up a ramp you have to spam click Move command so your hero doesn’t cancel his command of attacking due to the fog of war. With Strygwyr, his Thirst makes chasing heroes up ramps a breeze! You have vision of them as long as they are below half health, so you don’t have to waste valuable time and attacks just to get your hero up the bloody ramp.

At level 4, Strygwyr’s Thirst has a huge AoE range around you of 6000. ANY heroes in that area below half hp will score you the bonuses. If you see you get the red animation above your head, look at your minimap and run towards the enemy that triggered Thirst. Strygwyr’s Thirst is active, giving you a nice movespeed bonus as well as vision of the enemy. Rupture the enemy, Bloodrage accordingly and score a nice free kill! You can also do this with the aid of Observer Wards, helping you locate enemies more efficiently, but I’d rather use them to prevent ganks on you.

Here’s an example, of the max length you should attempt to chase down targets and leftovers.

IPB Image

The

Teal

circle is where I am. The

Red

circles are where a below half health enemy is. The distance of me and my enemy plus a little more, is about the length you should try to get leftovers.

You should try to get leftovers only if the enemy you’re chasing is 2 tower lengths away from his/her base. (Base Tower, and the last Lane Tower, which are located by the Blue

circles) Any longer than that and your chances of catching up are pretty slim, unless you are really close to them of course. The length of Strygwyr’s Thirst is 6000 in an AoE around you, that’s about a little less than half the DotA map. (a little is cut off because of trees on the edges)


This is an example. The

Teal

circle is where I am. The

Yellow

circle is the area my enemy is in, below half health of course. The

Red

line shows what path you should take to chase the enemy unless they go an awkward alternative route. What I’m getting at here is, don’t just click on the enemy hero, work your way and intercept the enemy. If the hero you’re chasing is a bit slow, just wait there and pounce at the right time.

Defencive Tactic using Bloodrage and Rupture

Enemies are attacking you/your teammate. Bloodrage any int heroes, if not don’t bother. Rupture the one which could do the most harm (stunners like Sven or SK, or Blinkers like AM and PA). It is recommended that you wait until they are in tower range to Rupture, but if the situation is dire then don’t hesitate. The problem now is whether to kill the hero that you Ruptured. It entirely depends on the heroes you’re going to run into. If they have no stuns then proceed and score yourself a kill along with a nice healing. Just be careful you don’t be too aggressive and get yourself killed.
Note: If it is a single enemy hero, Bloodrage him if he has a stun or slow, like Viper or Sven. It doesn’t matter if they have increased damage, as long as they can’t catch up to your ally or yourself.
Look at these screenshots, as they show you how easily Rupture can turn the tide of battle into your favour:

Using Summoned Units and Illusions

If you have a hero that can summon units, like Furion, Enigma, etc, you can use their summoned units to heal yourself. Tell them to send back any heavily injured summoned units they have to you. Kill the unit, and get some precious health back. This works for illusion spawning heroes too. Any hero with a Mirror Image spell, or something different but still gets the desired effect (e.g. Terrorblade’s Conjure Image) you can use to get health back the same way as you would summoned units. Tell your ally to conjure some images, get them to harass any enemies until they are below half health, and then send them to you for some health replenishment. Remember you only get 20% of max health of the images from killing images.

Burning Enemies With Radiance

When you have Radiance in your inventory, that’s the time when you should start hunting enemy heroes. However, to chase well you need Strywgry’s Thirst active, and to do that you need the enemy below 40% hp. This is where ‘burning’ comes handy. With Radience’s effect of Immolation, if the enemy hero you’re chasing is almost below 40% health, just run alongside him even if you can’t attack him. Immolation will burn his health away, and as soon he hits below half health, Thirst will trigger. This is a handy tool if you don’t want to waste Rupture, or it is on cooldown.

