
This guide is not ready for publishing!
It's being remade into something new, simpler with different item builds based on my last experiences with SS. If you want to give me any feedback, please keep in mind that the guide will change a lot and anything here may be modified or even removed.
Forum Version || Guide Version

by Šejaime

Storm Spirit (SS, from now on) is one of my favorite heroes.
He's got damage output, disable skill, ganking power, hard chase potential and a very good escape mechanism, not to mention that he's almost ungankable. He is an above average life saver as well.
The hard part is the mana management. He can go from full to empty mana pool in a couple seconds. He's not newbie friendly and can be hard to play at first sight, but, after you learn the basics and have some practical experience, he turns out easy to control.
(Click to jump)
section 1 - top
Think Twice!
Bring it on!

section 2 - top
Raijin Storm Spirit Thunderkeg, that's the name of our hero.
It would be really hard to describe Raijin in one word...
Ganker, Chaser? We can't simply ignore his other faces...
If there would be a word for that, it would be Surprise. You know his skills, you know his overall roles and item builds, but when you're facing a good SS player all you can do is wonder: "What is this guy planning?"
You never know when an SS will focus on Ganking or not, on Assisting the Carry, or even Carrying the team under certain circumstances...
Let's go for some of SS's pros and cons.
section 3 - top
SS's a versatile hero and fit a lot of roles and microroles. He can be a Supporter, a Pusher and Anti-Pusher, a Nuker, a Carry, a Damager, an Initiator, a Disabler, a Harasser and others.
We'll see some of them here.
section 4 - top
section 5 - top
In the following sub-sections we'll discuss the Item builds and configurations, as well as a little about the order you acquire them and other stuff.
Make sure you choose your Starting items while thinking of your intended core build. The Core is what you need to be fully successful in a match, if you can make it come some minutes earlier you'll feel the advantages for sure.
Try to think of the benefits the items will grant you, choose carefully or make your own starting items configuration.
Here, I'll show some possible builds.






The consumables are flexible, take what you prefer. If you think Saves are more reliable, get two, or two tangos or whatever you find better.
This build focus on maximizing the time without returning to the base. It gives a little extra survivability with the Branches and the consumables, while makes it unnecessary to return to the base to pick-up items and replenish consumables. The three Branches shall be used to build a wand later.
Some of the proposed cores are versatile but some extremely effective by one side but not effective enough on others (We'll call these radical builds as HardCore builds).
The core you'll use most part of the time is the one called Usual.
Versatile Builds:



Or 
7'639 or 7'734
Choose between a Bottle and the Null Talisman.
Bottle: Great regen, you can sell it for 300 after you think it's not scaling anymore.
Null: A bit extra HP early and +9 dmg helps a lot on last-hitting early as well. Choose this if you think of extending your core with a Dagon.
HardCore Builds:




8'089
This build is a bit expensive, but very effective.
The problem is it's hard build-up phase, as you need to farm a Guinsoo with only a handful of items... If you are not good on escaping from tight situations or you're bad at creep last-hitting and farming you'd better go for Disabler 1 build over this one.z
After you successfully built your core, you should think of what to do with your gold. The most obvious option is to get items that are not part of your core, but are present in other cores. The second option is to get items that are not present in any of my core builds, but are still very good on SS. The third option is to save it for possible buybacks.
Let's list some items.

Yes, I know, the mana regen looks so appealing, but don't even think about it.




You won't really use any orb effects that are applied to your attacks, you attack basically to use Overcharge...


Attack Damage Boosters... Ok, you attack a little, but it's not worth it!

The active skill is really really awesome, magic dmg amplification and all, but don't buy this...
Maybe ask Someone else to get this...

