[Update] Storm Spirit Build Guide DOTA 2: The Ultimate Storm Guide | dota 2 storm spirit – Vietnamnhanvan

dota 2 storm spirit: คุณกำลังดูกระทู้


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Introduction

A lot of fights in dota are determined by whoever initiates first. It usually comes down to vision and team coordination. But what if always were one step ahead of the enemy?

Hello there everyone, and welcome to the most in-depth text guide on Storm Spirit currently available. If you’re completely new to Storm Spirit, I would highly recommend checking out my beginner basic guide to Storm here. If you’re reading this guide, you should have played Storm for at least a game or two. My goal is to add things to this guide in the coming month depending on new discoveries or whatever people feel is missing. Anyway, let’s get into the in-depth advanced Storm guide.


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What to expect

So, to start with, let’s talk about what Storm is. I’m serious. What makes Storm special and unique compared to someone like his blazing brother Ember Spirit? To get to the bottom of the origins of Storm, we have to go back. All the way back to the ancient times of 2016 AD. I’m gonna instead categorize the many Storm playstyles into 2 categories. 2016 to 2020, “the old Storm”, and the modern Storm. The old Storm is still the most common build/playstyle even today, both in pubs and in pro games, and usually goes something like Kaya -> Treads -> Orchid. But I genuinely think you’re putting yourself at a huge disadvantage if you go with this build instead of the modern one. What is the modern Storm then? Orchid. You just rush orchid. I won’t talk about the old Storm build until we get into the pro-scene section, but to summarize, orchid is good at any level below the professional level. While you might argue it preys on low-level opponents, around a quarter of high-level Storm players main the “orchid-Storm”.


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Pros / Cons

Pros:

  • Has the ability to be greedy

    Especially at lower ranks, you’ll almost always have some part of the map (a lane or parts of your jungle) that isn’t occupied. Storm is able to convert farm to power fairly efficiently for being a mid hero.

  • Space-creator

    You might be wondering how storm, a fairly farm dependent hero is able to create space. One word: Orchid. The most modern storm builds today are centered around orchid, which gives you the ability to focus more on ganks and pushing back the enemy, giving your team at least a net positive amount of space.

  • Able to play alone

    Fairly self-explanatory, since storm can move across the map so quickly, he usually doesn’t need to hug his team all the time like other mids.

  • Invincible with perfect play

    Also pretty self-explanatory, his ult literally makes him invincible for a certain duration. Of course, 0 deaths is really hard to achieve, but it should always be your goal since storm can snowball really hard if he’s given the opportunity.

  • High skill ceiling
  • Huge kill potential
  • Comes online somewhat early

    When you mention storm, most people think of one of two storms. The first group of people view storm as this hero who will kill anyone and everyone in every lane as soon as he hits level 6. The second group views storm as this mid who just farms for 25 minutes to get his bloodstone before coming online. The truth is somewhere in-between, and it’s mostly dependent on your ability to farm.

  • Fairly versatile

    As mentioned previously, you CAN start fighting and ganking at 6 if it’s needed, but you can also farm straight for 20 minutes if the game calls for it. He might not be the most versatile hero, but he’s alright compared to most other mids.

Cons:

  • High skill floor
  • Very susceptible to debuffs

    A silencer or bane can make your life a lot harder, which will also force you to switch your item build-up to be able to survive.

  • Draft-dependent
  • Gets countered by team coordination


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Drafting

The arguably best way to start learning Storm is to start with the draft. At pretty much all levels of dota, you will usually get the last pick as mid. So, what should you look for when picking Storm? Let’s start by looking at what Storm counters, and gets countered by. At a quick glance, anyone would be able to tell that Storm counters heroes without survivability and gets countered by heroes with survivability.
But, remember, most people play the old Storm which skews the stats quite a bit. In reality, the main 2 points of interest when considering drafting Storm is, spell dependence and disable. Let’s start with spell dependence. What does spell dependence even mean? Well, I just made up the term, but what I’m referring to are heroes who can’t survive without their spells. Some heroes can survive bad situations by just being tanky, like DK and medusa for example. But then there are the heroes who REQUIRE their spells to be able to escape and survive a bad situation. Why does this matter for Storm with just one short disable? Well, the modern Storm revolves around a single item, orchid malevolence. If you didn’t already know, this item silences the enemy. Do You see where I’m going with this? Clinkz is a counter to the old Storm. But for the modern Storm, what is he going to do when his life-saving spells are taken from him? Slowly accept his inevitable death.

You might also notice a pattern if you play a couple of Storm games. Usually, the offlaner has pretty much no spell dependency. The supports and mid can vary a lot from hero to hero, but surprisingly, punishing the enemy safelaner can be something to strive to achieve. Okay, I’m not saying that you should focus more on the enemy safelaner than the enemy mid, but it can be good to know only 4 out of the 25 most common hard carries can survive a good orchid timing.
That isn’t a lot. And I hear you say: But can’t AM just use a spell shield, or Clinkz just go invisible. I tested it out with a level 12 zap, and assuming the Clinkz doesn’t see you on the minimap, he has exactly 410 milliseconds to react. Not an impossible reaction time by any means, but remember, that is the best-case scenario.

