Storm Ball Guide
Quick Reference
| Item | Details |
|---|---|
| Recipe | Lightning + Wind |
| Effect | Every second, strikes nearby enemies with lightning dealing continuous AOE damage and slowing movement |
| Category | AOE / Crowd Control |
| Tier | S |
Rating
Storm is an S-tier evolved ball crafted from Lightning and Wind. Its defining feature is a passive area-of-effect lightning pulse that automatically fires every second, hitting all nearby enemies without any direct input. This makes Storm one of the most reliable sources of sustained area damage in the game.
The ball inherits chain-lightning behavior from its Lightning parent and the movement slow from Wind, creating a dual threat: Storm chips down groups of enemies while simultaneously preventing them from closing distance quickly. Note that Wind's -25% own damage penalty carries over — but the AOE upside far outweighs this drawback in most scenarios.
Because each Storm ball on the field fires independently every second, running multiple Storm balls stacks their passive pulses and scales DPS dramatically.
How to Obtain
- Recipe: Lightning + Wind
Both materials are accessible early-to-mid game. Craft Lightning from a base Lightning ball and Wind from a base Wind ball, then combine them into Storm as soon as both are available.
Evolutions
Storm is already among the strongest balls in the game at its tier. No confirmed further evolutions are currently known.
When to Pick
- You want persistent AOE damage without actively managing ball trajectories
- You are building toward a multi-ball strategy where Storm's pulses stack
- Enemies are grouping or rushing you and you need sustained crowd control
- You have passives that amplify lightning damage or area size
Best Characters
| Character | Synergy | Reason |
|---|---|---|
| Multi-ball deployers | S | Each Storm ball pulses independently — more Storm balls = exponentially more AOE DPS |
| Rapid-fire types | A | More bounces trigger more chain lightning procs and slow applications |
| Tanks / sustain builds | A | Slow keeps enemies at bay while Storm's DOT steadily whittles them down |
Recommended Passives
| Passive | Synergy |
|---|---|
| Lightning damage up | Directly increases Storm's per-second pulse damage |
| AOE radius up | Expands lightning strike range, hitting more targets per pulse |
| Ball count increase | More Storm balls active simultaneously multiplies total output |
| Slow enhancement | Extends or strengthens Wind's inherited slow for better crowd control |
| Damage penalty reduction | Offsets the Wind-inherited -25% damage debuff |
Tips
- Craft early — Both Lightning and Wind are common enough to assemble Storm before mid-game
- Stack multiples — Two or three Storm balls firing simultaneously is a massive DPS increase
- Leverage the slow — Let melee enemies advance into Storm's aura range while the slow prevents them from overwhelming you
- Mind the damage penalty — The inherited Wind debuff hurts burst builds; compensate with dedicated passive slots or avoid combining with single-hit damage amplifiers
TL;DR
Storm combines Lightning's chain damage and Wind's slow into a powerful passive AOE that fires every second. S-tier, easy to craft, and scales excellently with ball count. One of the best rounded evolved balls for sustained area control.