A powerful hero that benefits from game length. His ability to both disrupt enemies, protect himself, and deal huge amounts of damage make him a serious threat. He is heavily reliant on mana, but he can carry games if left unchecked. He works well with strong disruptors and heroes who can cover for his weak early game.
Q – Storm Orb: Sends out a ball of lightning, which travels for 2 seconds and explodes.
Enemies in the path of the ball take 50 + (50% intelligence) damage.
Enemies in the explosion take 25/75/125/175/225 + (50% intelligence) + (50% strength) damage, and are slowed by 40% for 4 seconds. 14 second cooldown. 100/125/150/175/200 mana cost.
W – Storm Stomp: Stomps, stunning enemies for .8/1/1.2/1.4/1.6 seconds and pulling them towards the hero. Enemies hit take 70/100/130/160/190 + (50% strength) damage. 18/17/16/15/14 second cooldown. 75/100/125/150/175 mana cost.
E – Thunder Herald: Two part ability with a passive and an active.
Passive: Attacks deal 5/10/15/20/25 + (5/10/15/20/25% strength) + (5/10/15/20/25% intelligence) bonus damage.
Active: Gain (5% strength) + (5% intelligence) armor and 30/35/40/45/50% attack speed for 4 seconds. During this time, armor cannot be modified by other sources. 13/12/11/10/9 second cooldown. 100 mana cost.
R – Lightning Storm: Summon bolts of lightning on enemies in a large area around the hero that deal (5/7/9% current HP) + (12/15/18% intelligence) + (9% strength) damage. No cooldown. 50/90/130 mana cost.