Let’s say the enemies are full of free food according to our last segment: Troll, Meepo, Doom, Silencer, and Bane.
Pretty free Storm game? Everyone gets somewhat countered by silence? While that is somewhat true, if you pick Storm into this draft, you really shouldn’t expect to win. Let’s have a look at why, by talking about disables. Storm is a really fun hero in the fact that literally every disable counters you. Let’s have a look at how and why this enemy draft destroys Storm.

Stuns: Pretty self-explanatory, Storms base health and defense is ****. There is a reason he has an ability that makes him invincible without a cooldown. If the enemy can damage him, he will die. And if he can’t use his ult, or even move for that matter, he’s dead. Look at bane for example: He can stun you for days, or at least that’s what it feels like. A bane on the enemy team can be devastating if he plays his cards right.

Slow is probably the best disability you can get as a Storm, it’s the only one he doesn’t need to really care about. Still, slow is kinda in this weird grey area between a disable and a debuff, so I won’t count it.

Silence is a bad omen for a hero that is dependent on his ult to pretty much accomplice anything. See Silencer on the enemy team.

Break isn’t that bad, but a lot of Storm damage comes from his passive overload, so while it’s not horrible, it still affects him quite a lot.

Root is probably the worst debuff the enemy team can have since it’s so easily obtainable. Just one rod of atos for 2750 gold and as always, your ultimate is gone. You might have been screaming at me this whole time: “Why don’t you just buy a bkb or linkens sphere”. Well, you can and you should, but there are a lot of heroes and items that can disable you THROUGH your items (see troll warlord with his physical roots)

I could go through every single disable, but that’d be somewhat meaningless at this point. So, when picking Storm, you gotta balance these two factors: Is the team leaning towards being spell dependent or disable heavy? The ratio when you pick Storm is up to you, but here’s a fun fact: You don’t have to not pick Storm. You can pick Storm into anything. Of course, he has bad and good matchups, but you can practically play above your rank against any draft, presuming you have the skills. To show this, I thought we would discuss and learn from the arguably hardest matchup Storm can face: Skywrath mage.


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An example from the field

I would use one of my own replays as an example, but honestly, I feel it’s a way better idea to instead have a look at someone who knows their ****. Let’s have a look at Aleksandr Levin, a professional mid currently playing for hellraisers.
In terms of starting items, you pretty much always get a null, a bottle and boots. The order of these can vary a lot from game to game though. A lot of people go bottle first, then the null recipe, then boots. This is the “greedy” build. It’s not that greedy, but it requires that you get a lot of the early last hits. Then there is the safe build, which Nix is gonna play right here. Why? He is going against one of the hardest matchups in the game for Storm. Going the greedy build would be foolish. That being said, I strongly recommend anyone reading this wanting to pick up Storm to start off with the safe build for 5-15 games, then switching to the greedy one for every game. He also instantly skills Q when the game starts. Why, isn’t it pretty much always better to save the skill point for when you need an ability? Well with Storm, the first two levels are ALWAYS the same. Q, then E. Anything else is a waste of a skill point, and we’ll talk more about it in a second. As with most other mids, securing the ranged creep is a priority, since it swings both the gold and exp in your favor. Q is the only ability that can consistently get the ranged creep at level one, just like Nix does here. I’m not gonna go too in-depth on the laning stage right here since the video would be literally an hour long, but I highly recommend you check out Captain Iceblock or road to immortal if you want to learn specific matchups. That being said, you make your first decision as Storm the second you hit level 3. Either, if you believe you have a good chance of finding a kill on the enemy, skill your Vortex, or just level up your overload.


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Abilities and talents


In this lane, Nix has a lot of potential to kill the skywrath, so he goes vortex. We’re gonna get back to the laning stage in a second, but let’s just get the skill build over with. Max Q and E and get ult or talent at every possible level. Talent wise, you usually want to take the overload damage at level 10, since you want to snowball instead of afk’ing 20 minutes in the jungle. At level 15, get the remnant.
You’ll usually have more impact with the extra damage over a couple of extra seconds of life. At level 20, you usually want to go the attack speed; Remember, it’s purpose isn’t just adding more right clicks, but also making your hero faster to control. If you already have a lot of damage and you need lockdown, going vortex duration is fine. Level 25, ALWAYS go 600 auto remnant, this talent is honestly just an all-round great damage source. Anyway, let’s get back to the lane.
What is happening here? Well, this is Storm’s strongest combo, the Q+W combo. It consists of:

  1. Walk into close range to the enemy
  2. Pull them closer with W
  3. Spawn a remnant in their face
  4. Right-click them to death

