{"id":17579,"date":"2026-02-18T14:44:21","date_gmt":"2026-02-18T14:44:21","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/stormsurge\/"},"modified":"2026-02-25T14:21:40","modified_gmt":"2026-02-25T14:21:40","slug":"stormsurge","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/stormsurge\/","title":{"rendered":"Stormsurge"},"content":{"rendered":"\n<p><strong>Stormsurge<\/strong> is a <strong>2800-gold Legendary mage item<\/strong> providing <strong>+90 AP<\/strong> (SR base; see Arena differences), <strong>+15 magic penetration<\/strong>, and <strong>+6% movement speed<\/strong> (SR base). Its two-stage passive delivers a delayed lightning execute: <strong>STORMRAIDER<\/strong> triggers when the carrier deals damage equal to <strong>25% of an enemy champion&#8217;s maximum health within 2.5 seconds<\/strong>, inflicting the target with <strong>Squall<\/strong> (30-second cooldown starting on Squall&#8217;s application). <strong>SQUALL<\/strong> then fires <strong>2 seconds later<\/strong> as a lightning strike dealing <strong>125 (+ 10% AP) magic damage<\/strong> (SR values). If the target <strong>dies before the 2-second lightning fires<\/strong>: the Squall emits an <strong>electric field instantly<\/strong>, shocking all enemy champions in a <strong>600-unit radius<\/strong> for the same damage. <strong>Arena modified values<\/strong>: AP 90 (same), MS 4% (down from 6%), SQUALL base damage 180 (up from 125), SQUALL AP ratio 30% AP (up from 10% AP). SQUALL deals <strong>area damage and triggers spell effects<\/strong>. SQUALL is <strong>auto-targeted<\/strong>. The range modifier for SQUALL is calculated <strong>at the moment Squall is applied<\/strong>, not when the lightning fires 2 seconds later. Stormsurge is the <strong>anti-burst-survival mage item<\/strong> \u2014 STORMRAIDER rewards burst combos that chunk enemies for 25%+ max HP, and SQUALL&#8217;s 2-second delay creates a <strong>death clock<\/strong> on enemies who can&#8217;t heal 25% max HP in under 2 seconds. The on-death AoE electric field makes Squall valuable even when the target escapes \u2014 it fires instantly from the escaping champion&#8217;s position at the moment of their death.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcca Stats \u2014 SR vs Arena Comparison<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Stat<\/strong><\/td><td><strong>SR Base<\/strong><\/td><td><strong>Arena<\/strong><\/td><td><strong>Change<\/strong><\/td><\/tr><tr><td>Ability Power<\/td><td>+90 AP<\/td><td>+90 AP<\/td><td>No change \u2014 same in Arena<\/td><\/tr><tr><td>Magic Penetration<\/td><td>+15 magic pen<\/td><td>+15 magic pen<\/td><td>No change<\/td><\/tr><tr><td>Movement Speed<\/td><td>+6% MS<\/td><td>+4% MS<\/td><td>Arena reduces MS by 2%<\/td><\/tr><tr><td>SQUALL Base Damage<\/td><td>125 magic damage<\/td><td>180 magic damage<\/td><td>Arena increases by 55 \u2014 significant burst increase<\/td><\/tr><tr><td>SQUALL AP Ratio<\/td><td>+10% AP<\/td><td>+30% AP<\/td><td>Arena triples the AP scaling from 10% to 30%<\/td><\/tr><tr><td>STORMRAIDER Trigger<\/td><td>25% max HP in 2.5 seconds<\/td><td>25% max HP in 2.5 seconds<\/td><td>No change<\/td><\/tr><tr><td>STORMRAIDER Cooldown<\/td><td>30 seconds (starts on Squall application)<\/td><td>30 seconds<\/td><td>No change<\/td><\/tr><tr><td>SQUALL Delay<\/td><td>2 seconds after application<\/td><td>2 seconds<\/td><td>No change<\/td><\/tr><tr><td>On-Death Electric Field<\/td><td>600-unit radius, same damage as SQUALL<\/td><td>600-unit radius<\/td><td>No change in mechanic; Arena damage values apply<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 Arena&#8217;s SQUALL Is Dramatically More Powerful Than SR: <\/strong>The Arena version of SQUALL increases the base damage from <strong>125 to 180<\/strong> (+55, a 44% increase) and the AP ratio from <strong>10% to 30% AP<\/strong> (tripling the scaling). At 300 AP on SR: SQUALL = 125 + 30 = 155 magic damage. At 300 AP in Arena: SQUALL = 180 + 90 = <strong>270 magic damage<\/strong> \u2014 <strong>74% more damage from the same AP investment<\/strong>. At 500 AP in Arena (high-AP build): 180 + 150 = <strong>330 magic damage per SQUALL<\/strong>, plus the on-death AoE fires 330 magic damage to all enemies in 600 units if the target dies before the lightning. This makes Stormsurge&#8217;s passive <strong>a meaningful burst contribution in Arena<\/strong> rather than a minor passive rider, and the on-death electric field becomes a genuine teamfight tool in Arena&#8217;s condensed 2v2 fights where both opponents are frequently within 600 units.