Avoid getting this, as you don't need that much HP to survive. If that's the case, go for a BloodStone, BkB or Shiva's instead.
section 6 - top
The basic use of your skills is:
Ball -> Attack -> Static Remnant -> Attack -> Vortex -> Attack -> Static Remnant [...]
Let's go for some comments on each skill.
section 7 - top
Here, aside from Soul Ring and Arcane Boots, the comments are in general.
There'll be a lot of situations where you'd better make different uses of the skills and items.
section 8 - top
In the following subsections, we'll discuss some points of the gameplay itself, what to focus, what to do, things that deserve special attention.
As for most heroes in the game, specially gankers and roamers, SS's Early is heartbreakingly important. It's this phase that tells you if you'll pass the mid-game killing, ganking, pushing and assisting effectively or if you'll be just trying to clean up your own mess so you can get up on your feet again.
Pay special attention to last-hitting, as you know you will need the gold to get your wand and bottle asap. Do not forget to use Static Remnant to farm. If you can farm good enough, you'll do great later on. Be careful though, if you're not your team's carry and you're laning with him, please, guarantee he has got all the farm he needs and focus a little more on denying and harassing while a little less on last-hitting.
When you're on level 4 or more, start paying attention to ganking opportunities. If the enemy team has got someone missing and you and your ally (or allies, in trilanes) get into the enemies' fog in an unsuspicious way, consider taking a walk in the jungle to surprise the possible enemy or to another lane with no supporter so you can have a good gank chance.
If you are rushing mana regen, abuse your 3-skills combo. Try not to get yourself killed in the process. Rushing mana regen will probably delay some things, so, be careful.
If your learning vortex whenever you can (you probably will be) abuse tower pushing, try not wasting any opportunities of doing it.
As of now you probably got at least two of your core items. Try intensifying your ganking and return to the fountain only when really necessary. If you have a courier and a bottle, you should give special attention to the bottle refilling, as your post-gank regen tells the time you'll lose between them. Remember to abuse Ball Lightning to dodge projectiles and skills of any type.
By the end of the mid game you'll have already chosen your extension and, hopefully, have one or more of the items necessary. If you didn't manage to farm that well, no panic.
This is where your life starts getting harder. Your skills damage output is not as effective as 10 minutes ago. If you got good items you'll still be very good, so don't worry. Guinsoo will start making it's magic, shiva's will be a blessing and Dagon will be a piece pf crap if you didn't upgrade it. Linken's will still be pissing your enemies off.
Focus on pushing and, when in team fights, disabling and staying alive.
When taking creepwaves, abuse Remnant, as your mana regen will probably be enough to recover it in some seconds. Just save some mana so you can Ball to safety if necessary.
The Hard Part of the gameplay is when you couldn't farm enough and ended up under-leveled without all the items you need. You were probably laning against hard harasserslike Venomancer or Necrolyte in early game or got unluckily pwned a couple times...
If for any reason you couldn't farm well and now you see yourself in mid game with only a half of your core, you'll be just a walking disable with blink. As you weren't lucky, you won't want to gank enemies with your poor items, as you would only get yourself killed, we need alternatives. Get all the free farm you can get. Try anti-pushing those super creep waves, spam Remnants and charged attacks so you can last-hit most of them. Try the neutrals to get some gold and exp. Make sure you are with your team every time they're pushing and/or fighting, so you can grab an extra bit of exp.
Focus a little more on disable and defensive items like Eul's, Blade Mail.
Consider Necronomicon.
section 9 - top







It's fantastic to see how these heroes benefits from your Vortex and the subsequent slow. They can deal massive damage by themselves, but with an SS by their side, this capacity is increased.










Easy skill landing.
Special Mentions:

X -> Remnant + Ship -> SS Attack -> Vortex -> Torrent + SS Attack [...]
Any questions?

Vortex can draw enemies into stacked mines and/or hold them to the suicide squad.

Vortex gives WD the positioning time, as well as an easy maledict land.
If you decide to use Vortex after WD used maledict, it's even better, just watch Death Ward disintegrate the poor soul...
section 10 - top




Any hero with a good silence skill. They're your nightmare. Linken's can and will be great in some cases, in targeted cases. When the silence is AoE, you'll have to do Ball Evasion.