Walk into close range to the enemy
Pull them closer with W
Spawn a remnant in their face
Right-click them to death
9 times out of 10, you’ll either get a kill or damage them so severely they’ll be too scared to get close to you ever again. Sadly, that’s also the main issue with the combo. You need to get close to the enemy to pull it off. Man, if only Storm had some ability that allowed him to get closer to the enemy…
That’s right, let’s talk about Storms ult: Zap. This is Storms bread and butter. When you think of Storm, this is probably what you think of. That being said, let’s dive into the depths of this seemingly simple ability. Ball lightning, as it’s officially called, not “ball of lightning”, but just ball lightning. Anyways, generally this ability has 1 purpose. Positioning. And I hear you say: “but what about the scaling damage?”. Well, it can be summarized in one sentence: “More zaaap = more damage”. Okay so let’s talk about the fun part. It moves you around. Offensively it allows you to engage and disengage in a matter of seconds, and defensively, it allows you to be practically invincible assuming you have the mana to zap. So, the most important thing when zapping is a combination of risk calculation and knowing how far you can zap while still having enough mana to disengage. So, I ran some tests.
The red line is how far you can zap at level 1, about from mid to the river bounty. At level 2, you can zap from mid to the dire small camp. At level 3, you can zap to the dire t1 tower. Why does this matter? Well, if you run out of mana, you don’t have any way to escape. Usually you need to keep at least 300 mana to be able to zap out of most of the enemies attack ranges. If you’ve already started playing Storm and feel like you’re always dying and feeding, it’s most likely because you’re not managing your mana well enough.

Walk into close range to the enemyPull them closer with WSpawn a remnant in their faceRight-click them to death9 times out of 10, you’ll either get a kill or damage them so severely they’ll be too scared to get close to you ever again. Sadly, that’s also the main issue with the combo. You need to get close to the enemy to pull it off. Man, if only Storm had some ability that allowed him to get closer to the enemy…That’s right, let’s talk about Storms ult: Zap. This is Storms bread and butter. When you think of Storm, this is probably what you think of. That being said, let’s dive into the depths of this seemingly simple ability. Ball lightning, as it’s officially called, not “ball of lightning”, but just ball lightning. Anyways, generally this ability has 1 purpose. Positioning. And I hear you say: “but what about the scaling damage?”. Well, it can be summarized in one sentence: “More zaaap = more damage”. Okay so let’s talk about the fun part. It moves you around. Offensively it allows you to engage and disengage in a matter of seconds, and defensively, it allows you to be practically invincible assuming you have the mana to zap. So, the most important thing when zapping is a combination of risk calculation and knowing how far you can zap while still having enough mana to disengage. So, I ran some tests.The red line is how far you can zap at level 1, about from mid to the river bounty. At level 2, you can zap from mid to the dire small camp. At level 3, you can zap to the dire t1 tower. Why does this matter? Well, if you run out of mana, you don’t have any way to escape. Usually you need to keep at least 300 mana to be able to zap out of most of the enemies attack ranges. If you’ve already started playing Storm and feel like you’re always dying and feeding, it’s most likely because you’re not managing your mana well enough.


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Mana management

Speaking of mana management, I want to emphasize the importance of this seemingly simple task. The main improvement I’ve made between my first and my hundredth Storm game was mana management. So, what do I mean by this? Well, you are always gonna zap into a fight or a pickoff. And more often than not, you’re gonna zap away from the engagements as well. Unlike basically every hero in the game, you should look at your mana while fighting instead of your health. This also means that you almost always want next to full mana before jumping into a fight, or at least enough to get a pickoff. One of Storms greatest weaknesses that a lot of people don’t realize is that while his ult technically doesn’t have a cooldown, it pretty much has a couple of charges before you run out of mana. Next to max mana, the most important stat for Storm Spirit is his mana regen, because it both let’s him farm a lot faster, but also be more online and rotate a lot more. Clarities aid a bit with this, but generally, you should be farming jungle camps and lanes with MORE than half your mana pool full, so that you’ll be able to react to any situation that arises (assuming you sense a fight arising). The reason you die can be split into two categories:

  1. You got disabled
  2. You ran out of mana.

Getting disabled can come down to farm and bad item choices, but running out of mana is no one’s fault except your own. Just be aware of it, and don’t be afraid to consciously experiment every once in a while to test your limits.

Getting disabled can come down to farm and bad item choices, but running out of mana is no one’s fault except your own. Just be aware of it, and don’t be afraid to consciously experiment every once in a while to test your limits.


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The game plan

Generally, you either want to shove the wave by spamming Q and E in the wave, maybe mix in a little vortex combo if you get the opportunity, or stay back and let the enemy shove the wave into you. The one thing you should avoid is doing something in between, staying within the effective range of the enemy while still not nuking the wave. Of course, you should pretty much always grab creep aggro over to your range creep if possible. One mistake I’ve personally done way too often is being scared of simply nuking out the wave. Even though you might lose a lot of mana, it is usually worth it if you ship out a couple mangoes and a clarity.

Speaking of regen, one of the items every Storm has in common is a bottle. Bottle’s main purpose is simply giving you that last chunk of regen you so desperately need. Generally, you want to drag out your intelligence and mana items into your backpack while using the bottle to squeeze the most possible regen you can, but this becomes less important the later the game goes. Bottle is also really good for jungling, which is something Storm excels at. You usually don’t wanna use your zap while farming camps, but if you’re certain you won’t be needed in fights for the coming minute, feel free to zap around to your heart’s content.

