Title | Tempest |
Game |
Malnimbus
Your permanent companion Malnimbus follows your movements, and soaks you and enemy units each time it passes overhead.
Being soaked lasts for a short duration on players and a longer duration for non-players. Soaked units have reduced armour, and enemies which are soaked are also slowed.
Resounding Clap
With a clap of your hands, Malnimbus will release pent up energy in a hollow ring around itself, dealing damage to enemies.
Consecutive hits with this ability against enemies will add extra damage each time, resetting after a medium duration.
Ancient Breaths
Release two gales which travel in a heart shape and return to you, granting you a temporary aura that adds some life regeneration for each Tree passed by each gale.
If an enemy player is touched by a gale, it will turn into a cyclone for a short time which pulls nearby enemies in.
Lantern Balance
Channel for two seconds to transfer an amount of life between you and a target: providing they remain within a certain range of you.
If transferring to a lower life ally or from a higher life enemy, the amount will be 50% of the difference between your current life and theirs.
Mountain Mist
Creates an area of mist which lasts for a long duration and prevents negative timed buffs on enemy units from expiring.
While no enemy players are in the mist, it expands at a steady rate each second.
This character is in development, more details will be added over time.
Faced with an unrelenting onslaught of rain and storm from the heavens, Tempest's answer is an unending tolerance from within. Like the monk under the waterfall: patience and balance allow him to thrive in challenging circumstances.
Tempest allows players to find success though good positioning and timing, rather than by aiming or predicting enemy movements. He is effective at lane control, and at tipping the balance in drawn-out team fights.
Malnimbus is his bothersome sidekick: an unfriendly storm cloud which eternally drifts back and forth over Tempest — often giving away his location!
Its path is guided only by Tempest's own movements and position, and players will need some practice with it to become effective. Manoeuvring the cloud is easiest to do with time and wide-open spaces. It is not easy to make sharp turns, and this can present problems for a Tempest being flanked or in a chaotic team fight.
The cloud is invulnerable and will drift a good distance from Tempest before returning. This can be utilised to apply Soak to enemy troops at a safe distance, or build up early stacks with Resounding Clap — which will not make enemy players feel good about engaging, as the damage stacks up fast!
Ancient Breaths allows a moment of preparation: either to gently heal allies, encourage enemy players to back off with the threat of a quickened barrage of attacks, or a little of both. Standing close to trees is required to get the full healing value from this ability, so a wise Tempest will check that no enemies with knockback are nearby.
The equalisation power of Lantern Balance has many situations where it can create value, though with its limited range and potential to be interrupted: timing is key.
His ultimate Mountain Mist has a long cast range, and can be placed in trees or other hidden areas to be allowed time to grow. Tempest's own debuffs (Soak and stacks of Resounding Clap) are not directly threatening, though with the right allies Mountain Mist can contribute to a deathtrap.
Given his loosely 'zen' theme, it is no surprise that chasing down enemies and surprise initiations are best left to Tempest's allies.