Isolating Enemy Heroes

Rupture is a great isolation spell, much like Nether Swap. What I mean is, when you see an enemy out of place, Rupture the hero to isolate him. What do I mean by isolate? I mean put the enemy team off balance, into a situation they didn’t want. To isolate an enemy hero, use Rupture’s 1000 range to your advantage, and cast it on the enemy hero when the enemy creeps are dead or the enemy team is backing off for some particular reason. This works well in big pushes, where the enemy team knows they can’t push the tower so they back off. If you are fast, Rupture any enemy hero that is ‘trailing behind’. Your creeps will push forward, and the enemy team is against you and your creeps. (and your allies if they are there, which they should be) Bloodrage as neccesary, and destroy the isolated hero and even another enemy hero or two.
This same strategy can be applied when an over-aggresive enemy is attacking near your tower. This really only works in non-em games where towers really hurt, but can still be useful in -apem games (DONT PLAY -em!! Think of this as a motivation to not play -em). To do this, simply Rupture the enemy hero immediately when the tower attacks him/her. The tower should keep attacking the enemy hero you Ruptured if executed correctly, along with you wailing upon the enemy.

Bad Enemies

Blink Heroes, AM, QoP, etc
These guys blink away without being damaged (unless they blink within the damage max) by Rupture.

IPB Image Gorgon of GG
Medusa, has two spells that are completely GG to you. First, even though Purge doesn’t remove Rupture, it does remove your Bloodrage, so she’s now stronger than you in terms of damage. Also, Mana Shield does not count towards the health you get if you slay her. There is a strategy to counter the counter. Wait for her to Purge you, before you Bloodrage yourself, so you don’t lose your damage advantage. You can also tell when she has no mana, when her Mana Shield gets destroyed, it means no mana for Purge.

IPB Image IPB Image IPB Image Heavy Nukers like Zues, Lich, Tinker, etc
Although these guys become food later, early game and early mid game these guys are hard to farm well against. Along with your low hp you are a prime target for a nuker.

ALL other heroes can pose a threat, but the ones listed above are the heroes that you may have the most trouble with.

Good Allies

IPB Image IPB Image IPB ImageIPB Image Pudge, Vengeful Spirit, Spiritbreaker, Tiny
Beautiful synergy with Rupture. If the enemy doesn’t move when you Rupture him/her, Hook/Swap/Greater Bash/Toss will MAKE them move.

IPB Image Bane Elemental
Silencing with Bloodrage causes the targeted unit to get an insane increase to its damage. Enfeeble takes away the downfall of Bloodrage. Fiends Grip along with Rupture almost ensures a single enemy hero can’t move, or a good pincer pin down on two enemy heroes.

ANY ally that needs a good ‘pin-down’ on a single enemy hero to wail on is great with Bloodseeker, seen in the following section.

Teamplay Section

This section has a glance of how Strygwyr is to be coupled with ally heroes, which heroes, and some examples. Gives an overview of what heroes to have in your team, if you were to have Bloodseeker in it. Many people think having a stun and/or slow on the same team as Bloodseeker reduces his effectiveness, this is true to an extent, but he has unique spells that are great ganking abilities.
Note: Take top lane Sentinel or bottom lane Scourge with the following heroes. If you can’t, do these strategies as ways of ganking or in team fights.

Raijin Thunderkeg - Storm Spirit

A celestial being summoned to aid the Sentinel in their darkest hour; the Storm Spirit chose to manifest itself in the life essence of a humble elementalist, Raijin Thunderkeg. Though the Pandaren's soul perished during the profound surge of pure electrical essence, the divine entity even now seeks refuge in Raijin's body, unable to thrive on its own. However, despite its mortal imprisonment, the Storm Spirit is far from being limited of its tremendous powers. Able of manipulating vast, inexhaustible sources of energy in mysterious ways, it swiftly hails destructive sparks of lightning upon the Sentinel's adversaries, eradicating all that dared to cross its path.

Damage: 45 - 55
Armor: 5.1
Hp: 473
Mp: 299

Strength: 17 + 1.5
Agility: 22 + 1.8
Intelligence: 23 + 2.6
Range: 600 (ranged)
Attack Time: 1.45 (+17%)

Role In Game Play


The new storm is a jack of all trades. He’s an anti early game pusher since static remnant + overload can own spiderites, wolves, zombies and creep waves. He’s a pusher as well since he can take out an entire creep wave before your allied creeps arrive. He’s a ganker by virtue of his ultimate which can place you right beside the enemy hero. He’s a semi disabler since he can prevent heroes from escaping via electric vortex. He’s a chaser since his ultimate can out pace even slardar and he’s an escape artist since with good map awareness he’s nigh impossible to gank.