Anyways, one thing that almost every Storm player can agree on, is that Storm is a snowballing hero. Generally, if you’re below legend, you can almost always secure a kill or two between level 6 and 12. I usually grab 2 or 3 mangoes before diving in for the kill, just to make sure I have a backup. Generally, your dream game and game plan looks like this:

  1. Stay even in the lane until level 6
  2. Get a kill or two and farm until level 12
  3. Get orchid, kill mid more, or go gank the sidelanes if they’re struggling.
  4. Get bloodstone and a defensive item, terrorize the enemy via pickoffs and teamfights
  5. Win


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Thought process

Once you reach level 12 and get your orchid, you’ll need to be a lot more conscious of your decisions. Generally, the only thing that should cross your mind when you have orchid is: “Who can I kill?” Storm with orchid is arguably the strongest hero in the game at that level and farm, so what you need to focus on is wherever you have enough mana to commit to a dive, and if the enemy is out of position. Lucky for you, as long as your target doesn’t have teammates who can save them, they’re out of position. If only there was a lane where people usually stay alone… That’s right, the most consistent source of kills and impact is actually the midlane. But, sometimes things don’t go the way you planned. Either the enemy mid get’s ahead and you can’t kill them, or the enemy safelaner is getting fed by your offlane. Do not worry, because if you don’t feel confident enough to dive mid, simply use a teleport scroll or walk to the side lanes, stay out of vision until the enemy goes out of position. Once again, the whole concept with an orchid rush relies on you utilizing the advantage you get when you finally reach your orchid. So, how should your though process look like before committing to a pickoff? Well, it usually goes something like this:

  1. Is your mana pool sufficient?
  2. Are the other enemies showing on the map (so no one can save your target)?
  3. Where will the enemy move to?

Zaps are somewhat similar to that of Ancient apparition’s ult, except your radius is 10 times smaller. Landing the actual zap adds a lot to your damage, so trying to attack afk farming enemies or trying to predict their movement goes a long way.

Zaps are somewhat similar to that of Ancient apparition’s ult, except your radius is 10 times smaller. Landing the actual zap adds a lot to your damage, so trying to attack afk farming enemies or trying to predict their movement goes a long way.


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Improvement

I would argue that the hardest part of Storm is nailing the first 15 minutes before your orchid and level 12. Starting out, you might get orchid at around 16 minutes, slowly working your way down to 12-13 minutes, which is where you’ll most likely stay. If you’re committed enough and experienced enough, you can get it down to 9-10 minutes, like the players I mentioned before. Anyways, I won’t go into too much depth on the laning stage, since the guys I’ve linked already cover most lane matchup to a depth I can’t compete with.


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Difficulties

Any reasonable team will at this point start grouping up. This is by far the biggest way to shut down a Storm, but luckily it’s rare to find a pub this coordinated, especially at lower ranks. Whether you like it or not, a teamfight will eventually break out. Now you have two options: Either you get lucky and a support or otherwise squishy hero has walked out of position, and you can simply zap in and out for a quick kill. Usually, this won’t be the case, and you’ll have to actually enter a real fight. My biggest tip for teamfights is to not be the first person to engage. Unless you are insanely farmed or have the aegis, it’s usually better to wait for the enemies to get focused before diving the backline. Also, since you have the ability to basically remove an optional support at your will, you should almost always try to shut down that one support with a huge teamfight ult who is just waiting to drop it.

You’ve now won a teamfight and feel like pushing. Your right clicks don’t deal nearly enough damage to take down towers, so I usually just try to cut the waves or just stay near my team to have a menacing presence for the enemy. You can also channel the outpost while zapping, so that’s something.


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Late game

Finally, let’s talk about the late-game storm. Some are scared of this stage, some are waiting the entire game to get to the late-game. Personally, I love the lategame, mainly due to the fact you have a high amount of bloodstone charges. Bloodstone charges are gained when you’re near an enemy dying, and lost when you die. The more charges you get, the more mana per second you gain. Basically, if you’re winning late game, you should be able to dash in and out every 20 seconds or so, due to your mana regaining so incredibly fast. If you’re losing, you basically gain a radius around your ancient where you’ll be able to dash in and out of your fountain, constantly dealing free damage to the enemy. In the end though, late game storm is really quite similar to mid game storm, just a bit more safe and easier.


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Summary

To end this quite massive guide, I just wanted to mention that you really don’t need to conform to this one Storm playstyle. Looking at the high immortal players, they usually go a similar build each game with small variations, while the builds between players can vary a lot. Experiment around with what works for you, customize your experience to something you enjoy. Anyways, if you have any feedback or things you’d like me to add/correct, please let me know. I plan on updating this guide every once in a while to keep it as useful as possible, so don’t be afraid to give suggestions (or harsh critique if that’s your style). If you for whatever reason enjoyed this little project of mine, feel free to check out my channel (it’s not the best content, but everyones gotta start somewhere), but just the fact that you took the time to reach the end means a lot to me 🙂

[Update] Storm Spirit Build Guide | dota 2 storm spirit – Vietnamnhanvan

BIO
Storm Spirit is literally a force of nature–the wild power of wind and weather, bottled in human form. And a boisterous, jovial, irrepressible form it is! As jolly as a favorite uncle, he injects every scene with crackling energy. But it was not always thus, and there was tragedy in his creation. Generations ago, in the plains beyond the Wailing Mountains, a good people lay starving in drought and famine. A simple elementalist, Thunderkeg by name, used a forbidden spell to summon the spirit of the storm, asking for rain. Enraged at this mortal’s presumption, the Storm Celestial known as Raijin lay waste to the land, scouring it bare with winds and flood. Thunderkeg was no match for the Celestial–at least until he cast a suicidal spell that forged their fates into one: he captured the Celestial in the cage of his own body. Trapped together, Thunderkeg’s boundless good humor fused with Raijin’s crazed energy, creating the jovial Raijin Thunderkeg, a Celestial who walks the world in physical form.

