1 month ago
2
Patch 11.1
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DRSTONE - NA

God of Summer Storms

Main Build
Build Section
Starting Build
Bumba's Dagger

Bumba's Dagger

+13
Physical Power
+25
Magical Power
+50
Health
+50
Mana

PASSIVE - Your Basic Attacks deal +25 True Damage and your Abilities deal +35% Damage versus Jungle Monsters. When you kill a Jungle Monster you are restored for 10% of the Monster's Health and 25 Mana. Can be upgraded at level 20.

Mace

Mace

+10
Physical Power

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Y10 Blink Rune

Y10 Blink Rune

Using this item will allow you to teleport up to 45 units away instantly. This item can not be used if you have taken or dealt damage in the last 3s. Cooldown - 140s.

Relic

Relic

Relics provide special powers available to all gods. Your first Relic is free at Level 1 and your Second Relic is unlocked once you reach Level 12.

Notes

Don't use abilities for movement just yet, prioritize exp until lvl3 before starting fights and lvl5 before attempting blink ganks.

Finished Build 1
Bumba's Hammer

Bumba's Hammer

+45
Physical Power
+60
Magical Power
+100
Health
+10%
Cooldown Reduction

PASSIVE - After casting an ability your next Basic Attack deals an additional 70 True Damage. After hitting a Basic Attack empowered by Bumba’s Hammer, your active cooldowns are reduced by 0.5s and you are healed for 80 Health.

Jotunn's Vigor

Jotunn's Vigor

+40
Physical Power
+150
Mana
+10
Physical Penetration
+20%
Cooldown Reduction

GLYPH - If you drop beneath 60% health, gain 15% Movement Speed and 30% Physical Ability Lifesteal for 8s. This effect may only occur once every 15s.

Hydra's Lament

Hydra's Lament

+30
Physical Power
+10
Physical Penetration
+10%
Cooldown Reduction
+200
Mana

PASSIVE - For 8s after using an ability, your next Basic Attack will deal an additional 25% damage. Abilities that function like basic attacks do not benefit from this. PASSIVE - This item grants 2.5 MP5 per 10% of your missing Mana.

Y10 Serrated Edge

Y10 Serrated Edge

+25
Physical Power
+10%
Physical Lifesteal
+20
Physical Penetration
+7%
Movement Speed

PASSIVE - For every non-ultimate ability on cooldown you gain a stack of Cruelty. Each stack provides 7 Physical Power and 2% Physical Lifesteal.

Heartseeker

Heartseeker

+45
Physical Power
+200
Mana
+20
Mp 5
+10
Physical Penetration

PASSIVE - Your abilities deal an additional 2% of the targets maximum Health as Physical Damage. If you have over 150 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 6% Maximum Health damage at 250 Physical Power. Subsequent hits on the same target do 75% of the bonus damage for the next 3s.

Brawler's Beat Stick

Brawler's Beat Stick

+45
Physical Power
+15
Physical Penetration

PASSIVE - Enemies hit by your Abilities have 40% reduced healing for 5 seconds. Getting a kill or assist on an enemy god creates a field that lasts 10s, providing allies within it 20 Power + 2 Per level. This effect can only occur once every 10 seconds.

Scorching Blink Rune

Scorching Blink Rune

Using this item will allow you to teleport up to 45 units away instantly, leaving behind a trail of wildfire that burns Enemies that pass through it for 20 (+ 4 per level) True Damage every 0.5s for the next 4s. Additionally, enemies hit have their Movement and Attack Speed Slowed by 15%. These effects persist for 1.5s after leaving the flames. This item can not be used if you have taken or dealt damage in the last 3s. Cooldown - 120s.

Temporal Beads

Temporal Beads

Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Additionally, your active cooldowns are reduced by 3s on use. Cooldown - 140s.

Potion of Power

Potion of Power

This consumable increases your Physical Power by 40, Magical Power by 70 and Penetration by 10 for 5 minutes or until you are killed.

Elixir of Defense

Elixir of Defense

This consumable provides 50 Magical and Physical Protection, 10% Damage Mitigation, 20% Crowd Control Reduction, and decreases damage taken from Structures by 25% for 6 minutes. This effect persists through death.