Hero Skills


Static Remnant
Raijin creates a remnant of himself containing his essence. The Static Remnant will release its stored energy whenever an enemy unit comes near it. Lasts up to 12 seconds.

Level 1 - 140 Damage.
Level 2 - 180 Damage.
Level 3 - 220 Damage.
Level 4 - 260 Damage.

(Your Pushing, Anti Pushing, Harassing skill, great against multiple creeps)
(For more info refer to the facts section of the guide)

Cooldown: 4
Manacost: 70/80/90/100
Level 1: 70 mana, 4 sec cooldown.
Level 2: 80 mana, 4 sec cooldown.
Level 3: 90 mana, 4 sec cooldown.
Level 4: 100 mana, 4 sec cooldown.


Electric Vortex
Storm focuses his energy to rip open vortex drawing an enemy to it. This process slows the Storm Spirit down for a brief period.

Level 1 - Pulls 100 units over 1 second.
Level 2 - Pulls 150 units over 1.5 seconds.
Level 3 - Pulls 200 units over 2 seconds.
Level 4 - Pulls 250 units over 2.5 seconds.

Cooldown: 20
Manacost: 100
Level 1: 100 mana, 20 sec cooldown.
Level 2: 100 mana, 20 sec cooldown.
Level 3: 100 mana, 20 sec cooldown.
Level 4: 100 mana, 20 sec cooldown.

Note: Vortex is not a channeling spell.

(Your Disable. For more facts about vortex go to the facts section of the guide.)

Overload
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.

Level 1 - 30 Damage.
Level 2 - 45 Damage.
Level 3 - 60 Damage.
Level 4 - 75 Damage.
Passive

Note: This skill only activates when you use your own skills, item skills don’t activate Overload.

Ball Lightning
(interesting fact: another term for ball lightning is “ROFL” rolling on the floor lightning and this term seems
to be used a lot lately as the term to use when describing storm’s ultimate. Ex. “Ball Lightning yourself outta there!” doesn’t sound as good as “ROFL yourself outta there!”)

Storm Spirit becomes enveloped with energy, losing his physical form, and travels until he depletes his mana or reaches his target. 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.
Passive

(Your escape/ ganking/ aoe nuke skill, for more info refer to the Facts section below)

Damage Calculation for Ultimate

(Storm’s damage is 15+7% Initial + 10+1% per 100 units in basic numbers.
So with 2000 mana you can go 6500 units.

Level 1: 520 Damage
Level 2: 780 Damage
Level 3: 1040 Damage)
(damage calculation courtesy of “Bacde”, Dota-Allstars)
(damage is based on distance traveled : 2000 mana, 6500 units = 1040 aoe damage)

“And thats in a large AOE along your path. Although realistically you’ll be doing less, its still too much of a difference to skip your ulti.”

“the ulti can definitely do significant damage. When this skill gets REALLY good is if you’re going to hit multiple members of the opposite team. It’s a good initiating move, combined with his other skills that can take the opposing team to 1/2 health in just a little more time than it takes to blink.”
(quote courtesy of Deanis, dota-allstars)

Facts about Ball lightning

Your are invulnerable to all physical attacks and spells (except Mana Leak) while in ROFL (Rolling on the Floor Lightning)
The speed increases per level up
The damage it does increases per lvl up
however:
The faster the speed the more mana is drained
At lower levels due to the lower speed and the distance of the point picked Storm remains in invulnerable mode for longer periods of time. The more you level up the skill the faster you travel however the time you remain invulnerable is decreased as a consequence.

SKILL BUILD

1. Static Remnant
2. Overload
3. Electric Vortex
4. Static Remnant
5. Electric Vortex
6. Ball Lightning (ROFL - Rolling on the floor lightning)
7. Static Remnant
8. Electric Vortex
9. Static Remnant
10. Electric Vortex
11. Overload
12. Overload
13. Overload
(Moment of Decision)
(choose depending on hero line up)
14. Ball lightning
15. Stats
16. Ball lightning
17 - 25 stats.

Justification

Static Remant is maxed early on for pushing/ killing/ defense purposes. Its a no brainer. 1 level of overload is fine early on since maxing it only results in an added 45 aoe damage.
Max Remnant and electric vortex early for the early 2.5 sec disable and add 1 level of Ball lightning at lvl 6 for escaping, ganking, spell evasion purposes.