Disablers, specially AoE ones. Linken's can protect you from targeted, but you'll have to train really hard the Ball Lightning spell-dodging. You're all about mobility: SS - mobility = Standing Punching Bag.



Mana burners... We hate them.
section 11 - top
Aeon.Nick[MUFC] silvercross as Raijin v6.68c
This replay shows a pretty solid SS play.
Shows well how to use remnant/overcharge to farm (this guy is a great farmer).
Good kill/assist.
Special mention: ES, it's not a shaker guide, iknow! But his fissures are worth mentioning!
WE.i-rocks.Fnty as Raijin v6.72c
In this game Raijin plays nicely, but it's good to see what happens when you face a hero that's a direct counter to you (BS, int this case) while playing mid solo-solo lane in early game and, specially, how to react to it.
Smoke Bottle ganking.
Great escapes, great team synergy.
Replay 1 - YamateH @ WDC, Ver 6.69c
Replay 2 - ZSMJ, ver 6.67c
section 12 - top
The End!
Thanks for reading!

It's being remade into something new, simpler with different item builds based on my last experiences with SS. If you want to give me any feedback, please keep in mind that the guide will change a lot and anything here may be modified or even removed.
Forum Version || Guide Version
by Šejaime
Storm Spirit (SS, from now on) is one of my favorite heroes.
He's got damage output, disable skill, ganking power, hard chase potential and a very good escape mechanism, not to mention that he's almost ungankable. He is an above average life saver as well.
The hard part is the mana management. He can go from full to empty mana pool in a couple seconds. He's not newbie friendly and can be hard to play at first sight, but, after you learn the basics and have some practical experience, he turns out easy to control.
Think Twice!
- SS is a caster and needs all the mana he can have. Facing Bloodseeker, Balanar, Silencer, Drow, Nerubian Assassin, Doom Bringer or any other silence/mana burners can be a pain. If the enemy team has one of them, think twice before picking SS. - SS is an active hero with slightly complex skills. If your positioning is bad or if you are not good on predicting others units' moves, SS is probably not the best choice for you. Nothing that some practice can't fix. - If you have a poor mana management, don't even think about SS, play some AI matches first. |
Bring it on!
- Your team has no mobility? SS's fantastic short~mid range mobility will solve your problems. - Glass enemies? SS can be their worst nightmare. - Your team lacks disablers/chasers? SS can do a good job preventing enemies from escaping. - Is your team Gank oriented? You'd fit perfectly. - You're an hyperactive bouncing ball, If your enemies needs you to stand still, they will need to do force you. Most times they won't be 100% successful on locking you... - SS is versatile, if he's not a bad option, he's a good one. |

Raijin Storm Spirit Thunderkeg, that's the name of our hero.
It would be really hard to describe Raijin in one word...
Ganker, Chaser? We can't simply ignore his other faces...
If there would be a word for that, it would be Surprise. You know his skills, you know his overall roles and item builds, but when you're facing a good SS player all you can do is wonder: "What is this guy planning?"
You never know when an SS will focus on Ganking or not, on Assisting the Carry, or even Carrying the team under certain circumstances...
Let's go for some of SS's pros and cons.
Pros:
|
SS's a versatile hero and fit a lot of roles and microroles. He can be a Supporter, a Pusher and Anti-Pusher, a Nuker, a Carry, a Damager, an Initiator, a Disabler, a Harasser and others.
We'll see some of them here.
Ganking will be performed while playing any role, but if you focus ganking, the picture changes a little. You need some extra restauration power, damage output and trapping/locking mechanisms.
Ganker SS Differential:
The Full-Time Ganker can't breath, this is the truth. You have to kill the heroes and use the free area/time the gank created to advance your team's game state, while recovering for the next gank. If you made a successful gank but allowed the enemy team some recovery time, your gank wasn't fully exploited. The after-gank is crucial. If you simply killed a hero and then gone to your fountain as fast as you could you simply lost the short easy-push/farm time and the opportunity to bring towers down.
Notable items:


This item is a ganker's heaven. It makes you and your allies invisible for some time, for enough time.


