Dream » ugotDEAGed » Stormbringer
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Health: 530

Mana: 234

Hero Name
Stormbringer [v1.005]
Primary Attribute
Base Attributes
Per Level Gain
Hero Backstory:
Rising from the ancient seas, Stormbringer has the power to use water and the ocean to his advantage. Using guidance from Poseiden himself, Stormbringer has the power to control all bodies of water around him making him a strong adversary in Newerth.
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Base Attack Type
Base Attack Notes:
Stormbringer has a range of 550. He carries around what looks like a snowball, but it is a globe of water. He throws it at his enemies. His base damage will be 30-34 (+18 intellect) for 48 - 52.
  • Hero Roles
Primary Role
Secondary Role
Role Notes:
Stormbringer derives his power from the river. He will travel faster, do more damage and slow enemies. His skills revolve around him being in water and allow him to create water on land for himself. He is a helpful supporter with slows and push skills. He can also be powerful late game with high movement speed and increased damage in water. Mid game is where Stormbringer will excel the most, while the river is being used alot.
  • Hero Abilities
Ability 1 Name
Tidal Wave
Ability 1 Action Type
Vector Target
Ability 1 Notes:
Stormbringer sends a wave of water in a specified direction, clearing trees and dealing magic damage. The wave will also push any units/heroes until the wave recedes. The wave leaves lingering water on the map.

Activation: [Q]
Target: Ground - Vector
Type: Magic
Damage: 100/160/220/280
Manacost: 100/120/140/160
Cooldown: 12/11/10/9 seconds
Cast Range: 500/600/700/800
Cast Width: 300
Wave Push: 500
Water Linger: 15 seconds

Notes: This skill can be used offensively or defensively. Since it is a vector target, the cast range can pull/push enemies toward/away from you. This skill is very similar to Zephyr's Gust ability and can be thought of in the same way. This ability can also knock down trees to help escape. The width of the wave is wider than Zephyr's Gust. This wave will also knock creeps back as well. The water will linger after use leaveing a pool about 300 width and 500 length. With the linger longer than the cooldown, it is possible to leave water all around the lane for use of the other skills.
Ability 2 Name
Sonar Pulse
Ability 2 Action Type
Target - Ground
Ability 2 Notes:
Sends out a pulse in a straight line that travels until it hits a wall or tree giving vision along its travel path. If the pulse passes through an enemy hero along its course, the hero takes magic damage and a small stun.

Activation: [W]
Target: Ground
Type: Magic
Damage: 25/50/75/100
Mini-Stun: .2/.3/.4/.5 seconds
Range: Global
Manacost: 50
Cooldown: 30 Seconds
Cast Time: Instant
Movement Speed: 250
Vision Radius: 350

Notes: This is an interesting skill as it is like a mobile ward. The pulse cannot be destroyed by creeps or heroes and will travel until it hits a tree or wall. The damage from this skill is only taken if the pulse passes through a unit. Units can only take damage once from the pulse. The pulse is similar in size to a ward, so very small. The uses would be for throwing down lanes to grant vision. The pulse moves slow enough so allies may see what is coming from down the lane. This skill will pass through towers unimpeded. It would be possible from the fountain to throw down and scout entire lanes for a brief glimpse of what is coming.
Ability 3 Name
Ability 3 Action Type
Target - Ground
Ability 3 Notes:
Stormbringer creates pools of water to heighten his power.

Grants Stormbringer bonus movement speed while in water.
10%/15%/20%/25% movement speed boost

Creates a Whirlpool, slowing enemy units.

Activation: [E]
Target: Ground
Manacost: 125
Cooldown: 20/18/16/14 Seconds
Cast Radius: 600
Cast Time: Instant
Duration: 10 Seconds
Slow: 10%/15%/20%/25%

Notes: This skill is used to combo with Stormbringers Ultimate. He creates a pool to slow enemies similar to Geomancer's Sand Pit. The water is useful though, since Stormbringer gains movement speed on water. The river is going to be his new mode of transportation.
Ability 4 Name
Raging Waters
Ability 4 Action Type
Ability 4 Notes:
While Stormbringer is in any body of water, all enemy units are affected by Raging Sea.

Range: Global (Stormbringer must be in the same body of water)

Raging Sea Effect:
Enemy Heroes take 10/20/30 Magic Damage per second while in the same body of water as Stormbringer.
Enemy Heroes take 1%/5%/10% increased Damage from skills while in the same body of water as Stormbringer

Notes: The seas becomes violent when Stormbringer steps in. The river turns violent and rough. The aura damage will stack with other aura effects such as Mock of Brilliance. This ult is rendered usless if Stormbringer isn't in the water. This ult will affect heroes at the top of the river even if Stormbringer is at the bottom of the river. That would be the reason for global range. Stormbringers skills leave lingering water on the map for him to travel on and affect enemy heroes. If enemy heroes from the top lane are trying to escape down the river, Stormbringer needs only to step into the river from bottom lane to create a Raging Sea. This can be a very big team fight changer in areas around the runes and Kongor.

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