After Maxing out Remnant and electric vortex, finish leveling remnant in order to effectivly clear creep camps and waves.

Should I finish leveling up Ball Lightning
(ROFL) at lvl 16?


When leveling ball lightning take these factors into consideration.

1. Even if you leveled ball lightning only once your ability to escape does not diminish. You can keep it the same all the way to lvl 23 if you choose to.
2. The more levels on ball lightning the higher the speed and damage but the mana is burned faster as a consequence.

Item Build

Bottle is a much needed source of hp and mana early on for storm. His hp is pathetic and he needs bottle in order to survive harassment early on as well as a source of immediate mana after using his ultimate during the early levels.
This is so obvious that it doesn’t need further explanation.


Decent Hp and mana regen which storm needs and it comes in cheap parts.

I advocate: or early on.

Why you may ask? Bloodstone has a great hp, mana, mana regen ratio to the gold spent, linkens has a build up which boosts stats, gives mana and hp regen and has spell block.
Both items provide storm with what he needs namely oodles of mana and mana regen while boosting hp yet being relatively inexpensive.

Both items are to be considered part of his core build.

Choosing linkens or bloodstone depends on who you’re up against.

When there are relatively few disablers and gankers go for bloodstone. When there are a large numbers of gankers (mirana, pudge, lion—you know the rest) get linkens. All you need to survive is to avoid the initial disable after that you can ROFL yourself outta there.

or (int)
Why phase boots? Sure they’re a novelty however storm is no longer the dps hero he used to be. He doesn’t need the extra attack speed from treads (while the stats may be nice). Boots of Travel provides great ms but with his ultimate he can out chase any hero even with boots of speed alone and with linkens or bloodstone.

Why treads? The added stats + the movement speed is great. While storm is no longer the dps hero he was treads provide stats + movement + extra attack speed for a low price.

I can’t seem to decide myself. Just pick one for personal preference. Don’t get travel though, you don’t need the extra movement speed since your ultimate is more than enough.


Int + armor as well as a great aoe slowing and damaging skill. With his current farming skill you should be able to have this at around the 40 minute mark.

For me thats his core. Relatively inexpensive overall compared to other core builds yet very effective. This core build usually provides enough mana for chasing, disabling + remnant and chasing again. The replay I posted at the bottom shows how with these items alone you can own a full hp nevermore by yourself.

Extension items


What Storm really needs are items which buff his mana regen as well as buffs his hp and stats. He has terrible health yet getting Heart on him doesn’t really synergize well with all his skills.

Just Pick One. If you can get more than one even better.


Mana regen, int boost, stat boost and another disable.
Whats not to love! Getting this early on though is a bad idea since its build up is expensive as hell.


Stat boost + nice slow = great on storm. You should be able to get this at the 55 minute mark. (Do I even need to explain why you shouldn’t try to get this early on…)

Great build up, extra damage and mana regen as well as int. Good later on terrible for early game since storm needs items which boost stats and gives decent health and mana

Fail Items
(They may seem good on Storm but they are just a waste of money)



Gives you hp regen and hp = good
Aids your survivability when you’re ganked = good
Delays your mana and mana regen boosting items = bad
Does not help you spam your skills = bad
Storm needs mana to be able to imba farm this does not provide that = bad
With enough mana and mana regen items you won’t need to worry about being ganked = vanguard fail
You’re not meant to tank damage = double fail
You do not tower dive early on = triple fail


Your ultimate makes you faster than any hero in the game.
You cannot be outrun, nor can any hero catch up to you with a good ROFL. You literally pay 2700 gold for something you already have in excess.

etc.
He’s no longer a dps hero, dps items would be a big waste of money and would delay your core items.

Don’t be an idiot.

ABILITIES WHICH COUNTER STORMS

ULTIMATE:


Nether Strike - will still hit you even if you ultimate out of there. Invulnerable to damage. Yes. Invulnerable to bash = no.

Counter - when in ball lightning mode you are essentially invulnerable to physical damage. So providing that you have enough health leftover you can just use your ultimate again to escape. Nether Strike is not so much a threat but it can get you out of your ultimate, but escaping is easy as well.


Silence: Countered by linkens. If in a gank in order to get rid of the spell block of linkens silencer might try casting curse of the silent first then global silence. A way around this is of course the fact that the range of curse of the silent isn’t that great. As soon as you see a red dot just ball lightning yourself out of there.