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udd28 Recipe &amp; Build Path<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Component<\/strong><\/td><td><strong>Cost<\/strong><\/td><td><strong>Stats<\/strong><\/td><td><strong>Notes<\/strong><\/td><\/tr><tr><td>Hextech Alternator<\/td><td>1100 gold (300g combine)<\/td><td>+40 AP<\/td><td>Core AP foundation component \u2014 two Amplifying Tomes into Alternator<\/td><\/tr><tr><td>\u21b3 Amplifying Tome<\/td><td>400 gold<\/td><td>+20 AP<\/td><td><\/td><\/tr><tr><td>\u21b3 Amplifying Tome<\/td><td>400 gold<\/td><td>+20 AP<\/td><td><\/td><\/tr><tr><td>Aether Wisp<\/td><td>900 gold (500g combine)<\/td><td>+30 AP, +5% MS<\/td><td>Second component adding AP and movement speed<\/td><\/tr><tr><td>\u21b3 Amplifying Tome<\/td><td>400 gold<\/td><td>+20 AP<\/td><td><\/td><\/tr><tr><td>Combine Cost<\/td><td>800 gold<\/td><td><\/td><td>High combine cost relative to total item cost<\/td><\/tr><tr><td>TOTAL<\/td><td>2800 gold<\/td><td>+90 AP, +15 magic pen, +6% MS (SR); +4% MS (Arena)<\/td><td>2800g is below the standard 3000g+ Legendary tier \u2014 cost-efficient for stat density<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 2800 Gold Cost-Efficiency: <\/strong>Stormsurge at 2800 gold is <strong>below the standard 3100-3300g Legendary item cost<\/strong> seen in most fighter and tank Legendaries. For 90 AP + 15 magic pen + 6% MS + STORMRAIDER\/SQUALL passive at 2800g, the <strong>AP gold efficiency alone is favorable<\/strong> relative to standard 3100g mage items. The 15 magic penetration is a flat penetration stat comparable to 390g Sorcerer&#8217;s Shoes for free in the passive stat line. <strong>Cost-efficient burst investment for mages who need AP and magic penetration without spending 3100+ gold<\/strong><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u26a1 Passive Mechanic \u2014 STORMRAIDER + SQUALL (Two-Stage System)<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Stage 1 \u2014 STORMRAIDER: Trigger Condition<\/strong><\/h3>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value \/ Mechanic<\/strong><\/td><\/tr><tr><td>Trigger<\/td><td>Deal damage equal to 25% of an enemy champion&#8217;s maximum health within 2.5 seconds<\/td><\/tr><tr><td>Target Scope<\/td><td>Per enemy champion \u2014 each opponent tracks their own 25% threshold independently<\/td><\/tr><tr><td>Time Window<\/td><td>2.5 seconds \u2014 damage must accumulate within this rolling window<\/td><\/tr><tr><td>Threshold<\/td><td>25% of target&#8217;s maximum health \u2014 at 3000 max HP target: 750 damage within 2.5 seconds triggers STORMRAIDER<\/td><\/tr><tr><td>Result<\/td><td>Target is inflicted with Squall<\/td><\/tr><tr><td>Cooldown<\/td><td>30 seconds, starting at the moment Squall is applied \u2014 not from the triggering damage<\/td><\/tr><tr><td>Cooldown Scope<\/td><td>Per target? Or per carrier? \u2014 verify current patch; the 30-second CD scope determines whether STORMRAIDER can trigger on multiple targets within 30 seconds<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 25% Max HP in 2.5 Seconds \u2014 What This Means in Practice: <\/strong>The STORMRAIDER threshold requires <strong>25% of the target&#8217;s maximum health as damage within a 2.5-second rolling window<\/strong>. Against typical Arena target HP values: a 2000 HP target requires 500 damage in 2.5 seconds; a 3000 HP target requires 750 damage; a 4000 HP tank requires 1000 damage. For burst mages who deal 600-1500+ damage in a single ability rotation, <strong>the 25% threshold is trivially met against squishes but may require 2-3 abilities against HP-stacking tanks<\/strong>. The 2.5-second window is generous for burst combos \u2014 a standard Q-W-E rotation completes in under 1 second for most mages, <strong>triggering STORMRAIDER on the same combo that also kills the target.<\/strong> Against targets who are NOT killed by the burst: SQUALL fires 2 seconds later as a bonus damage rider.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Stage 2 \u2014 SQUALL: The Delayed Lightning<\/strong><\/h3>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>SR Value<\/strong><\/td><td><strong>Arena Value<\/strong><\/td><\/tr><tr><td>Trigger<\/td><td>2 seconds after STORMRAIDER applies Squall to the target<\/td><td>Same<\/td><\/tr><tr><td>Damage \u2014 Alive Target<\/td><td>125 (+ 10% AP) magic damage<\/td><td>180 (+ 30% AP) magic damage<\/td><\/tr><tr><td>Damage Type<\/td><td>Area damage \u2014 triggers spell effects<\/td><td>Same<\/td><\/tr><tr><td>Targeting<\/td><td>Auto-targeted \u2014 fires at the target automatically<\/td><td>Same<\/td><\/tr><tr><td>Range Modifier Calculation<\/td><td>Calculated at moment of Squall application (not when lightning