Maiden and Spell/Stormbeast

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MnS Storm.png

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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.

Overview

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


Strengths Weaknesses
  • Fastest character in the game, allowing her to maneuver around the stage easily.
  • Strong checkmate potential at all points in a match.
  • Doppelganger is an incredibly potent tool that doubles the amount of projectiles onscreen at any given time.
  • Her strong movement is a double-edged sword, as she's not only the fastest character in the game, but both basic and wide affect her movement speed drastically, making dodging and positioning difficult.

Movelist

Basic Shot (Unfocused)

MnS Storm Basic i.png Bolt Strike
Cast
MnS Storm Basic 1.pngMnS Storm Basic 2.png
MnS Storm Basic 3.pngMnS Storm Basic 4.png
Shot Type Startup Cooldown
Major Casting (30ms to 150ms) + 580ms (uncharged)
550ms (charged / in hands)
Radius Speed Angle
75px (Uncharged)
220px (Full Charge)
14px (Uncharged)
5px (Full Charge)
0
Move Speed Multiplier Move Lock Direction Lock
15% Casting (30ms to 150ms uncharged)
15% Casting (min 360ms charged)
40%, 500ms
0%, 500ms
Action Lock Combo Time Invincibility Time
Attack, 700ms
Spell, 700ms
'
Extremely versatile move. If released uncharged, moves fairly quickly, though its active time is related to when you released the cast. Once it begins charging, it will always gain a hitbox at the same time, regardless of when you release it. The greater the charge, the bigger it is, but the slower it will move when released. Can effectively uses as a melee weapon by holding onto it in the opponent's face while charging.

Gains full charge after 800ms cast time.

Despite being a Major projectile, while Bolt Strike is being held in your hands, Novi Life cannot erase it. This protection is lost the moment you release it.

Basic Shot (Focused)

MnS Storm Basic i.png Bolt Strike: Railgun
Cast
MnS Storm Basic2 1.pngMnS Storm Basic2 2.png
Shot Type Startup Cooldown
Major casting (30ms to 150ms) + 880ms
Radius Speed Angle
75px 24px 0
Move Speed Multiplier Move Lock Direction Lock
15% casting (30ms to 150ms)
40%, 500ms
0%, 500ms
Action Lock Combo Time Invincibility Time
Attack, 700ms
Spell, 700ms
Railgun is a significantly delayed version of your uncharged Bolt Strike, which travels much faster than the normal version. Used by focusing as you finish your cast, either with the minimum cast time or the move begins charging. As your clone shares your exact focus time but the Bolt Strike release time is delayed for your clone by 100ms, you have a 100ms window to either press or release focus after finishing your uncharged cast to have only one of you use railgun, and which one. You can use it to change up your pressure patterns by having a quick attack fill a hole, or by using its delay to fire something to meet up with you later as you're doing pressure elsewhere.

Wide Shot

MnS Storm Wide i.png Discharge
Hold
MnS Storm Wide.png
Shot Type Startup Cooldown
Minor 340ms > 500ms
Radius Speed Angle
15px 16.5px 65, -65, 115, -115
> 25, -25, 155, -155
Move Speed Multiplier Move Lock Direction Lock
130%, 420ms
Action Lock Combo Time Invincibility Time
Attack, 320ms 420ms
You move much faster while using this. Each volley fires eight bolts, two to your left and two to your right then two forward and two back. It has a pretty big deadzone near the user, but then, that's what Bolt Strike is for. It's not really that threatening by itself, but when it's coming from two places at once, and one of those places is moving very quickly, it can easily tag people who are trying to reposition to deal with Bolt Strike, making it a good passive movement restriction.

Offensive Special (Unfocused)

MnS Storm OS i.png Doppelganger
Hold
MnS Storm OS 1.png
MnS Storm OS 2.pngMnS Storm OS 3.png
Shot Type Startup Cooldown
7s
Radius Speed Angle
600px See notes* Straight Left/Right
Move Speed Multiplier Move Lock Direction Lock
0% 600ms
Action Lock Combo Time Invincibility Time
Attack, 500ms
Spell, 500ms
Sends out a clone 600px over 600ms that stays in place and mimics your basic and wide shots. Lasts for 15 seconds, or until Doppelganger is reused. Mimics your basic shot 100ms after you use yours, while mimicking your wide shot at the same time as yours. Because it mimics wide shot instantly, you can have the first wide shot come out of it out of its final position if used in the 100ms period after attack lock ends before it reaches its final position.

Its position is interpolated from the starting point to the ending point over 600ms with the formula
3 * .5 * (time/600ms) * [1  - (time/600ms)]^2 + 3 * .95 * [1 - (time/600ms)] *(time/600ms)^2  + (time/600ms)^3
.

Offensive Special (Focused)

MnS Storm OS i.png Shortened Doppelganger
MnS Storm OS2.png
Shot Type Startup Cooldown
7s
Radius Speed Angle
300px See notes* Straight Left/Right
Move Speed Multiplier Move Lock Direction Lock
0% 600ms
Action Lock Combo Time Invincibility Time
Attack, 300ms
Spell, 300ms
Variant of normal Doppelganger which sends it out half the distance over half the time. Otherwise considered the same move, keeping the same cooldown and overwriting / being overwritten by the regular doppelganger upon reuse. Its function to move into place is the same as regular Doppelganger's (but moving 300px over 300ms), although since the duration is only 300ms this is irrelevant to gameplay and is purely an aesthetic touch.

Defensive Special

MnS Storm DS i.png Flash Step
Cast
MnS Storm DS 1.pngMnS Storm DS 2.png
Shot Type Startup Cooldown
Intangible Casting (min 30ms) + 300ms + distance/4 ms 12s
Radius Speed Angle
400px Casting 39px
Straight Left/Right
Move Speed Multiplier Move Lock Direction Lock
0% Casting (min 30ms)
Action Lock Combo Time Invincibility Time
Action, 300ms + distance/4 ms 200ms Casting
600ms + distance/4 ms
Hold down button to cast a shadow of yourself across the field, and release to teleport to it 300px later over a period of distance/4 ms from the position you finished casting from (not the position you were in when you teleported, as you have full movement after releasing the cast which is not accounted for in this). You can't act until you reappear, and the burst you make can't deal damage to your opponent but will destroy minor projectiles. You have Minor Invincibility from the moment you finish casting until 300ms after you reappear. The shadow will not travel closer than 85px to a wall, capping the travel time at 528.75ms if cast from one side of a full-sized battlefield to the other.

Strategy

(Work in Progress)
go fast and shoot lightning
Addendum: While going fast, take care not to collide with your opponent's bullets.

Clone Positioning

(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.

Defensive Position

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.

Pincer

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.

Denying Positioning

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

Melee

Run up to the opponent and give em a big orb.

Walling

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

"Bombing"

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.

Bypassing Obstacles

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.

Approaching

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.


General
Controls
Basics
System
Patch Notes
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