Doom - a good doom bringer will of course cast lvl? death before casting doom to get rid of the spell block of linkens.


Rhasta’s Net: Rhasta’s net is the one disable that you cannot use your ultimate to get out of. The best counter to this is being map aware, avoiding rhasta when possible, use wards or get a bkb.


Vodoo: you won’t be able to cast anything if you’re a critter. A good counter to this is linkens or wards.


Blackhole doesn’t allow you to cast a spell, a counter to this is to use either euls, guinsoo, orchid or bkb. I would suggest euls, guinsoo or orchid since they synergize better with storm.

Mana Leak : While mana leak won’t kill you it will ensure that you won’t be able to escape effectively.
The mana drain from your ultimate combined with mana leak will cripple you before you even get to the half way point of where you want to go.


Chronosphere: Storm cannot use his ultimate within Chronosphere….enough said.


The main point is as long as you can see them coming no matter how many stunners or disablers the opposing team has you can still get away. Provided you have good map awareness and people actually say when a hero is missing.


Disables that Storm Spirit can escape from

using his ultimate


ensnare power cog Overgrowth Sprout Upheveal Rupture

earthbind Open WOunds Psionic Traps Spirit Lance Viper Strike/ Shadow Strike

pit of malice Purge Poison Touch Dream Coil Void Frostbite

GraveChill Enchant Stifling Dagger Viscous Nasal Goo Spectral Dagger

As you can see Storm can escape from the vast majority of disables in the game using his ultimate.
It doesn’t matter how much he’s slowed by via a disable, using his ultimate he can escape easily.
Some of the disables listed here can’t even be escaped from using blink yet storm by the virtue of his ultimate can escape them. This makes him able to farm better, push with confidence and be less of a target in the eyes of a lot of heroes since they know it would be hard to disable and gank him.

Alright this part of the guide is for the information addicts out there who want to know more about Storm’s ultimate. This part of the guide is not for those who dislike reading large amounts of data accumulated by players.

FACTS
Facts about Static Remnant

Alright I’ll go into detail about how to use this skill properly. Believe or not storm has now become one of the best farmers in the game. With proper use of static remnant you can take out an entire creep wave and storm will get all the gold all the while ensuring that few of your own creeps take damage.
The combo is: + + +

Here’s how its done. First and foremost you do not place static remnant before the creeps arrive.
That will only result in only 1 creep getting hit.

Laning:
When laning against an opponent you do not surge ahead and place remnant before the creeps arrive, that will only ensure that your opponent will be able get off a few shots at you while you do that.
Do this, wait for the enemy creeps to arrive, wait for them to engage your creeps, stand directly behind your melee creeps (close enough to see the pores at the back of their heads, namely very very close) place static remnant it will go off immediately afterward. Attack with overload, then use static remnant again, then overload. You will be able to get a few creeps and if your up against a melee opponent will ensure that he will be driven back.
(Pics to come…..)

Note* This will not affect the range creep.

Pushing
- Get ahead of your creeps, and I mean ahead. Wait for the enemy creeps to cluster near you then use the remnant + overload combo twice. You will be able to take out the entire creep wave in a few seconds and ensure that none of your creeps take damage while you take all the gold. The key to this is to ensure that the enemy creeps cluster in order for remnant to take its full effect. This technique has helped me farm items faster than most heroes. Be map aware with this method, don’t just surge ahead without looking at your minimap.

Example of creep clustering. This what you should do.


What you should never do. Don’t place static remnant until creeps cluster.
Only one creep will affected and thats just a waste of mana.

Note* This will not affect the range creep most of the time. The range creep by virtue of its range
does not cluster like the others.

Farming Neutrals - same method of remnant + overload combo works great on the groups of Satyrs.

Preventing Pushes.

Storm by virtue of static remnant also happens to be one of the best anti pushers in the game.

Skills such as:

Spiderites, Wolves, Revnants and zombies while normally incredibly well at pushing down towers are owned by Static Remnant. Spiderites especially with their low health. Laning against a brood mother who
tries to push a lane with spiderites early on results in storm gaining gold at an exponential rate all the while leaving the tower with a good chunk of health. The zombies of undying fare no better since with their equally low health the more zombies that pop out the more gold storm gets. (Check my replay when I laned against an undying, he tried to push fast early on and used tombstone for pushing and defence. All he did was give me more gold in the process.)