INTRODUCTION
Storm Spirit is considered a nuker, initiator, and disabler in DotA. Storm can move so fast like a lightning using his ultimate Lightning Bolt and then catch somebody and make him can’t move and then kill him with Storm’s nuke and attack.
Storm is considered a ganker and initiator, his time to shine is on mid game where lots of gank happening. And because his high mobility he can gank enemy easily and help the team to get many kills.
PROSCONS
Low cooldown on his nukes, 0 Cooldown on his ultimateMana dependant
A very good chaser, 0 Cooldown jumping skill + 1 disable + 1 slower-damageSquishy
High mobility because of his ultimate
If have lots of mana, become very strong and unstoppable
ROLE

Ranged – Carry – Initiator – Escape – Disabler

STATS

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

ABILITIES
1. Static Remnant

MANA COST: 70/80/90/100COOLDOWN: 3.50
ABILITY: NO TARGETDAMAGE: MAGICAL
DAMAGE: 140 / 180 / 220 / 260RADIUS: 260

This is your nuking skill. This skill is spammable. With only 3.5 sec cooldown, you can spam this skill anytime you want. The damage is considered high and hurt your opponents.
You can use this skill to farm the creeps, or to harass your enemy. Harassing enemy with this skill you need to be close to the enemy, and damaging your target. By jumping using your ultimate and pull your enemy using Vortex, you will close enough and can nuke your enemy using Remnant and deal some damage.

2. Electric Vortex

MANA COST: 100/110/120/130COOLDOWN: 20
ABILITY: UNIT TARGETAFFECTS: ENEMY UNITS
DURATION: 1 / 1.5 / 2 / 2.5

This is your disabling skill. You pull a target into you so you and your team can attack him freely. A good skill for ganking. And also by doing this, you get an Overload charge to help you harass your target.
You need this to initiate a teamfight after you use the Lightning Ball, then you should disable an enemy and harass him.

3. Overload

ABILITY: PASSIVEDAMAGE: MAGICAL
DAMAGE: 30 / 50 / 70 / 90MOVEMENT SLOW: 80%
ATTACK SLOW: 50%DURATION: 0.6 / 0.6 / 0.6 / 0.6

Everytime you cast a spell, you get a charge in your next attack, it contains +damage and a slowing ability. A very good skill for chasing and harassing a target because you will slow down your target and it will makes you can catch your target. You get a charge everytime you use Ball Lightning, Electric Vortex, or Remnant, so this skill is almost sure will come out in in every situation so you can get extra +slow and damage you need to harass and catch your enemy.

4. Ball Lightning

MANA COST: 15/15/15/15ABILITY: POINT TARGET
DAMAGE: MAGICALDAMAGE: 8 / 12 / 16
SPEED: 1250 / 1875 / 2500RADIUS: 125 / 200 / 275
MANA DRAIN PER UNIT: 1%

This skill is the trademark of Storm Spirit, a skill to jump anywhere you want at least you have a mana. You need this skill to catch enemy, harass them, or can make you escape easily.
You deal damage in the path of this skill, the more range you jumps, the more damage it deals.

SKILLBUILD

Level 1: Static Remnant
Level 2: Electric Vortex
Level 3: Static Remnant
Level 4: Overload
Level 5: Static Remnant
Level 6: Ball Lightning
Level 7: Static Remnant
Level 8: Electric Vortex
Level 9 : Electric Vortex
Level 10: Electric Vortex
Level 11: Ball Lightning
Level 12: Overload
Level 13: Overload
Level 14: Overload
Level 15: Stats
Level 16: Ball Lightning
Level 17-25: Stats

You can take Electric Vortex for level 1 if you want to get firtblood and should disable the enemy on level 1.
Actually if there is already a disabler on your team, Remnant can also helps you to get firstblood by damaging the enemy.

Why maxed Static Remnant first?  This is your main nuke, you will need this for ganking, farming, and killing or early mid game.

Why maxed Electric Vortex before Overload? The longer the disable, the better for the team because the team gets more time damaging the disabled target.

STRATEGY
Early Game
On early game, you should get some farms. You need farms to buy some mana items to get lots of mana because mana is your true source of power. You are very mana dependent. No mana = useless, Lots of mana is the same as godlike. Because of your ultimate: Ball Lightning, you can rape your enemy, and make enemy confused because of your high mobility and high damage from the Ball and Remnant, + your attack and also Overload. You need mana for doing that, Ball absorbs lots of mana, but it’s so good because you can move freely around the area and easily harass enemy and also make enemy can’t catch you because you will easily escape from them.
By using some Remnant, you can kills some creeps in a blow. This will faster your farm. The faster your farm , the stronger you are compared to your opponent. For faster farm, you can farm the jungles too. By using 3 remnant, you can kill the big camps easily. Remnant is the main weapon of your camping that will deal tons of damage to the creeps.

