Pick Storm on the circle before a run and the run starts with one of these 3, at random — Storm's weakest cards that a fresh run can be dealt.
See choosing a family.
An enemy killed by lightning passes it on: the chain jumps from the body to up to 3 more enemies.
7
CapstoneSeek the Weak
Chain Lightning jumps to the lowest-health enemies within 6 m, and kills any it leaves under 10% health.
Shop boosts
Bought on Storm's panel in the Essence Shop, which shows your two most prominent families.
Boost
Effect
I
Resonant Field
Lightning and void pulses charge what they hit for 3 seconds: your orb deals 25% more damage to a charged enemy.
II
Forked Bolt
Storm attacks chain to one more enemy: Chain Lightning jumps once more, and every other Storm hit arcs to the nearest enemy within 2.6 m for half its damage.
III
Thunderstruck
A hit that takes 15% of an enemy's health calls down a bolt that stuns it for 1 second. Once every 3 seconds per enemy.
Cards
All 15 Storm cards, rarest last. Each one you own makes the others likelier to be dealt.
Arc discharge. Every hit chains lightning to up to 3 nearby foes. Take it again: +1 jump, +1.5 m reach and +5 arc damage. Arc damage grows with the waves.
Stored current. Each throw banks a charge, up to 5. Recalling fires one lightning bolt per charge at enemies near the orb; charges with no enemy to strike are kept.
The sky splits. Chain Lightning carries on: every enemy it strikes sends its own chain on to 2 more, three generations deep. A surge arc deals 25% of the hit that started it, never less than a normal arc, and no enemy is struck twice.