Use on Invisible Heroes

Static Remnant works on invisible units. As soon as an invisible unit gets near the remnant it automatically explodes damaging the invisible hero. This works wonders in a lane vs. Brood, all you have to do is place a remnant on the web and watch it explode as brood gets near. Maxing remnant early on and placing it where you expect brood to be will ensure that brood will stay far away from you or else suffer the damage with her low hp. Its great for countering lanaya without a gem. If she attempts to escape a gank using invisibility all you have to do is continuously place remnant on the spot she turned invisible and wait for her to die. An enemy unit doesn’t have to move in order for remnant to activate all they have to do is be in close proximity.

Facts about Vortex

1. This is a great disabling skill against fleeing heroes. This spell will also affect channeling spells so you can use it to stop the ultimates of: Voljin, Nevermore, SandKing, Pugna, Enigma etc. This spell also affects normal channeling spells such as rhasta’s net.

2. This spell will also interrupt TP.

3. Vortex also acts as a silencing spell. Which is invaluable, a 2.5 second silence and disable is nothing to ignore. Thus you don’t have to worry about a hero stunning while using vortex.

4. A quirk of vortex is that you can vortex a hero and tp at the same time, provided that you vortex them and immediately use tp you can get away however there is a 1 second period wherein you’re still there and vortex has ended, provided that the person controlling the opposing hero doesn’t have incredible reflexes you can get away safely even with the 1 sec difference.
(Don’t forget that the enemy still has to select the spell and aim it, usually this takes more than 1 sec)

5. Finally the best quirk of vortex is that you can vortex a hero without actually being there! You can use it to save an ally that is trapped by a channeling spell without endangering yourself.

Here’s how to do it, use your ultimate to get near the enemy hero use vortex on him then immdiately use your ultimate to get out of there. The enemy hero will still be drawn to the spot where you were before without you even being there!

I have to test whether or not vortex can draw enemy heroes out of chrono sphere, if it did that would be hilarious.

Interesting Facts for Discussion Regarding Storms Ultimate

“the ulti can definitely do significant damage. When this skill gets REALLY good is if you’re going to hit multiple members of the opposite team. It’s a good initiating move, combined with his other skills that can take the opposing team to 1/2 health in just a little more time than it takes to blink.”
(quote courtesy of Deanis, dota-allstars)

“Leveling this skill does NOT increase/decrease the manacost in any way. It increases the damage, speed, and AoE of the damage. However, by increasing the speed, it increases the mana used per second, but not the total mana you’d use in a ball lightning over a constant distance.”
(quote courtesy of “Thermald, dota-allstars”)

In ball lightning you can in very short bursts negate any spell coming your way(timing is everything). When I say short bursts I mean in bursts of around 600 aoe around storm( to avoid spells such as storm bolt, magic missile etc(think of how magina does it) , take into account the cast delay in a spell , it will of course take timing. Away around the mana cost is to do it in short bursts, think of it as a hyper version of blink with no cooldown.

Do not, I repeat do not use it for jumps which are too long. If you can escape an enemy merely by ball lightning from the cliff to the river then do so, not all the way back to your base. For all its possible uses the mana cost is justified on storm spirits ultimate.

“Slower speed means you get longer invulnerable, it saved me several times from WD’s curse + dagon combo (just count the seconds and ROFL when the damage calculation is poping out, and you wont receive damage).”
(quote from Just@noob, dota-allstars)

So as it turns out Storm while in his ultimate is invulnerable to the effects of maledict. The longer you travel the less likely you’ll receive the full brunt of maledicts effects. Since the speed increases per level theoretically the lower the level the slower the speed but the longer you stay invulnerable. So a strategy to counter maledict is to keep his ultimate at level 1 till later levels and just pick farther points in the map. You’ll travel slower but as you retain invulnerability for longer periods of time you could avoid some of the damage from maledict.

I have yet to test out if this is applicable to the damage from Viper Strike and other damage over time spells like venomancers ultimate and warlocks heal/ damage spell however if it is keeping his ultimate at lower levels and picking farther distances would enable you to negate a lot of the damage from the spell.