fires)<\/td><td>Same<\/td><\/tr><tr><td>On-Death Field: Trigger<\/td><td>If target dies BEFORE the 2-second lightning fires<\/td><td>Same<\/td><\/tr><tr><td>On-Death Field: Radius<\/td><td>600-unit AoE centered on dying target<\/td><td>Same<\/td><\/tr><tr><td>On-Death Field: Damage<\/td><td>Same as SQUALL damage (125 + 10% AP on SR; 180 + 30% AP in Arena)<\/td><td>180 + 30% AP in Arena<\/td><\/tr><tr><td>On-Death Field: Target<\/td><td>All enemy champions within 600 units<\/td><td>Same<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>SR EFFECT: <\/strong>After 2 seconds of having applied Squall, strike the target with lightning, dealing <strong>125 (+ 10% AP) magic damage<\/strong>. If the target dies before being struck, they emit an electric field instantly that shocks all enemy champions in a 600-unit radius, dealing the same damage.<\/p>\n\n\n\n<p><strong>ARENA EFFECT: <\/strong>After 2 seconds, strike the target dealing <strong>180 (+ 30% AP) magic damage<\/strong>. On-death electric field: 180 (+ 30% AP) magic damage in 600-unit radius instantly.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>SQUALL Damage Reference Table<\/strong><\/h3>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>AP<\/strong><\/td><td><strong>SR SQUALL (125 + 10%)<\/strong><\/td><td><strong>Arena SQUALL (180 + 30%)<\/strong><\/td><td><strong>Arena vs SR Increase<\/strong><\/td><\/tr><tr><td>0 AP<\/td><td>125 magic<\/td><td>180 magic<\/td><td>+55 (+44%)<\/td><\/tr><tr><td>100 AP<\/td><td>135 magic<\/td><td>210 magic<\/td><td>+75 (+56%)<\/td><\/tr><tr><td>200 AP<\/td><td>145 magic<\/td><td>240 magic<\/td><td>+95 (+66%)<\/td><\/tr><tr><td>300 AP<\/td><td>155 magic<\/td><td>270 magic<\/td><td>+115 (+74%)<\/td><\/tr><tr><td>400 AP<\/td><td>165 magic<\/td><td>300 magic<\/td><td>+135 (+82%)<\/td><\/tr><tr><td>500 AP (Rabadon&#8217;s build)<\/td><td>175 magic<\/td><td>330 magic<\/td><td>+155 (+89%)<\/td><\/tr><tr><td>600 AP (maximum build)<\/td><td>185 magic<\/td><td>360 magic<\/td><td>+175 (+95%)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 The On-Death Electric Field \u2014 The Hidden Value: <\/strong>The on-death mechanic is <strong>frequently underestimated<\/strong> because it sounds conditional \u2014 it only fires if the target dies before the 2-second SQUALL hits. In practice, <strong>burst mages who trigger STORMRAIDER frequently kill their target with the same combo that triggered it<\/strong>. Against a target at 50% HP who takes a full burst rotation: the combo deals the burst damage, STORMRAIDER triggers from the 25%+ damage threshold, <strong>the target dies from the burst combo within the same rotation<\/strong>, and the on-death electric field fires instantly from the kill position \u2014 <strong>dealing SQUALL damage to all enemies in 600 units of the kill position<\/strong>. In Arena&#8217;s 2v2, if the partner is within 600 units of the killed target (very common in Arena&#8217;s close-quarters fights), the electric field hits the second opponent simultaneously with the kill. <strong>Against clustered opponents, the on-death field effectively delivers SQUALL damage to both targets simultaneously<\/strong><\/p>\n\n\n\n<p><strong>\ud83d\udca1 Range Modifier Calculated at Application \u2014 Not at Lightning: <\/strong>The documented note states: <strong>the range modifier is calculated at the moment of applying Squall, regardless of cast instances and when its damage is dealt<\/strong>. This means the SQUALL range categorization (whether SQUALL is considered long-range, short-range, or standard-range for interactions that scale with range) is locked in at the <strong>2.5-second trigger window<\/strong> \u2014 not recalculated 2 seconds later when the lightning actually fires. If the target moves from short-range to long-range after SQUALL is applied, the range modifier <strong>does not update<\/strong> \u2014 the original range at application is used for all calculations.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 SQUALL is Auto-Targeted Area Damage \u2014 Triggers Spell Effects: <\/strong>SQUALL fires automatically on the afflicted target \u2014 no secondary aim or activation required. The lightning fires 2 seconds after STORMRAIDER applies Squall with zero player input. Additionally, SQUALL deals <strong>area damage, triggering spell effects<\/strong> (Liandry&#8217;s Torment, Demonic Embrace SINISTER PACT, Horizon Focus FOCUS, etc.) on the target. This spell-effect trigger from an <strong>automatic delayed damage source<\/strong> means mages with spell-effect items generate additional passive damage from SQUALL&#8217;s auto-trigger without any additional action \u2014 the carrier can be doing other things during the 2-second wait, and the spell-effect triggers fire at the 2-second mark alongside the SQUALL lightning.