
Static Remnant
Creates an explosively charged image of Storm Spirit that walks to the target position and lasts for 12 seconds. Will detonate and deal damage if an enemy unit comes near it.
Abilities, roles and builds with an explanation for every purchase.

HERO GAME PLANI pick off a vulnerable target, budgeting mana for initiation, control, and escape.
Storm Spirit is never one to miss a fight. Zipping from across the battlefield in a bolt of lightning, he strikes enemies from every direction with exploding remnants and charged attacks, then disappears while his enemies are still scrambling to react.
My recommendation is a starting point. We choose another position together with the team and for its needs.
Levels, lane control and joining the team at the right moment matter.
This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.
Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

Provide attack speed and switchable attributes for farming and managing my resources.

Strengthens a magic damage build and adds survivability for longer engagements.

Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

Provides a targeted silence for quick kills. I check whether the target has a dispel available.

Unlocks or upgrades Electric Vortex. The exact effects are shown below in the abilities section.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.
Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Creates an explosively charged image of Storm Spirit that walks to the target position and lasts for 12 seconds. Will detonate and deal damage if an enemy unit comes near it.

A vortex that pulls an enemy unit to Storm Spirit's location.
A vortex that pulls an enemy unit to Storm Spirit's location.
Electric Vortex affects all enemies within a radius around Storm Spirit.

Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Casting a spell creates an electrical charge, which is released in a burst on Storm's next attack, dealing damage and slowing nearby enemies.
Allows this ability to be activated to grant the owner and nearby allied heroes 3 charges of it. Charges increase attack speed and last 12 sec. or until consumed.

The hero turns into unstable electricity and races across the battlefield until reaching his destination or running out of mana. The spell’s initial cost is 25+7.5% of total mana.
The hero turns into unstable electricity and races across the battlefield until reaching his destination or running out of mana. The spell’s initial cost is 25+7.5% of total mana. It then costs 10 + 0,75% of total mana for every 100 units traveled. Damage is expressed as damage per 100 units traveled.
These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

For each kill and every 3 levels, the hero gains a charge that grants +0.2 mana regeneration. On death, 2 charges are lost. Each charge gained also permanently increases mana regeneration by 0.1.
For each kill and every 3 levels, the hero gains a charge that grants +0.2 mana regeneration. On death, 2 charges are lost. Each charge gained also permanently increases mana regeneration by 0.1.
These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.
Items, slang and real episodes help connect abilities with what happens in a match.