MS and mobility, always key factors when ganking. Your ultimate gives you a lot of mobility, but it doesn't mean that more mobility is not necessary. Boots on this hero are important, specially to the ganker SS.
Ganker SS Differential:
The Full-Time Ganker can't breath, this is the truth. You have to kill the heroes and use the free area/time the gank created to advance your team's game state, while recovering for the next gank. If you made a successful gank but allowed the enemy team some recovery time, your gank wasn't fully exploited. The after-gank is crucial. If you simply killed a hero and then gone to your fountain as fast as you could you simply lost the short easy-push/farm time and the opportunity to bring towers down.
Notable items:

This item is a ganker's heaven. It makes you and your allies invisible for some time, for enough time.
MS and mobility, always key factors when ganking. Your ultimate gives you a lot of mobility, but it doesn't mean that more mobility is not necessary. Boots on this hero are important, specially to the ganker SS.
The Classic Build:
- Static Remnant
- Electric Vortex / Overload
- Overload / Electric Vortex
- Electric Vortex
- Electric Vortex
- Ball Lightning
- Electric Vortex
- Static Remnant
- Static Remnant
- Static Remnant
- Ball Lightning
- Overload
- Overload
- Overload
- Stats
- Ball Lightning
In the following sub-sections we'll discuss the Item builds and configurations, as well as a little about the order you acquire them and other stuff.
Make sure you choose your Starting items while thinking of your intended core build. The Core is what you need to be fully successful in a match, if you can make it come some minutes earlier you'll feel the advantages for sure.
The starting build... It's one of the important things on a match, but it isn't something you can train or practice... If you are not good on last-hitting creeps, you can practice. If your map awareness is bad, you can work it out. If you have no idea of why you get three ironwood branches on every single match you don't really know what you're doing.section 5.1 - top
Try to think of the benefits the items will grant you, choose carefully or make your own starting items configuration.
Here, I'll show some possible builds.
The consumables are flexible, take what you prefer. If you think Saves are more reliable, get two, or two tangos or whatever you find better.
This build focus on maximizing the time without returning to the base. It gives a little extra survivability with the Branches and the consumables, while makes it unnecessary to return to the base to pick-up items and replenish consumables. The three Branches shall be used to build a wand later.
Here we'll discuss some possible cores.section 5.2 - top
Some of the proposed cores are versatile but some extremely effective by one side but not effective enough on others (We'll call these radical builds as HardCore builds).
The core you'll use most part of the time is the one called Usual.
Versatile Builds:
7'639 or 7'734
Choose between a Bottle and the Null Talisman.
Bottle: Great regen, you can sell it for 300 after you think it's not scaling anymore.
Null: A bit extra HP early and +9 dmg helps a lot on last-hitting early as well. Choose this if you think of extending your core with a Dagon.
HardCore Builds:
8'089
This build is a bit expensive, but very effective.
The problem is it's hard build-up phase, as you need to farm a Guinsoo with only a handful of items... If you are not good on escaping from tight situations or you're bad at creep last-hitting and farming you'd better go for Disabler 1 build over this one.z
section 5.3 - top
After you successfully built your core, you should think of what to do with your gold. The most obvious option is to get items that are not part of your core, but are present in other cores. The second option is to get items that are not present in any of my core builds, but are still very good on SS. The third option is to save it for possible buybacks.
Let's list some items.
Almost all the items in the cores can be replaced with others.section 5.4 - top
- Perseverance and Soul Ring can be used as equivalent with different prices. The problem is Soul Ring can't be upgraded.
- Boots are complex, if you think one don't fit, replace it. Not much to say here.