Finally his ultimate can reach inaccessible places in the map, with luck you can reach them and tp to safety when you’re ruptured. - Further justifies the mana cost

Calculating the Mana Cost:

“(15 + 7% max mana) + (10 + 1% max mana) * (units traveled / 100)

In other words, to go 1200 units (Blink Dagger’s max range) if you have 1000 mana pool max it would cost:

(15 + .07 * 1000) + (10 + .01 * 1000) * (1200 / 100) = 85 + 20 * 12 = 325 mana (or 33% of your manapool).

If you only have 500 mana it would only cost you 230 mana (or 46% of your manapool).

If you have 2500 mana it would cost you 610 mana (or 24% of your manapool).

In other words, having a larger mana pool is still better. Large pool and large regeneration is probably best, however. That implies you want your mana to come from +int items, which give both +manapool and +manaregeneration.

Of course, a smaller pool is easier to fill… but regeneration (except in the form of Bloodstone) is based on your int score, so improving your regeneration pretty much also means enlarging your manapool (and thus increasing the cost on your ROFL).”

“Note that one consequence of the 15 + 7% up-front cost is that it’s going to be substantially cheaper (about 500-600 “units” cheaper depending on your max mana) to do one long ROFL (Rolling on the floor lightning, another name for Ball Lightning) than it is to do two ROFLs of the same (total) length. In other words, don’t hedge your bets and end up being forced to make a second attempt! Go all the way the first time.”

(Quotes courtesy of, WinterAyars, dota-allstars)

Thanks to my critiques (Killer Draco, Jupa Chups, Inflammable, and Epic Hop)

A bitch slap here and there really turns out to be effective!

REPLAYS

Download Storm Spirit Replay here
Version: 6.58
Match Type: Pub
4 V 4
Mode: -ap

Sentinel

Storm Spirit - Me
Mirana
Phantom Lancer
Centaur

Scourge:

Undying
Axe
Nevermore
Davion

This a replay of my offense build for the new storm.
I only died 2 times. Once because mirana neglected to inform me that never was gone and I didn’t have enough mana to escape and the second was bec. I was careless.

This replay will show you how to lane against an undying using storm spirit. He wasn’t able to push me as much as he wanted and his harassment using soul rip was pathetic since I had regen items(static remnant owns the zombies he summons). I was also able to deny the tower. Well he was also able to deny his own tower as well but thats bec. I was in a hurry to push it……

Early game was terrible for my allies since at the bottom lane centaur and phantom lancer were laned against axe and DK. As with most of the games I play early game is bad - late game is ownage.

My items for this game are:






(I was going to finish skadi but the game ended)

Bottle early on helps with his hp and mana regen (invaluable when laned against undying)

getting an early perseverance helps you to spam your spells, handle nukes and over all helps your survivability as you will see from the game.

The reason I chose phaseboots instead of treads or travel is bec.

1st and foremost storm is no longer the dps hero he used to be. He lost electric rave hence the fact he cannot deal the amount of dps damage he could before so getting items like buriza on him would be a terrible idea. Since he isn’t a dps hero any more he doesn’t need the added attack speed from treads.

2nd His ultimate is already a great escape mechanism, it out classes BoT. With linken for the hp and mana regen he really doesn’t need to go back to the base as often.

3rd he needs survivability. The added armor phase grants may be small but as you will see in the match invaluable.

4th with his ultimate he really doesn’t need the extra MS, he can chase any hero with his ultimate. As you will see in the replay.

The reason I chose linkens is simple, 1st to avoid nevers nukes, 2nd to avoid berserkers call and guinsoo. 3rd for the hp and mana regen and lastly for the boost in stats linkens provides.

Overall from what you can see in the game, buying linkens is justified.

The reason I bought shiva’s guard was for the added armor and intelligence.
Storm needs the added armor for survivability and the int helps to boost spell spammage.

Well since I wasn’t able to finish skadi I can’t justify it as well, but the slow coupled with your ultimate and grapple means very few heroes can get away from you.

Highlights:
Using both my ultimate, static remnant, shivas guard and grapple I was able to bring down the enemy nevermore in 5 secs. Afterwhich he said storm was imba….in the hands of a good player what hero doesn’t shine…..not that I’m a good player its just that I’m profficient enough….