"A celestial being summoned to aid the Sentinel in their darkest hour; the Storm Spirit chose to manifest itself in the life essence of a humble elementalist, Raijin Thunderkeg. Though the Pandaren's soul perished during the profound surge of pure electrical essence, the divine entity even now seeks refuge in Raijin's body, unable to thrive on its own. However, despite its mortal imprisonment, the Storm Spirit is far from being limited of its tremendous powers. Able of manipulating vast, inexhaustible sources of energy in mysterious ways, it swiftly hails destructive sparks of lightning upon the Sentinel's adversaries, eradicating all that dared to cross its path."
Raijin creates a remnant of himself containg his essence. The Static Remnant will release its stored energy whenever an enemy unit comes near it. Lasts up to 12 seconds.
Level 1 - 140 Damage.
Level 2 - 180 Damage.
Level 3 - 220 Damage.
Level 4 - 260 Damage.
Cooldown: 4 Manacost: 70/80/90/100
Level 1: 70 mana, 4 sec cooldown.
Level 2: 80 mana, 4 sec cooldown.
Level 3: 90 mana, 4 sec cooldown.
Level 4: 100 mana, 4 sec cooldown.
Storm focuses his energy to rip open vortex drawing an enemy to it. This process slows the Storm Spirit down for a brief period.
Level 1 - Pulls 100 units over 1 second.
Level 2 - Pulls 150 units over 1.5 seconds.
Level 3 - Pulls 200 units over 2 seconds.
Level 4 - Pulls 250 units over 2.5 seconds.
Cooldown: 20 Manacost: 100
Level 1: 100 mana, 20 sec cooldown.
Level 2: 100 mana, 20 sec cooldown.
Level 3: 100 mana, 20 sec cooldown.
Level 4: 100 mana, 20 sec cooldown.
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.
Level 1 - 30 Damage.
Level 2 - 45 Damage.
Level 3 - 60 Damage.
Level 4 - 75 Damage.
Passive
Storm Spirit becomes enveloped with energy, losing his physical form, and travels until he depletes his mana or reaches his target. 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.
Rajin's abilites are synergies to one another. The first, Static Remnant helps tremendously throughout early stages of the game. Apart from its cheap casting cost, it also charges Rajin with the Overload ability. Moreover, its instant-cast-instant-effect trait hinders weak enemies from chasing you while you make your escape. Electric vortex on the other hand is somewhat similar to a 2.5-second stun. It does not deal damage but triggers the Overload ability as well. The biggest threat in Rajin's arsenal is Ball Lightning. It can be extremely annoying to opponents if used with quick reflexes. During my tryouts, I even had feedbacks such as "Your ulti like cock", "Hacker" and many more. Rajin is extremly deadly when he has anywhere near 2000 mana points and above. Even deadlier still when he is defending his base as he is able to zap to defend his tower and zap back all the way to the fountain again to regenerate.
My suggested strategy on how one should play Rajin :
Skills - Max Static Remant and Overload with the former having more priority. When capable of learning Ball Lightning do so. ( Lvl 6, 11, 16 ) Electric Vortex to be learned at lvl 10, 12, 13 and 14. The usual combo that I resort is to use Ball Lightning from a far distance. Upon arrival into combat zone, release Static Remant and Overload. Electric Vortex, Hex ( from Guinsoo ) and Shiva's freeze are all deadly as well when added together.
Items - One of the essential items that I would recommend would be Bloodstone. You need not waste money on Null Talismans and/or Bracers. Just go for an energy booster after getting boots and upgrade from thereon. The good thing abt getting Bloodstone early is that you are able to accumulate charges on it. In 6.59, each charge accounts for 2 hp and mana regeneration but it has been reduced to 1.5 in 6.60. The reason why I prefer Bloodstone over Guinsoo first is that Rajin requires hp as well since it is an INT hero. It would probably be safer to have 1.4/1.5k hp during levels 10-16. When the game develops further, consider Orchid Malevolence, Shiva's Guard and Linken Sphere. Linken would be a smart choice if there are disablers on your opponents team. The other two are equally deadly as well. So choose at your discretion.
Here is a
copy of the replay whereby my frag was 27-6 while using Rajin. ( IGN : DeathLancer ) Good luck with your tryout and have fun. Any feedbacks and comments are welcomed.
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