- Linken's and Bloodstone, they both have a similar role on this hero's inventory and almost the same price, so they're interchangeable to fit your match's condition. If you think that Linken's Spell Block is just useless against your enemies, get BS. If you think Spell Block will help you more than BS, get a Linken's.
- Eul's Scepter, Force Staff and Dagon, They have completely different skills but can replace each other very well. Just make sure the one you're replacing the original with is really a better option, and make sure you know why it is.
- Null Talisman, can always be replaced with a Bracer if you need the HP.
- Linken's and Black King Bar, If the problem is spell immunity, sometimes linken's is not enough... Consider getting a BkB instead.
, can be a good acquisition
section 5.5 - top
Yes, I know, the mana regen looks so appealing, but don't even think about it.
You won't really use any orb effects that are applied to your attacks, you attack basically to use Overcharge...
Attack Damage Boosters... Ok, you attack a little, but it's not worth it!
The active skill is really really awesome, magic dmg amplification and all, but don't buy this...
Maybe ask Someone else to get this...
Avoid getting this, as you don't need that much HP to survive. If that's the case, go for a BloodStone, BkB or Shiva's instead.
Here I'll comment items individually, I'll focus the important ones.section 5.6 - top
The basic use of your skills is:
Ball -> Attack -> Static Remnant -> Attack -> Vortex -> Attack -> Static Remnant [...]
Let's go for some comments on each skill.
Static Remnant is one of the best skills when you consider Damage and Cooldown, the mana cost isn't that high as well. The problem is landing it, no one will wait to get hit... You have to force them to get hit!
Some basic strategies to land an easy Remnant:
Some basic strategies to land an easy Remnant:
- Use Eul's and place a Static Remnant where the enemy will fall.
- Vortex, Attack, Remnant, Attack...
- Fog Remnant, do it when you're fighting in the jungles or anywhere it is possible.
- Allied Disables, learn how to predict your mates and you'll know how to use it.
- Place a Remnant right on the enemy's only escape route.
- If you're Ganking, place 1 or 2 Remnants where the enemy can't predict they'll be and will run to them. It's a bit hard to learn how to do this, but it's almost the same thing you do with Techies' mines, but ephemeral. Abuse Ramps and trees.
Here, aside from Soul Ring and Arcane Boots, the comments are in general.
There'll be a lot of situations where you'd better make different uses of the skills and items.
The Soul Ring and Arcane Boots used together with Ball Lightning can increase its max range, as it gives you an emana amount bigger than 100%.
Soul Ring can be cast before the BallI wouldn't recommend, unless you can heal yourself right after, while Arcane must be cast after you start flying.
Soul Ring can be cast before the BallI wouldn't recommend, unless you can heal yourself right after, while Arcane must be cast after you start flying.
In the following subsections, we'll discuss some points of the gameplay itself, what to focus, what to do, things that deserve special attention.
The early game is from the game-start to the levels 6~8 (are you soloing?).section 8.1 - top
As for most heroes in the game, specially gankers and roamers, SS's Early is heartbreakingly important. It's this phase that tells you if you'll pass the mid-game killing, ganking, pushing and assisting effectively or if you'll be just trying to clean up your own mess so you can get up on your feet again.
Pay special attention to last-hitting, as you know you will need the gold to get your wand and bottle asap. Do not forget to use Static Remnant to farm. If you can farm good enough, you'll do great later on. Be careful though, if you're not your team's carry and you're laning with him, please, guarantee he has got all the farm he needs and focus a little more on denying and harassing while a little less on last-hitting.
When you're on level 4 or more, start paying attention to ganking opportunities. If the enemy team has got someone missing and you and your ally (or allies, in trilanes) get into the enemies' fog in an unsuspicious way, consider taking a walk in the jungle to surprise the possible enemy or to another lane with no supporter so you can have a good gank chance.
If you are rushing mana regen, abuse your 3-skills combo. Try not to get yourself killed in the process. Rushing mana regen will probably delay some things, so, be careful.