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcca Map-Specific Differences \u2014 Complete Summary<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>SR<\/strong><\/td><td><strong>ARAM<\/strong><\/td><td><strong>Nexus Blitz<\/strong><\/td><td><strong>Arena<\/strong><\/td><\/tr><tr><td>AP<\/td><td>+90<\/td><td>Not documented separately \u2014 assume SR base<\/td><td>Not documented separately<\/td><td>+90 (same)<\/td><\/tr><tr><td>Magic Penetration<\/td><td>+15<\/td><td>Same<\/td><td>Same<\/td><td>Same<\/td><\/tr><tr><td>Movement Speed<\/td><td>+6%<\/td><td>Not documented separately<\/td><td>Not documented<\/td><td>+4% (reduced)<\/td><\/tr><tr><td>SQUALL Base Damage<\/td><td>125<\/td><td>Not documented separately<\/td><td>Not documented<\/td><td>180 (+55)<\/td><\/tr><tr><td>SQUALL AP Ratio<\/td><td>10%<\/td><td>Not documented separately<\/td><td>Not documented<\/td><td>30% (+20%)<\/td><\/tr><tr><td>STORMRAIDER Trigger<\/td><td>25% max HP \/ 2.5s<\/td><td>Same<\/td><td>Same<\/td><td>Same<\/td><\/tr><tr><td>On-Death Field<\/td><td>Same formula<\/td><td>Same formula<\/td><td>Same formula<\/td><td>180 + 30% AP in Arena<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Who Benefits Most From Stormsurge<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Champion Archetypes<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Burst AP Mages Whose Combos Deal 25%+ Max HP in Under 2.5 Seconds: <\/strong>STORMRAIDER requires <strong>25% of the target&#8217;s maximum health as damage within 2.5 seconds<\/strong> \u2014 a threshold that <strong>burst mages meet trivially against squishes but may require optimization against HP-stacking tanks<\/strong>. Champions whose standard Q-W-E rotation deals 800-1500+ magic damage in under 1 second (Syndra, Lux, Veigar, Annie) consistently trigger STORMRAIDER on virtually any opponent. The SQUALL then fires 2 seconds later as a <strong>bonus damage rider on surviving targets or as an on-death AoE on killed targets<\/strong>. Both outcomes generate value \u2014 surviving targets take delayed bonus damage they cannot fully react to, and killed targets spray bonus damage to adjacent opponents.<\/li>\n\n\n\n<li><strong>Mages Who Need Magic Penetration Alongside AP Without Spending 3100+ Gold: <\/strong>Stormsurge at 2800g provides 90 AP + 15 magic pen \u2014 <strong>Sorcerer&#8217;s Shoes provide 15-18 magic pen for 1100g<\/strong>, meaning Stormsurge&#8217;s magic pen is equivalent to getting Sorcerer&#8217;s Shoes&#8217; core stat for effectively free inside the item cost. Mages who run Sorcerer&#8217;s Shoes + Stormsurge reach <strong>30+ flat magic pen before percentage penetration<\/strong>, significantly reducing the effective MR of targets below 30-40 MR (covering most non-tank opponents). The <strong>combination of Stormsurge + Sorcerer&#8217;s Shoes creates the highest flat magic penetration two-slot combination<\/strong> available without sacrificing AP items to dedicated penetration.<\/li>\n\n\n\n<li><strong>Mages Who Kill Targets in Clustered Positions (Arena 2v2 and SR Team-Fight): <\/strong>The on-death electric field is most valuable when the killed target is adjacent to other opponents \u2014 the 600-unit radius AoE from the kill position hits all enemies nearby. In Arena&#8217;s 2v2, if the partner is fighting within 600 units of the killed target (standard in Arena&#8217;s melee-range fights), <strong>the electric field hits the partner opponent for full SQUALL damage immediately on kill<\/strong> \u2014 turning a single-target burst rotation into a pseudo-AoE burst sequence. The carrier deals full burst to Target A \u2192 Target A dies \u2192 electric field hits Target B for 180 + 30% AP (Arena) instantly. Two-champion burst damage from a single-target combo.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Champion Examples \u2014 Arena and SR<\/strong><\/h3>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Champion<\/strong><\/td><td><strong>Why Stormsurge<\/strong><\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/veigar-the-tiny-master-of-evil\/\">Veigar<\/a><\/td><td>Baleful Strike Q + Dark Matter W + Event Horizon E into Primordial Burst R: standard Veigar combo easily clears 25% max HP threshold; Primordial Burst R deals 100% missing HP to squishes \u2014 kills trigger on-death electric field at kill position; growing AP from Q stacking amplifies Arena&#8217;s 30% AP SQUALL scaling over the game; at 500+ AP from stacks: SQUALL = 180 + 150 = 330 magic from each SQUALL