Tempest is a ) Unit of the Frost faction. This common card was released with the Twilight Edition and has no affinity variants, nor a promo version.
In Skylords Reborn this card is available to all players as a starter card.
A creature of frost notable for its versatility and power cost, the Tempest can be considered a tower in its own right.
Frozen Wrath Enable to become immobile and gain Whirlwind.
Frozen Wrath functions much like a Root, binding the Tempest to its current location upon which it can unleash its ranged attacks.
Frozen Wrath takes 5 seconds from activation to complete its animation. Until this has finished, Tempest can still be moved around freely but will cancel the animation as a result. Once the animation has finished, the ability must be toggled a second time followed by a 2 Second animation to un-root the Tempest.
Because of how long it takes to successfully root, the Tempest is very vulnerable while doing so.
Whirlwind Twice per second unit unleashes a hail of icy shards that deal/ / / damage to enemies in a 5m radius around its target, up to / / / in total. Does extra damage against frozen targets.
Whirlwind is rather special for a ranged attack, because it applies damage twice in one second as opposed to once per second. Additionally, it ignores almost all of the damage reduction offered by being Frozen, enabling it to deal essentially full damage against them.
Because the splash radius is so small, one should not expect to be dishing out damage to several units. The Tempests single-target DP20 is/ / / . Still quite decent nevertheless.
Notes & Strategies
Tempest is very cheap for a T4 card, and is capable of putting out respectable damage despite being lower than other cards. Tempest is most powerful on the defense due to how slow it advances in part of Frozen Wrath.
As such, treat Tempests how you would a Tower, if a tower could get up and move on demand. Place them in locations in need of defense or those that cover a contested choke point.
The Tempest excels at felling airborne targets, and makes for an excellent anti-air unit.
Because the end-game is essentially a conga line of XL creatures and constant movement, Tempest is naturally; a poor choice. Even when defending at T4, the creatures that would attack from a late-game camp will easily shred through a Tempest, and spamming them is a waste of power.
WIP - Coming Soon
Upgrade Drop Locations
|Map name||Bad Harvest||Bad Harvest||Bad Harvest|
This card has not been changed yet, compared to its original appearence in BattleForge.