If your learning vortex whenever you can (you probably will be) abuse tower pushing, try not wasting any opportunities of doing it.
The mid game consists of period between the moment everyone has got their ultimates lvl1 to the one where everyone starts to get their ultimates lvl 3, assuming everyone is at the same level.section 8.2 - top
As of now you probably got at least two of your core items. Try intensifying your ganking and return to the fountain only when really necessary. If you have a courier and a bottle, you should give special attention to the bottle refilling, as your post-gank regen tells the time you'll lose between them. Remember to abuse Ball Lightning to dodge projectiles and skills of any type.
By the end of the mid game you'll have already chosen your extension and, hopefully, have one or more of the items necessary. If you didn't manage to farm that well, no panic.
section 8.3 - top
This is where your life starts getting harder. Your skills damage output is not as effective as 10 minutes ago. If you got good items you'll still be very good, so don't worry. Guinsoo will start making it's magic, shiva's will be a blessing and Dagon will be a piece pf crap if you didn't upgrade it. Linken's will still be pissing your enemies off.
Focus on pushing and, when in team fights, disabling and staying alive.
When taking creepwaves, abuse Remnant, as your mana regen will probably be enough to recover it in some seconds. Just save some mana so you can Ball to safety if necessary.
section 8.4 - top
The Hard Part of the gameplay is when you couldn't farm enough and ended up under-leveled without all the items you need. You were probably laning against hard harasserslike Venomancer or Necrolyte in early game or got unluckily pwned a couple times...
If for any reason you couldn't farm well and now you see yourself in mid game with only a half of your core, you'll be just a walking disable with blink. As you weren't lucky, you won't want to gank enemies with your poor items, as you would only get yourself killed, we need alternatives. Get all the free farm you can get. Try anti-pushing those super creep waves, spam Remnants and charged attacks so you can last-hit most of them. Try the neutrals to get some gold and exp. Make sure you are with your team every time they're pushing and/or fighting, so you can grab an extra bit of exp.
Focus a little more on disable and defensive items like Eul's, Blade Mail.
Consider Necronomicon.
It's fantastic to see how these heroes benefits from your Vortex and the subsequent slow. They can deal massive damage by themselves, but with an SS by their side, this capacity is increased.
Easy skill landing.
Special Mentions:
X -> Remnant + Ship -> SS Attack -> Vortex -> Torrent + SS Attack [...]
Any questions?
Vortex can draw enemies into stacked mines and/or hold them to the suicide squad.
Vortex gives WD the positioning time, as well as an easy maledict land.
If you decide to use Vortex after WD used maledict, it's even better, just watch Death Ward disintegrate the poor soul...
Any hero with a good silence skill. They're your nightmare. Linken's can and will be great in some cases, in targeted cases. When the silence is AoE, you'll have to do Ball Evasion.
Disablers, specially AoE ones. Linken's can protect you from targeted, but you'll have to train really hard the Ball Lightning spell-dodging. You're all about mobility: SS - mobility = Standing Punching Bag.
Mana burners... We hate them.
Aeon.Nick[MUFC] silvercross as Raijin v6.68c
This replay shows a pretty solid SS play.
Shows well how to use remnant/overcharge to farm (this guy is a great farmer).
Good kill/assist.
Special mention: ES, it's not a shaker guide, iknow! But his fissures are worth mentioning!
WE.i-rocks.Fnty as Raijin v6.72c
In this game Raijin plays nicely, but it's good to see what happens when you face a hero that's a direct counter to you (BS, int this case) while playing mid solo-solo lane in early game and, specially, how to react to it.
Smoke Bottle ganking.
Great escapes, great team synergy.
Replay 1 - YamateH @ WDC, Ver 6.69c
Replay 2 - ZSMJ, ver 6.67c
The End!
Thanks for reading!
Author: Dejaime
Map Vers.: 6.72f
At the speed of the light
The newbies' guide to Raijin
Last Comment:22/07/2011
Total Votes: 0
Current Rating: 0.00
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