Maiden and Spell/Stormbeast
An unknown chimeric fusion of creatures who wields the power of lightning. She is fast, reckless, powerful, and frightening... a monster through and through, she revels in chaos and destruction.
She approaches opponents with blinding speed and beguiling doppelgangers, and strikes them with shocking attacks.
Stormbeast is an incredibly agile character with a lot of room for variance in playstyle. Her most common gameplan revolves around walling with fully charged basic alongside her doppelganger to lock opponents down and force checkmates whilst using wide to catch opponents moving. She is strong in most points of a match, but walling with charged basic becomes much more powerful at smaller arena sizes as her projectiles start taking up increasingly more space.
Storm is not only limited to walling, as she can use her unmatched mobility and malleable attacks to surprise her opponents. She can rush into melee range and escape pressure quickly, all the while using a mixture of options to make it difficult to move easily.
Doppelganger, Storm's offensive special, is her premier tool. It is a stationary clone that mimicks her wides and basics, effectively doubling her pressure. Thoughtful clone positioning can open up many offensive options and is a skill new Storm players should learn early and apply often.
These strengths do not come without flaws, as Storm's two offensive tools manipulate her movement speed significantly, and because her base movement speed is so high she can be particularly hard to control. Whilst this downside may seem simplistic, it is actually a drastic factor in how Storm is played and micro, the act of changing your position in small amounts to thread small gaps, can be particularly difficult for beginner and even intermediate Storms. The difficulty in controlling Storm is the reason why she is generally regarded as a hard character to play, not too dissimilar to a glass cannon character in more traditional fighting games.
Move Speed: 16px
Focus Speed: 4.5px
Basic Shot (Unfocused)
Basic Shot (Focused)
Offensive Special (Unfocused)
Offensive Special (Focused)
(Work in Progress)
go fast and shoot lightning
Addendum: While going fast, take care not to collide with your opponent's bullets.
(ToDo: Add Pictures)
One of the most versitile pieces of Stormbeast's kit and key in succeeding against any opponent. Generally you should always aim to have a clone active as the cooldown is lower than its duration.
The clone is most threatening when inside the arena, so try to avoid placing clones in undesirable positions such as outside the arena or in the wrong direction (if your opponent moves past you just before you cast it), as your opponent will have time to capitalise on you while you wait for the clone to come off cooldown.
Since it is undesirable for the opponent to move directly through the clone due to the risk of being hit by a wide or charged basic, you can place the clone between yourself and the opponent and use it as a detterant to create some breathing room.
By placing a clone on the opposite side of the opponent from your current poition, you can trap them in a pincer formation where your wide will generally confine them to a triangular space. Your opponent will also have to watch for attacks fired from behind while in this position, potentially making it harder for them to focus.
Because the clone becomes a threat simply by existing inside the arena, you can use it to deny your opponent of advantageous positioning (e.g. centre stage). However in doing so you might also deny yourself of perfered clone positioning for offensive techniques.
Charged Orb Techniques
Run up to the opponent and give em a big orb.
By utilising charged basic and positioning, Stormbeast can setup checkmates and effectively trap the opponent against a wall, forcing a defensive special or a hit. Like most of Stormbeast's moves there is no catch all strategy. Using this technique effectively boils down to understanding the positioning of yourself, your clone and the opponent. (TBC)
Flash Step Techniques
Since Flashstep deletes bullets upon teleporting, you can tap-cast it to effectively clear all minor bullets around you (similar to using bombs in shmups). This allows you to get out of a sticky situation without giving up your positioning or risking being hit while casting. As a side note, the rubberbanding caused by this ability may briefly confuse your opponent.
Because of its superior range, Flashstep can be used to bypass a wall of obstacles and get Stormbeast out of checkmate or otherwise difficult to dodge situations. However also be aware that Flashstep has a long cooldown so you should not rely on it to get you out of every bad situation.
Flashstep can also be used to quickly close the gap between you and your opponent, allowing you to suddenly pressure them or follow up on other moves (e.g. teleporting in front of a charged orb). Because Flashstep has a tendency to rubberband, especially at higher latency, you may be able to tag your opponent with an unexpected wide or melee.