Mid Game
Mid game is the right time for you to show off. Here you will gain your maximum potential. You need to gank lots of times and keep harassing and killing enemies to help your team and shine in the game.
You need to combine all of your 4 skills into the action. Use Ball first, and the after you arrive in front of your opponent, use Vortex to disable your enemy and use Remnant to nuke your target, and then harass him using Overload and keep harassing him using normal attack and Remnant. If your target tries to run, you can catch him easily using Ball and Overload to slow down the target so your target can’t escape from you anymore.

Late Game
If you succeeded on mid game, you will likely to shine on late game because you should already have some nice items to conquer your opponent and also already on high levels. High level Storm gain high mobility because he already have tons of mana. And with high mana, you can cast Ball Lightning anytime you want so you can move and jump freely around an area and can confuse your opponent. So you can harass them using Ball Lightning’s damage, Vortex and Overload, and also hex if you already have Sheepstick. And with the help of your friends after you disables and damaging the enemy, your team should dominate the opponent on the late game stage.

In a teamfight, you can deal a high aoe damage using the Ball Lightning by casting this far away from the  teamfight, the damage will be so high and can hurt lots of opponents. After got hit by the Ball, your team can easily kills all the enemies. And don’t forget to use Vortex to one of the enemy.

ITEMS BUILD
1.  Power Threads
Total cost: 1400
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin

Active: Switch Attribute – Changes selected attribute between Strength, Agility and Intelligence.
Flat movement speed bonuses from multiple pairs of boots do not stack. + 55 Movement Speed
+ 8 Selected Attribute   + 30 Attack Speed

Tips:

-This will gives you an instant +152 HP if you change it from pt.AGI / pt.INT into pt.STR . This is needed to survive in condition where your HP is so low while you’re using AGI or INT Thread.
-This will gives you an instant +104 mana if you change it from pt.AGI / pt.STR into pt.INT. This is needed to gain an instant mana in condition where your mana is so low while you need more mana to do the skill.

Alternative item: Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster

Active: Replenish Mana – Restores mana in an area around the hero.
Flat movement speed bonuses from multiple pairs of boots do not stack.
+ 60 Movement Speed
+ 250 Mana
MANA RESTORED: 135
Mana Needed: 25    Cooldown: 55

2. Orchid Malevolance
Total cost: 5025
Recipe: 2 x Ring of Obilivion + Recipe

Active: Soul Burn – Silences target unit for 5.0 seconds and amplifies the damage it takes by 30.0%.
+ 25 Intelligence    + 30 Attack Speed    + 30 Damage   + 150% Mana Regeneration
Manacost: 100    Cooldown: 18

Orchid also add damages and attack speed. And also gives a silence skill and amplify damage for a single target. Silence is very good for ganking purpose. A silenced target can’t do anything so your team can easily harass enemies.

3. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe

 Active: Avatar – Grants magic immunity. Duration and cooldown decrease with each use. Some Ultimate abilities are able to disable through Black King Bar. + 10 Strength
+ 24 Damage     DURATION: 10/9/8/7/6/5     Cooldown: 80

4.  Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone

Active: Hex – Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions.
+ 10 Strength   + 10 Agility  + 35 Intelligence
+ 150% Mana Regeneration
Manacost: 100   Cooldown: 35

5. Shivs’s Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe

Active: Arctic Blast – Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds.
Passive: Freezing Aura – Reduces attack speed on enemies.
Multiple instances of Freezing Aura do not stack.
+ 30 Intelligence   + 15 Armor
AURA SLOW: 25%
Manacost: 100   Cooldown:   30

The +Armor makes you become tanky and can survive in the though teamfight.
Also helps you chase enemies faster because this item will slow down your target. + Arctic Blast (More Slow and 200 damage)

Total cost: 4700Recipe: Plate Mail + Mystic Staff + RecipeWhy Shiva’s? A good iteam to slow down and nuking enemies in the area. The slower ability will makes enemies have a hard time in moving and attacking, and the damage will reduce enemies Hp in the AoE.The +Armor makes you become tanky and can survive in the though teamfight.Also helps you chase enemies faster because this item will slow down your target. + Arctic Blast (More Slow and 200 damage)

SITUATIONAL 

a. Bloodstone 
(You can get this for your 3th / 4th item)
Total Cost:
Recipe: Preserverance + Soul Booster

Passive: Bloodpact – Starts with 6 charges. Gains 1 charge each time an enemy hero dies within 1675 range. Each charge bestows 1 mana regeneration per second, reduces gold lost from death by 25, and reduces respawn time by 4 seconds. When the bearer dies, restores 400 HP + 30 HP per charge to allied units within 1675 units, then loses a third of its charges. While dead, the bearer continues to receive experience at the death location and gives 1800 unit vision there. + 500 Health
+ 400 Mana     + 9 HP Regeneration     + 200% Mana Regeneration

b. Linken Sphere

(Good against doom or tinker)

Total Cost: 5175

Recipe: Ultimate Orb + Preserverance



Passive: Spellblock – Blocks most targeted spells once every 20 seconds.
+ 15 All Attributes                   + 6 HP Regeneration
+ 150% Mana Regeneration    + 10 Damage

-Great survivability item for escape and  for teamfight, it will block a single targetted spell every 20 seconds

-Provide a great Mana regeneration to always fulfill your mana

-Linkens Sphere becomes more powerful in the late game because the teamfights time becomes longer and you can block 2 spells in a teamfight.