proc<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/syndra-the-dark-sovereign\/\">Syndra<\/a><\/td><td>Dark Sphere Q spam creates rapid 25% HP accumulation; Unleashed Power R with 7+ spheres dumps damage fast enough to trigger STORMRAIDER mid-R; on-death electric field from R-killed target immediately hits second Arena opponent \u2014 Syndra&#8217;s R targets one enemy, electric field hits the other; Force of Will E sphere throw into SQUALL fires 2 seconds after throw as ability rider<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/lux-the-lady-of-luminosity\/\">Lux<\/a><\/td><td>Final Spark R deals burst damage that trivially triggers STORMRAIDER on squishy targets; Light Binding Q + Lucent Singularity E + R combo completes in under 1 second at standard cooldowns; on-death electric field from R-killed opponent at long range fires toward adjacent partner opponent in Arena; 15 magic pen + Sorcerer&#8217;s Shoes reaches 30+ flat pen for near-zero effective MR on squishes<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/annie-the-dark-child\/\">Annie<\/a><\/td><td>Pyromania stun passive (every 4th spell): Disintegrate Q + Incinerate W + Molten Shield E sequences trigger STORMRAIDER within 2.5 seconds; Summon: Tibbers R AoE damages both Arena opponents simultaneously \u2014 both may exceed 25% threshold with single R; R deals AoE magic damage triggering STORMRAIDER on multiple targets; 6% MS (SR) \/ 4% MS (Arena) helps Annie position for melee-range Tibbers<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/lissandra-the-ice-witch\/\">Lissandra<\/a><\/td><td>Ice Shard Q poke builds toward 25% threshold; Ice Tomb R self-cast provides stasis safety during 2-second SQUALL wait; Glacial Path E repositioning + Ring of Frost W instant stun creates STORMRAIDER trigger window; Frozen Tomb R on opponent combined with SQUALL firing 2 seconds into the freeze: opponent unfreezes into SQUALL landing \u2014 the timing aligns stun expiry with lightning strike<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/orianna-the-lady-of-clockwork\/\">Orianna<\/a><\/td><td>Command: Attack Q + Command: Dissonance W + Command: Shockwave R: AoE burst from R triggers STORMRAIDER on multiple opponents; R pulls both Arena opponents into center then SQUALL fires 2 seconds later \u2014 surviving opponents take SQUALL rider, killed opponents trigger electric field on adjacent partner; Ball positioning enables STORMRAIDER on both Arena opponents from single R activation<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u23f0 When to Build Stormsurge<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Build Stormsurge When:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>The primary need is burst AP with magic penetration at under 3000 gold: <\/strong>Stormsurge delivers 90 AP + 15 magic pen + STORMRAIDER passive at <strong>2800g \u2014 300 gold below most full Legendary mage items<\/strong>. For mages whose build path prioritizes reaching full three-item power as quickly as possible, <strong>Stormsurge&#8217;s lower cost versus higher-AP items enables faster third-item completion<\/strong> while still providing meaningful passive damage through SQUALL. The 6%\/4% MS is a minor navigation bonus that other mage items at the same cost tier don&#8217;t provide.<\/li>\n\n\n\n<li><strong>Facing low-to-medium MR opponents where 15 magic pen reaches near-zero effective MR: <\/strong>Flat magic penetration is most efficient against targets whose MR is below approximately 30-40. At 15 magic pen from Stormsurge + 15-18 from Sorcerer&#8217;s Shoes = 30-33 flat magic pen: <strong>against a target with 35 base MR and no MR items, effective MR drops to 2-5<\/strong> \u2014 near-zero magic mitigation. In Arena where opponents may not build MR items immediately, <strong>Stormsurge&#8217;s 15 magic pen pushes early-game effective MR to near-zero against unarmored squishes<\/strong>.<\/li>\n\n\n\n<li><strong>The burst combo reliably kills targets, making the on-death electric field a consistent AoE source: <\/strong>In Arena 2v2 where the carrier kills one opponent per fight with their burst rotation, <strong>the on-death electric field fires every kill toward the adjacent surviving opponent<\/strong>. Against a fight pattern of: engage \u2192 burst Target A \u2192 kill \u2192 electric field hits Target B \u2192 fight Target B at HP deficit from electric field: <strong>Stormsurge essentially adds bonus magic damage to the second Arena opponent on every first-kill rotation<\/strong>.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Consider Alternatives When:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Facing high-MR tank opponents where 15 flat magic pen is insufficient: <\/strong>Against opponents building Adaptive Helm, Force of Nature, or Abyssal Mask (80-100+ MR), <strong>15 flat magic pen leaves 65-85 effective MR after reduction<\/strong> \u2014 still substantial mitigation. Void Staff (45% magic penetration) or Shadowflame (10-20 flat magic pen with bonus damage against shielded targets) provide better anti-tank magic penetration than Stormsurge&#8217;s flat 15 magic pen against high-MR compositions. <strong>Stormsurge&#8217;s magic pen is efficient only against low-MR opponents<\/strong><\/li>\n\n\n\n<li><strong>The build plan prioritizes sustained damage over burst: <\/strong>STORMRAIDER triggers on 25% max HP in 2.5 seconds \u2014 a <strong>burst damage threshold designed for single-rotation burst mages<\/strong>, not sustained DoT or prolonged DPS. Mages who deal damage through multiple ticks, repeated auto-attacks, or long channel abilities may not consistently trigger STORMRAIDER within the 2.5-second window. <strong>For sustained-damage mages, Liandry&#8217;s Torment or similar sustained-burn items provide more consistent passive value<\/strong><\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Scenario<\/strong><\/td><td><strong>Priority<\/strong><\/td><td><strong>Reasoning<\/strong><\/td><\/tr><tr><td>Burst AP mage (Syndra, Veigar, Lux, Annie, Zoe)<\/td><td>High<\/td><td>STORMRAIDER triggers reliably on burst rotations; SQUALL adds bonus delayed damage or on-death AoE<\/td><\/tr><tr><td>Mage needing magic pen + AP at 2800g budget<\/td><td>High<\/td><td>15 magic pen + 90 AP at below-standard Legendary cost; efficient for early-power budget builds<\/td><\/tr><tr><td>Arena 2v2 kill-pattern (kill one, field hits second)<\/td><td>High<\/td><td>On-death electric field consistently hits Arena partner opponent at kill range<\/td><\/tr><tr><td>Facing 50+ MR opponents (tanks, MR stackers)<\/td><td>Low<\/td><td>15 flat pen leaves substantial effective MR; Void Staff 45% pen scales better against high MR<\/td><\/tr><tr><td>Sustained damage \/ DoT \/ prolonged DPS builds<\/td><td>Low<\/td><td>STORMRAIDER requires 25% max HP in 2.5s window \u2014 sustained DPS doesn&#8217;t accumulate burst fast enough<\/td><\/tr><tr><td>Mage needing survivability or shields<\/td><td>Low<\/td><td>Stormsurge has no defensive stats; Crown of the Shattered Queen or Zhonya&#8217;s provide AP + survival<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udca1 Synergies \u2014 Arena and SR<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Item Pairings<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/rabadons-deathcap\/\">Rabadon&#8217;s Deathcap<\/a> \u2014 AP Amplification for SQUALL Scaling: <\/strong>Rabadon&#8217;s RESPLENDENCE grants +35% AP amplification. Stormsurge&#8217;s Arena SQUALL scales at 30% AP \u2014 every Rabadon&#8217;s-amplified AP generates 30% \u00d7 1.35 = <strong>40.5% effective SQUALL scaling per AP from Rabadon&#8217;s<\/strong>. At 300 base AP with Rabadon&#8217;s: effective AP = 300 \u00d7 1.35 = 405 AP \u2192 SQUALL = 180 + 121.5 = <strong>301.5 magic damage per SQUALL in Arena<\/strong>. Rabadon&#8217;s directly amplifies SQUALL&#8217;s 30% AP component in Arena alongside all other AP-scaling abilities \u2014 the standard &#8216;buy Rabadon&#8217;s for every mage&#8217; rationale is reinforced by SQUALL&#8217;s Arena scaling.<\/li>\n\n\n\n<li><strong>Sorcerer&#8217;s Shoes \u2014 Flat Magic Penetration Stack: <\/strong>Stormsurge 15 magic pen + Sorcerer&#8217;s Shoes 15-18 magic pen = <strong>30-33 total flat magic penetration<\/strong> from two items \u2014 the maximum flat magic penetration achievable without Shadowflame or percentage pen. Against opponents with 35-40 MR before item MR: <strong>30-33 magic pen effectively reduces them to near-zero MR<\/strong>. All ability damage including SQUALL&#8217;s 2-second delayed strike lands at near-full magic damage value against non-MR-stacking opponents. Standard first-item choice alongside Stormsurge for mages building into the flat pen combo.<\/li>\n\n\n\n<li><strong>Horizon Focus (Similar Item) \u2014 Damage Amplification on Long-Range Hits: <\/strong>Horizon Focus HYPERSHOT deals 15% increased damage to targets more than 700 units away or affected by CC. SQUALL fires as a <strong>ranged lightning strike at the target&#8217;s position 2 seconds after Squall application<\/strong> \u2014 if the target is 700+ units away when SQUALL lands (or is CC&#8217;d), HYPERSHOT amplifies the SQUALL damage by 15%. The range modifier for SQUALL is calculated at the <strong>moment of Squall application<\/strong> \u2014 the range at the point of triggering STORMRAIDER determines the range classification, not the 2-second-later position. Against long-range STORMRAIDER triggers (poking with Q from 800+ units), SQUALL may qualify for Horizon Focus amplification.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/shadowflame\/\">Shadowflame<\/a> (Similar Item) \u2014 Bonus Penetration Against Shielded Targets + AP: <\/strong>Shadowflame CINDERBLOOM deals 10-20 flat magic damage bonus on damage against shielded targets (scaling with target&#8217;s max shield). Against opponents with active shields (Sterak&#8217;s LIFELINE, Maw LIFEGRIP, Gargoyle UNBREAKABLE): SQUALL&#8217;s auto-targeted magic damage lands with Shadowflame&#8217;s bonus penetration if the target is shielded at the 2-second SQUALL moment. <strong>Stormsurge + Shadowflame provides 15 + 10-20 flat magic pen on shielded targets<\/strong> \u2014 an efficient anti-shield anti-HP combination for burst mages.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/lich-bane\/\">Lich Bane<\/a> (Similar Item) \u2014 SPELLBLADE on Ability Use + Movement Speed: <\/strong>Lich Bane SPELLBLADE grants bonus magic damage equal to base AD + 75% AP on the first auto after an ability cast. STORMRAIDER triggers from ability damage that accumulates 25% max HP \u2014 the <strong>same ability cast that triggers STORMRAIDER also primes Lich Bane&#8217;s SPELLBLADE for the next auto-attack<\/strong>. In melee-range mage fights (Lissandra, Cassiopeia) where auto-attacks follow spell casts, <strong>STORMRAIDER trigger + SPELLBLADE auto creates a simultaneous ability \u2192 auto \u2192 SQUALL delayed sequence<\/strong>.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u274c Common Mistakes &amp; How to Avoid Them<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Not tracking the 30-second STORMRAIDER cooldown \u2014 wasting burst on no-trigger windows: <\/strong>STORMRAIDER has a <strong>30-second cooldown starting when Squall is applied<\/strong> \u2014 not when the lightning fires 2 seconds later, and not when the trigger damage accumulates. After STORMRAIDER triggers and SQUALL is applied: <strong>no amount of burst damage in the next 30 seconds will trigger another SQUALL<\/strong> on any target. Tracking the CD is essential for knowing when the passive is available \u2014 <strong>burst combos used during STORMRAIDER downtime deliver no SQUALL bonus<\/strong>. The 30-second CD means STORMRAIDER can fire approximately twice per minute in sustained Arena fight scenarios.<\/li>\n\n\n\n<li><strong>Not accounting for the 2-second SQUALL delay in burst combo sequencing: <\/strong>SQUALL fires <strong>2 seconds after application<\/strong> \u2014 the target is alive for 2 seconds after STORMRAIDER triggers before the lightning arrives. Against targets who can self-heal significantly in 2 seconds (Goredrinker THIRSTING SLASH, Mundo R regeneration, Soraka W on themselves): <strong>the 2-second window allows healing that partially offsets SQUALL&#8217;s damage before it lands<\/strong>. Against heavy-sustain opponents, SQUALL&#8217;s delayed damage arrival may be partially negated by the healing window \u2014 the damage is locked from the time of application but the target can recover HP in the meantime.<\/li>\n\n\n\n<li><strong>Building Stormsurge against high-MR tank compositions expecting the penetration to carry: <\/strong>15 flat magic pen is efficient against 35-50 MR targets \u2014 not against 80-120 MR tanks who have specifically itemized MR. Against a Galio or Malphite building Adaptive Helm + Force of Nature: <strong>Stormsurge&#8217;s 15 magic pen leaves 65-105 effective MR remaining<\/strong> \u2014 still approximately 40-50% magic damage reduction. <strong>Void Staff&#8217;s 45% magic penetration scales far better against high-MR opponents<\/strong> than Stormsurge&#8217;s flat 15. Against tank-heavy Arena compositions, consider Void Staff as the penetration item and a different AP Legendary instead of Stormsurge.<\/li>\n\n\n\n<li><strong>Ignoring the on-death electric field&#8217;s positioning value in Arena: <\/strong>The on-death electric field fires from the <strong>kill position<\/strong> \u2014 the location of the killed target when they die. In Arena&#8217;s close-range 2v2 fights where both opponents are frequently within melee range of each other: killing Target A when Target B is adjacent fires the electric field at <strong>both the killer&#8217;s position and adjacent Target B<\/strong>. Positioning awareness \u2014 ensuring both Arena opponents are within 600 units of each other when landing the kill \u2014 converts a single-target burst into a pseudo-AoE burst. <strong>Carelessly killing targets when the second opponent is 700+ units away wastes the on-death field entirely<\/strong><\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Counterplay Against Stormsurge<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Building 50+ MR to Reduce SQUALL Effectiveness: <\/strong>Stormsurge&#8217;s 15 magic pen is insufficient against dedicated MR builds. <strong>Force of Nature, Adaptive Helm, or Abyssal Mask providing 80-100 MR<\/strong> reduce the effective magic pen to 15 magic pen against 80 MR = 65 remaining effective MR (approximately 40% magic damage reduction). At 100 MR against 15 pen: 85 effective MR (approximately 46% reduction). SQUALL&#8217;s damage is halved against these targets, reducing the passive from a meaningful burst rider to a minor tick. <strong>MR stacking directly counters Stormsurge&#8217;s primary passive value<\/strong><\/li>\n\n\n\n<li><strong>Healing During the 2-Second SQUALL Window: <\/strong>The 2-second delay between STORMRAIDER application and SQUALL&#8217;s lightning strike creates a <strong>healing opportunity<\/strong> \u2014 any healing received between STORMRAIDER trigger and SQUALL landing offsets SQUALL&#8217;s damage. A target with Goredrinker THIRSTING SLASH (20% AD + 8% missing HP heal on active), Volibear passive (3% max HP every 2s), or Mundo R (significant HP regeneration) can recover <strong>100-300+ HP during the 2-second window<\/strong> \u2014 partially negating SQUALL&#8217;s impact. <strong>Heavy-sustain builds that can heal quickly between burst windows partially defeat Stormsurge&#8217;s passive<\/strong> even when STORMRAIDER triggers.<\/li>\n\n\n\n<li><strong>Repositioning out of the 600-Unit On-Death Field Radius: <\/strong>The on-death electric field fires from the <strong>killed target&#8217;s position<\/strong> in a 600-unit radius. If the surviving opponent is more than 600 units away from the killed target when they die: <strong>the electric field does not reach them<\/strong>. In Arena&#8217;s 2v2, maintaining distance from the partner opponent (so that they die 600+ units away from the second player&#8217;s current position) avoids the electric field. Tactically in Arena: if one player is about to die from burst, attempting to <strong>move the dying player away from the partner player<\/strong> before death reduces the electric field overlap \u2014 though 600 units is large relative to Arena&#8217;s typical fight distances.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<p><strong>Q: Does the 30-second STORMRAIDER cooldown reset if the target dies before SQUALL fires?<\/strong><\/p>\n\n\n\n<p><strong>A: <\/strong>The documented cooldown starts at <strong>SQUALL&#8217;s application<\/strong> \u2014 when STORMRAIDER triggers and Squall is placed on the target. Whether the target dies before the 2-second lightning fires does not affect the 30-second cooldown start point. <strong>The CD is locked from the moment of STORMRAIDER trigger<\/strong>, regardless of whether SQUALL fires as a direct lightning hit or as an on-death electric field. Both outcomes start the same 30-second countdown.<\/p>\n\n\n\n<p><strong>Q: Can SQUALL trigger on the same target multiple times if STORMRAIDER fires on two different opponents within 30 seconds?<\/strong><br><br><strong>A: <\/strong>The STORMRAIDER cooldown is documented as <strong>30 seconds starting on Squall&#8217;s application<\/strong> \u2014 the scope (whether it&#8217;s per-target or item-wide) determines whether STORMRAIDER can trigger on a second Arena opponent within 30 seconds of the first trigger. If the cooldown is <strong>item-wide<\/strong>: one STORMRAIDER trigger every 30 seconds regardless of target. If the cooldown is <strong>per-target<\/strong>: STORMRAIDER can trigger on the second Arena opponent while the first target&#8217;s 30-second CD is running. Verify current patch behavior \u2014 per-target cooldowns allow Arena&#8217;s 2v2 to generate SQUALL on both opponents independently.<\/p>\n","protected":false},"featured_media":14238,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-17579","wiki","type-wiki","status-publish","has-post-thumbnail","hentry","wiki-category-items-lol-en"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Stormsurge - MagicStark<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/magicstark.cz\/en\/wiki\/stormsurge\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Stormsurge - MagicStark\" \/>\n<meta property=\"og:description\" content=\"Stormsurge is a 2800-gold Legendary mage item providing +90 AP (SR base; see Arena differences), +15 magic penetration, and +6% movement speed (SR base). 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