Notes

Feel Free to switch between serrated and brawler's position depending on what u need "%pen vs Physical Pen"

Leveling Order
Skills Section
Primary Order
Storm Kata
Storm Kata
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Wind Siphon
Wind Siphon
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Jet Stream
Jet Stream
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Typhoon
Typhoon
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Notes

Your bread butter combo is: (AA)->2->AA->3->AA->3->AA->1->AA->1->AA->1->AA

1st Auto is optional.

A good way to know if you've executed all the Auto Cancels correctly is you won't see your 2nd basic attack animation ever.

You won't have the freedom to use this combo in every fight.

Keep in mind, that the "Jet Stream" cloud's ability damage is higher than "Storm Katana" ability damage, so missing a target with your 3, will cost you a lot of DPS. "Storm Katana" really outshines "Jet Stream" only because of AA cancels and movement.

This main combo can be broken down into shorter combos depending on situation.

Example Combo with Storm Katana: (AA)->2->AA->1->AA->1->AA->1->AA

Example Combo with Jetstream: (AA)->2->AA->1->AA->1->AA->1->AA

Your ult is a very useful tool. You can either initiate with it or end a combo with.

Example Typhoon Start: (AA)->4 (knock-up)->Other_combo

Example Typhoon End: Other_combo->4 (knock-up)->AA

It is recommended to initiate team fights with Typhoon, since a large AOE knock-up can help your mage/adc to deal damage more easily. Unless you need to desperately secure a kill, there should be no reason for you to shoot Typhoon without charge time (no knock up).

Blink Rune on Susano is extremely powerful. When used correctly with "Jet Stream" you can make some interesting plays. For example, you can throw your "Jet Stream" in a safe location, blink in on an objective/enemy group, burst them using your other abilities and then press 3 to come out of the fight safely. There are many more ways to utilize it, and it really is all up to how creatively you use it.

Matchups
Gods Section
Strong Against
AgniAmaterasuAnhurAo KuangApolloArachneAwilixBastetCamazotzCernunnosChironDanzaburouDiscordiaFenrirHachimanHadesHelHou YiHun BatzIshtarIzanamiJanusJing WeiKaliLokiMaman BrigitteLancelotMercuryMerlinNeithRamaScyllaRatatoskrSerqetSun WukongThorUllrYu Huang
Notes

Susano is really good against gods who heavily rely on escapes. His "Jet Stream" is one of the best abilities in the game to chase down enemies. It can allow you to chase down enemies with long leaps, like scylla, agni, anhur, etc. Even ult escapes like loki, hachiman, merc and janus. It's imperative though to use "Jet Stream" right before they attempt to escape.

Susano is also really good against gods with innate beads and immunity abilities. Both the "Wind Syphon" and "Typhoon" are hard CCs and each can be used in different combos to bait out beads and immunities.

Playing Susano at higher skill level forces you to perform a lot of AA cancels. Without which he is not that useful. Items like Bumba's Hammer and Hydra's Lament can help you peel down tanks easily. But without AA cancels he pretty much dies in any 1v1 or team fight at higher skill level. I would suggest to master the "Jet Stream" AA cancel, which is the easiest to do, and then the "Storm Katana" AA cancel which is much harder to perform.

Weak Against
Ah PuchAresAnubisArtemisAthenaBellonaBacchusCharybdisChernobogCthulhuGaneshaHadesJormungandrMorgan Le FayNe ZhaNoxNu WaRaSkadiThanatosTsukuyomiThe MorriganZeusZhong KuiYmirYemojaTyrPoseidonKing Arthur
Notes

Any god that can hard CC Susano in more than way is a threat. Susano's main weaknesses are cripple and silence. Gods like Ganesh and Ares, can completely shutdown all of your plays if they focus you. Although it is not impossible to win against them 1v1, in team fights you will almost certainly die if they happen to silence/cripple you.

However with proper timing on using "Jet Stream" to escape, you can bait a lot of these abilities at the cost of some dps.

Gods immune to knockup also pose a threat to susano. Gods like Jorm, Tyr and Arthur who can't be knocked up will not allow susano to efficiently execute combos, making it much harder to land AA cancels from "Wind Siphon" and "Typhoon".