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This ability is great for chasing heroes as it interrupts them several times while they try to cast as well as giving your teammates ample time to setup their combo with you. It has a relatively low cooldown considering how much damage you can pump out in between the stuns as the enemy spams click to get away.
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Left alone, these things will rip apart a tower/lane/neutrals, you name it. They have high magic armor so they can take a level 4 nuke, but not 2 of them. Certain heroes will eat them for breakfast and will love the gold you are giving up. Heroes like Legionairre, Soulstealer, Pyromancer, Defiler are all heroes you want to keep these away from as they will kill them as fast as they can to reap the gold. Don't think about using this ability until level 3 unless you are jungling.
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This will cut down tanks and support heroes alike as nothing will stop the huge amount of damage they will lose with a properly cast Meteor/Void combo. It doesn't list it on the ability, but it should last for 8 seconds or about that. This is great for team fights even at level 1 as it will deal up to 24% life and since it's based off of enemy heroes maximum HP, they are never safe from it.
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Your team will love you or hate you depending on how well you use this skill. It will suck all enemies towards it for a whopping 4 seconds, which in a team fight is enough to say goodbye to most of your team as the enemies pile on AOE after AOE on you. Master this ability and you will be able to turn any fight to your favor. In combination with a Shrunken Head you can guarantee that you will always get this spell off and a Portal will allow you perfect positioning. Always remember though to cast Meteor first if you can as that will rack up a gruesome amount of damage on every enemy inside of the Void.
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Item Build:
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Starting Items:
2 x Runes of the Blight
3 x Mana Potions
4 x Minor Totem
OR
1 x Ring of the Teacher
1 x Runes of Blight
These are just two options. Bottle is viable as well. As long as you get some regen and a bit of stats you are good to go. You should be fine in your lane and it is doubtful many heroes will push you out unless your partner has the HoN skill of Helen Keller. Just level and get a fair amount of creep kills.
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Mid Game Items:
1x Portal Key
1 x Marchers
OR
1 x Astrolabe
If your team needs you to initiate fights (2/3 vs 2/3 skirmishes) around midgame then you should go for a Portal Key as fast as possible. