So....who uses Stormraider's Surge?
Just curious, I never see it being used. Also, why do you use it over the other mastery options?
Just curious, I never see it being used. Also, why do you use it over the other mastery options?
"what an assassin really wants is this short speed boost with a cooldown instead of reliable burst from thunderlord's" -riot
Fair enough, it makes sense to me and I figured that was the case... but still. I never see anyone use it. Not even Talon/Diana/Akali players. So perhaps the question is. Why are assassins not using Stormraider's Surge?
Fair enough, it makes sense to me and I figured that was the case... but still. I never see anyone use it. Not even Talon/Diana/Akali players. So perhaps the question is. Why are assassins not using Stormraider's Surge?
because its straight bad. assassins all have built in mobility tools so a 3s speed boost is pointless. on the other hand when your play pattern revolves around killing people instantly any extra burst damage is invaluable. imo its a really ill-conceived concept and could stand for a rework.
Fair enough, it makes sense to me and I figured that was the case... but still. I never see anyone use it. Not even Talon/Diana/Akali players. So perhaps the question is. Why are assassins not using Stormraider's Surge?

See 1, 2, 3, and 5.
Unless you're like me and you like to build glasscannon hecarim then only 2.
Theortically a speedburst would be great on fighter/assasins that resolve more around dps than burst, like irelia, jax, xin and bruiser diana. Getting the speedburst for aditional stickiness after the first engage would be great if trying to asasinate a slipery target. However, it adds verty little in lane, as you rarly face you splippery targets directly in lane with those champs,but mostly it is way to unreliable. If it wouldn't have the burst condition, but maybe a 3hits condition like thunderlords or something along that line, i would actually use it sometimes. But currently, it's way to unreliable for how situationally usefull such a speedboost is.
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probably broken, especially on marksman, there would be no escape once you loose a trade.
Then you'd need to tighten up your trading.
Nasus
immobile mages, this way dealing damage can actually let them escape a bad battle.
I hear it can be quite good on lux for that reason
if you land enough damage to proc the boost, you allso land your cc, so you don't really need the ms buff to get away, unless you got flanked. the main prolem is that the way it works, you mostly get the speedbuff when you don't really need it, and can't get it when you need it...
It's the only keystone I use on Talon. It's very important to help close a kill or get away after getting one. Combined with the speed boost from ult, it's very useful. Especially because I go crit/movespeed Talon. (Youmuu, IE, ER, Shiv, PD, swiftness boots) Two shot squishies. Since I'm so squishy, I need all that extra movespeed from those items and the keystone to get away, or chase them after they flash while I'm in stealth.
No other mastery is useful to an experienced Talon player.
If you are a new Talon player, Thunderlord's will probably benefit you more, as will defensive items. But I've mained him since Season 2, so I know exactly what I'm doing and why.
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It's the only keystone I use on Talon. It's very important to help close a kill or get away after getting one. Combined with the speed boost from ult, it's very useful. Especially because I go crit/movespeed Talon. (Youmuu, IE, ER, Shiv, PD, swiftness boots) Two shot squishies. Since I'm so squishy, I need all that extra movespeed from those items and the keystone to get away, or chase them after they flash while I'm in stealth.
No other mastery is useful to an experienced Talon player.
If you are a new Talon player, Thunderlord's will probably benefit you more, as will defensive items. But I've mained him since Season 2, so I know exactly what I'm doing and why.
This. I saw the title of the thread and was like, "Silly OP it's obviously designed for Talon" but you beat me to it.
I also enjoy it on Zed for better fadeaway-ing.
Nobody.
Who is this mastery designed for? Champions that deal high burst damage, but have low mobility. That's a burst mage. But when it comes down to it, more damage is always better than just about anything else. That MS may be helpful for avoiding a target you failed to burst down, or to chase down a target you failed to burst down, but TLD adds more damage so you have less chance of failing in the first place. When your job is the burst down enemy champs, you value damage above all else.
So as long as this mastery tries to compete with thunderlords, it's going to remain unloved. Maybe if the ability were something like "Land three (six for ranged) auto attacks on a single champion and gain X% MS for Y seconds" to help melee champs stick to targets, it might be worthwhile.
No one. Let's face it, there are 2 cases:
It's a tool to let you stick to a target, but it only works on targets you were already able to stick to, so what's the point?
It's there for your return trip, i.e. you get a speed boost to run away after blowing someone up.
if you burned your whole spell rotation to trigger it, you're jobs done.
That said, assassins come with plenty of mobiltiy, and immoble mages have range and tanks to keep them safe
In most cases, I would prefer to live and come back than dying with them. It's pretty cool on Fizz, Kass, Annie, who don't have a free escape.
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You either don't E/R for dmg and save it as an escape, or blow it and be a sitting duck for good 5s until it's off cd.
actually true, Fizz: q, e, r Kass: r, e, w, q Annie: q/w/e, r, q/w/e/, q/w/e, q/w/e then run like the devil
if you burned your whole spell rotation to trigger it, you're jobs done.
That said, assassins come with plenty of mobiltiy, and immoble mages have range and tanks to keep them safe
If you blew your full rotation and got a juicy target then for the most part your job is done, but denying the enemy team the gold of killing you is pretty important, and being around to help push after a won fight is important too.
Staying alive is important no matter the class. Assassins are useful to have around after a fight, both so they can re-engage when their basic combo is up and so they can help take objectives if the fight has been won. I'd rather have an assassin survive a fight than either a tank or a support.
You can also chase people who flash without burning your own, and escape at Mach 5 after killing someone.
Honestly it's not bad at all.
For me, I use it as TF.
The idea is that it helps me to disengage from trades, stick onto foes, hit and run, or to create distance when running from someone I stunned. TF has enough burst to proc Stormraider's Surge, yet I'm more focused on killing off runaways and setting up coordinated kills than I am with actually dealing damage.
(But what do I know? I suck at LoL.)
I like it on Nidalee because I can go Q>R>WEQ without having to worry about not being able to catch up. Likewise, it's also nice to be able to Q and instantly be able to run away without a hope of them catching me without something like Talisman or ghost.
I think people are sleeping on this mastery honestly. Yes it's conditional but if you're fighting at all the condition is not that hard to achieve. And the boost isn't some shitty little MS boost like people are making it out to be. 35% for 3s is INSANE: for reference, Evelynn's W is 30% for 3s until level 14. Overall I think people just go a little too crazy when they see damage, because what champ DOESN'T want damage, right? Well, don't knock it till you try it.
Honestly, by itself it's a pretty good mastery, it's just overshadowed by Thunderlord's. I would prefer it being like a Tier 4 Mastery (with Bandit and Dangerous Game) but weaker.
I use it on Vel'Koz. Vel'Koz has low AP scalings, so Thunderlord's isn't the best on him. He also does more than enough damage. What he lacks, however, is mobility. If I land my EWQ combo on someone, I get a massive speedboost that helps me put distance between my enemy and kite them extremely effectively. I can also get away from a sticky situation, like a Xin Zhao jumping onto me.
I think Stormraider's Surge is a great addition to any high-damage mage that doesn't have escapes.
I use it on Vel'Koz. Vel'Koz has low AP scalings, so Thunderlord's isn't the best on him. He also does more than enough damage. What he lacks, however, is mobility. If I land my EWQ combo on someone, I get a massive speedboost that helps me put distance between my enemy and kite them extremely effectively. I can also get away from a sticky situation, like a Xin Zhao jumping onto me.
I think Stormraider's Surge is a great addition to any high-damage mage that doesn't have escapes.
I understand the reasoning for Stormraider's being good on Vel'Koz but I'm confused about Thunderlord's - how does Vel having low AP scaling make it a poor choice on him? The mastery has a very high base with terrible scaling, meaning it actually fits in quite well with Vel's magic pen focus?
I suppose so actually. Eh. Good point.
Stormraider's Surge is getting buffed next patch btw. 40% movespeed over 3 seconds, and additionally 100% slow resistance. It will basically be a mini Master Yi ult!
honestly I think it's pretty good on burst mages like viktor or annie because it helps them kite back and forth just by doing damage and the cool down fits nicely fith their full spell rotation which is usually like 10 seconds
It's more of a late game thing than it is early. Late game the speed can actually allow you to run out of fights. Though we all know late game is a myth now.
I use it on
. I like it because it allows me to do my damage then run away quickly or chase someone down and finish them off. Movement speed is important on Annie due to her short range abilities and it helps make up for her lack of escapes and mobility. Most people prefer deathfire touch but Annie does enough damage as it is IMO. She receives a reduced effect compared to a lot of other mages since 2 of her 3 offensive spells are AOE.
Actually it's good on talon and rengar
Is BROKEN on Rengar. Now that they are buffing it, Rengar is gonna be even more cancerous.
Actually sometimes i use it on
It's fun to get 800 and more movespeed with your passive :D
I can only imagine they designed it with someone like Rengar in mind. Who just has to get the hell out after blowing up the adc
really cut my time to walk to jungle after ganking. And that's my escape and sticking tool when my Q and R are on cooldown
I initially used it on LeBlanc and Syndra, but Thunderlord's has won out. At least for now. I think Stormraider's Surge is good, but I worry it's not good enough. It was either Ghostcrawler or FeralPony that said those who use stormraider's surge have better outcomes, but more people are using TLD because it's SO strong (and probably OP).
Now that it had its cd nerfed a bit, I think maybe the trade off is better. On the other hand, I think most people favor BIG DAMAGE over something seen as more boring like movespeed. It can definitely help you out, but I think in the end it will just come down to preference.
My cousin uses it on Talon, says it helps him get in and out of fights real quick because the other "damage" masteries require too much stacking for a burst assassin and DoT's are useless
shrug
Talon is the only character I would consider using it on.
I don't think any other character even comes close... maybe Rengar.
I used it on Poppy pre-rework since movespeed was one of the most valuable stats on her, and the Q proc'd it immediately.
100-0 a squishy, get the hell outta dodge
raises hand 
I used it once on katarina. Got destroyed by a lux with thunderlords drecree, so I started using that myself and Im not going back.
Now I personally think the only one who could really benefit from stormraiders surge is annie or some champ like her. I MEAN HER BURST IS HUGE BUT HAS NO SCAPE AND NO MOBILITIE.
But its gonna be buffed. Check it out in surrender at 20. Its gonna be viable now :D
Ok I have here the changes in case you guys are too lazy to search for it:
Stormraider's Surge (Cunning, Tier 6) Movement speed bonus increased to 40% from 35% Now also grants 100% slow resistance for 3 seconds Time frame to deal damage increased to 2.5 seconds from 2
Actually I think if that change stays Id give it a try again on Kat, the 100% slow resistance could counter 