Late Game Item
i. Boots of Travel
Total cost: 2450
Recipe: Boots of Speed + Recipe

Active: Teleport – Teleports you to an allied non-hero unit or structure.
Flat movement speed bonuses from multiple pairs of boots do not stack. + 100 Movement Speed
Manacost: 75   Cooldown60

Also, this item will give you 1 free slot that is used for Teleport Scroll if you don’t have this Boots.

GOOD ALLIES
a. Carries
(Example: Magine, Void, Luna)

BAD ENEMIES
a. Silence Heroes
(Example: Doom, Balanar, Silencer)

Carries should come after you initiate a teamfight, and they should the right click and use all their skills to the enemies.Beware of Silence because you use skills to attack the opponent. If you cannot use your skill, you become weak and can easily harassed.

Why Linken Sphere?-Linkens Sphere becomes more powerful in the late game because the teamfights time becomes longer and you can block 2 spells in a teamfight.Total cost: 2450Recipe: Boots of Speed + RecipeWhy Boots of Travel? With the creeps becoming more powerful in pushing your base, you need fast teleport to save your Throne/Tree.Also, this item will give you 1 free slot that is used for Teleport Scroll if you don’t have this Boots.

Total Cost:Recipe: Preserverance + Soul BoosterBloodstone gives +HP and HP regen that makes you tanky to survive in the teamfight, and also gives some mana and mana regeneration to helps you spam the skills. And the most important is: if you succeed in getting lots of kills, you will get a very high mana regeneration and and that will makes your mana is ready to use Ball lightning anytime and makes you unstoppable because enemy will be very hard to catch you. Very Recommended.

On early game, you should get some farms. You need farms to buy some mana items to get lots of mana because mana is your true source of power. You are very mana dependent. No mana = useless, Lots of mana is the same as godlike. Because of your ultimate: Ball Lightning, you can rape your enemy, and make enemy confused because of your high mobility and high damage from the Ball and Remnant, + your attack and also Overload. You need mana for doing that, Ball absorbs lots of mana, but it’s so good because you can move freely around the area and easily harass enemy and also make enemy can’t catch you because you will easily escape from them.By using some Remnant, you can kills some creeps in a blow. This will faster your farm. The faster your farm , the stronger you are compared to your opponent. For faster farm, you can farm the jungles too. By using 3 remnant, you can kill the big camps easily. Remnant is the main weapon of your camping that will deal tons of damage to the creeps.Mid game is the right time for you to show off. Here you will gain your maximum potential. You need to gank lots of times and keep harassing and killing enemies to help your team and shine in the game.You need to combine all of your 4 skills into the action. Use Ball first, and the after you arrive in front of your opponent, use Vortex to disable your enemy and use Remnant to nuke your target, and then harass him using Overload and keep harassing him using normal attack and Remnant. If your target tries to run, you can catch him easily using Ball and Overload to slow down the target so your target can’t escape from you anymore.If you succeeded on mid game, you will likely to shine on late game because you should already have some nice items to conquer your opponent and also already on high levels. High level Storm gain high mobility because he already have tons of mana. And with high mana, you can cast Ball Lightning anytime you want so you can move and jump freely around an area and can confuse your opponent. So you can harass them using Ball Lightning’s damage, Vortex and Overload, and also hex if you already have Sheepstick. And with the help of your friends after you disables and damaging the enemy, your team should dominate the opponent on the late game stage.In a teamfight, you can deal a high aoe damage using the Ball Lightning by casting this far away from the teamfight, the damage will be so high and can hurt lots of opponents. After got hit by the Ball, your team can easily kills all the enemies. And don’t forget to use Vortex to one of the enemy.Total cost: 1400Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of ElvenskinWhy Power Threads? This is a flexible shoes, Power Thread STR for survivability, AGI for attack speed, INT for mana.Total cost: 1450Recipe: Boots of Speed + Energy BoosterWhy Arcane Boots? You have spammable skills, so you need more mana, with this item, your mana will be fulfilled. And also to replenish mana of the team.Total cost: 5025Recipe: 2 x Ring of Obilivion + RecipeWhy Orchid? You need this to get lots of mana regen. Mana regen is the main thing for your success. You need mana regen for always using Ball Lightning and other skill.Orchid also add damages and attack speed. And also gives a silence skill and amplify damage for a single target. Silence is very good for ganking purpose. A silenced target can’t do anything so your team can easily harass enemies.Total cost:: 3900Recipe: Ogre Axe, Mithril Hammer, RecipeWhy Black King Bar? It gives you survivability in a teamfight because you will get magic immunity during teamfights. Magic immune helps you to always doing action in the teamfight because no enemy can’t stop you or damaging you with their spells.Total cost: 5675Recipe: Mystic Staff + Ultimate Orb + Void StoneWhy Schyte of Vyse? Very good item to initiate a teamfight. Gives you a disable and makes you have 2 disables, Vortex and Hex. By disabling your enemy, you make them can’t use the skills and so your team can attack enemies easily.

