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Description
- Increased strength Strength is the attribute that grants health and health regeneration. For each point of strength a hero gets: 20 Health 0.06 Health regeneration Additionally, strength heroes also get 1 attack damage per strength point. To gain from 1.5 to 1.8.
- Reduced base health regeneration from 0.25 to 0.
- Level 15 right talent: Increased health bonus from 175 to 200.
- Level 20 left talent: Increased armor bonus from 7 to 8.
- Added talents:
- Level 10: +20 attack damage or +3 mana regeneration
- Level 15: +175 health or +10 intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1
- Level 20: +40 attack speed or +7 armor
- Level 25: +0.75s Electric Vortex pull duration or +10% spell damage amplification
- Overload
- Increased radius from 275 to 300.
- Increased damage from 30/50/70/90 to 40/60/80/100.
- Added Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175 upgrade for Storm Spirit: Turns Electric Vortex into a non-targeted AoE ability, pulling all enemies within a 475 range towards Storm Spirit`s cast location.
- Reduced Electric Vortex mana cost from 100/110/120/130 to 85 on each level.
- Static Remnant
- Reduced vision radius from 800 to 600.
- Increased mana cost from 70/80/90/100 to 100 on each level.
- Increased Ball Lightning activation mana cost from 15 + 7% to 30 + 8%.
- Reduced movement speed from 290 to 285.
- Static Remnant damage no longer ignores ancient creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps , Roshan For Roshan as he appears in holiday events, see Roshan (Diretide 2012) and Roshan (Diretide 2013) Roshan Ancient Jungle Creep Level 30 Health 5500 Health regeneration 20 Armor 15 Magic resistance 55% Attack damage 65 and creep-heroes.
- Reduced Ball Lightning vision range from 1000 to 400.
- Rescaled Ball Lightning mana cost per 100 traveled units from 10 + 1% to 12 + 0.7% of max mana.
- Reduced Electric Vortex cooldown from 20 to 21/20/19/18.
- Reduced Static Remnant cooldown from 4 to 3.5.
- Increased Overload damage from 30/45/60/75 to 30/50/70/90.
- Increased base strength Strength is the attribute that grants health and health regeneration. For each point of strength a hero gets: 20 Health 0.06 Health regeneration Additionally, strength heroes also get 1 attack damage per strength point. To from 17 to 19.
- Fixed Static Remnant triggering on some dummy units of spells.
- Decreased base intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 and gain from 26 + 2.6 to 23 + 2.2.
- Increased Electric Vortex mana cost from 100 on each level to 100/110/120/130.
- Reduced attack range from 500 to 480.
- Ball Lightning now gives an error message when cast without enough mana.
- Fixed a bug with Overload.
- Reworked Storm Spirit. (To view the old Storm Spirit, see here)
- Reduced base strength Strength is the attribute that grants health and health regeneration. For each point of strength a hero gets: 20 Health 0.06 Health regeneration Additionally, strength heroes also get 1 attack damage per strength point. To and gain from 22 + 2.5 to 17 + 1.5.
- Increased base agility and gain from 17 + 1.5 to 22 + 1.8.
- Reduced attack range from 600 to 500.
- Reduced movement speed DPS multiplier when chasing Minimum (pursuer MS / target MS) Ratio for Maximum Chase DPS Movement speed (sometimes abbreviated as move speed or MS) is the speed at which a unit can move. Movement speed from 310 to 295.
- Replaced Electric Rave with Static Remnant
- Static Remnant:
- Raijin creates a remnant of himself containing his essence. The Static Remnant will releaseAnnounce its stored energy whenever an enemy units comes near it. Lasts up to 12 seconds.
- Trigger radius: 235
- Damage radius: 260
- Activation delay: 1
- Damage: 140/180/220/260
- Remnant duration: 12
- Mana cost: 70/80/90/100
- Cooldown: 4
- Notes: Has an instant cast time. After the remnant is placed, it takes 1 second for it to get active. Once active, it triggers on any enemy coming too close to it, dealing damage.
- Replaced Barrier with Electric Vortex
- Electric Vortex:
- Storm focuses his energy to rip open a vortex drawing an enemy to it. This process slows the Storm Spirit down for a brief period.
- Cast range: 300
- Pull distance: 100/150/200/250
- Pull duration: 1/1.5/2/2.5
- Self movement speed slow: 50%
- Slow duration: 3
- Mana cost: 100
- Cooldown: 20
- Notes: Is not a channeling spell. Can pull the target over impassable terrain.
- Old Overload:
- Each successful attack builds up a static charge, eventually releaseAnnounce in the form of an electrical burst. The burst deals damage and does a minor slow effect to the attacked foe and nearby area.
- Radius: 350
- Attacks to trigger: 8/7/6/5
- Damage: 30/45/60/75
- Movement speed slow: 80%
- Attack speed slow: 50
- Slow duration: 0.6
- Notes: After having done 7/6/5/4 attacks, the next attack will deal damage and slow units around the attack target including the target.
- New 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.
- Radius: 275
- Damage: 30/45/60/75
- Movement speed slow: 80%
- Attack speed slow: 50
- Slow duration: 0.6
- Notes: Similar to the old Overload. Instead of giving a charge every x attacks, gives a charge upon spell cast.
- Ball Lightning:
- Storm Spirit becomes enveloped with energy, losing his physical form, and travels until he depletes his mana or chooses to stop. While in this form, he deals damage to nearby units based on how far his electrical form has traversed. Damage, speed and area of effect improves per level.
- Cast range: Global
- Damage radius: 125/200/275
- Travel speed: 1250/1875/2500
- Damage per traveled 100 units: 8/12/16
- Mana cost per traveled 100 units: 10 + 1% of max mana pool
- Activation mana cost: 15 + 7% of max mana pool
- Cooldown: 0
- Notes: Storm Spirit is invulnerable while traveling. Stops traveling whenever Storm Spirit runs out of mana or reaches the targeted point. The further he travels, the more damage it deals around him. Damage is dealt throughout the whole traveling. Storm Spirit can cast spells, use items and attack during Ball Lightning.