Storm Spirit is literally a force of nature–the wild power of wind and weather, bottled in human form. And a boisterous, jovial, irrepressible form it is! As jolly as a favorite uncle, he injects every scene with crackling energy. But it was not always thus, and there was tragedy in his creation. Generations ago, in the plains beyond the Wailing Mountains, a good people lay starving in drought and famine. A simple elementalist, Thunderkeg by name, used a forbidden spell to summon the spirit of the storm, asking for rain. Enraged at this mortal’s presumption, the Storm Celestial known as Raijin lay waste to the land, scouring it bare with winds and flood. Thunderkeg was no match for the Celestial–at least until he cast a suicidal spell that forged their fates into one: he captured the Celestial in the cage of his own body. Trapped together, Thunderkeg’s boundless good humor fused with Raijin’s crazed energy, creating the jovial Raijin Thunderkeg, a Celestial who walks the world in physical form.Storm Spirit is considered a nuker, initiator, and disabler in DotA. Storm can move so fast like a lightning using his ultimate Lightning Bolt and then catch somebody and make him can’t move and then kill him with Storm’s nuke and attack.Storm is considered a ganker and initiator, his time to shine is on mid game where lots of gank happening. And because his high mobility he can gank enemy easily and help the team to get many kills.Creates an explosively charged image of Storm Spirit that lasts 12 seconds and will detonate and deal damage if an enemy unit comes near it.This is your nuking skill. This skill is spammable. With only 3.5 sec cooldown, you can spam this skill anytime you want. The damage is considered high and hurt your opponents.You can use this skill to farm the creeps, or to harass your enemy. Harassing enemy with this skill you need to be close to the enemy, and damaging your target. By jumping using your ultimate and pull your enemy using Vortex, you will close enough and can nuke your enemy using Remnant and deal some damage.A vortex that pulls an enemy unit to Storm Spirit’s location, it also slows the Storm Spirit by 50% for 3 seconds.This is your disabling skill. You pull a target into you so you and your team can attack him freely. A good skill for ganking. And also by doing this, you get an Overload charge to help you harass your target.You need this to initiate a teamfight after you use the Lightning Ball, then you should disable an enemy and harass him.Casting a spell creates an electrical charge, which is released in a burst on his next attack, dealing damage and slowing nearby enemies.Everytime you cast a spell, you get a charge in your next attack, it contains +damage and a slowing ability. A very good skill for chasing and harassing a target because you will slow down your target and it will makes you can catch your target. You get a charge everytime you use Ball Lightning, Electric Vortex, or Remnant, so this skill is almost sure will come out in in every situation so you can get extra +slow and damage you need to harass and catch your enemy.Storm Spirit becomes volatile electricity, charging across the battlefield until he depletes his mana or reaches his target. The mana activation cost is 15+7% of his total mana pool, and the cost per 100 units traveled is 10+1% of his total mana pool. Damage is expressed in damage per 100 units traveled.This skill is the trademark of Storm Spirit, a skill to jump anywhere you want at least you have a mana. You need this skill to catch enemy, harass them, or can make you escape easily.You deal damage in the path of this skill, the more range you jumps, the more damage it deals.Level 1: Static RemnantLevel 2: Electric VortexLevel 3: Static RemnantLevel 4: OverloadLevel 5: Static RemnantLevel 6: Ball LightningLevel 7: Static RemnantLevel 8: Electric VortexLevel 9 : Electric VortexLevel 10: Electric VortexLevel 11: Ball LightningLevel 12: OverloadLevel 13: OverloadLevel 14: OverloadLevel 15: StatsLevel 16: Ball LightningLevel 17-25: StatsYou can take Electric Vortex for level 1 if you want to get firtblood and should disable the enemy on level 1.Actually if there is already a disabler on your team, Remnant can also helps you to get firstblood by damaging the enemy.Why maxed Static Remnant first? This is your main nuke, you will need this for ganking, farming, and killing or early mid game.Why maxed Electric Vortex before Overload? The longer the disable, the better for the team because the team gets more time damaging the disabled target.


Abed – Ember Spirit | EZ MID 18 KILL 7.30d Update Patch | Dota 2 Pro MMR Gameplay #29


Dota 2 Pro Abed (EG Evil Geniuses) Play Ember Spirit Full Gameplay part 29 on Dota 2 7.30 Update Patch
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Role: Melee Carry Disabler Escape Initiator Nuker Midlane Radiant
KDA: 18320
Items: Magic Wand Phase Boots Black King Bar Aghanim’s Scepter Mjollnir Desolator
Neutral Items: Quickening Charm
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Abed Azel L. Yusop is a Filipino professional Dota 2 player who currently plays for Evil Geniuses
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Abed - Ember Spirit | EZ MID 18 KILL 7.30d Update Patch | Dota 2 Pro MMR Gameplay #29

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SUMAIL Signature STORM SPIRIT — ft New OG vs YATORO Top 1 Rank

NEW CRAZY MID Guide Storm Spirit Beyond God Like \u0026 No Death With Orchid No Skill Allowed 7.30e DotA2


This Video Show: NEW CRAZY MID Guide Storm Spirit Beyond God Like \u0026 No Death With Orchid No Skill Allowed 7.30e DotA 2
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Dota2Scepter StormSpirit MidGuide

NEW CRAZY MID Guide Storm Spirit Beyond God Like \u0026 No Death With Orchid No Skill Allowed 7.30e DotA2

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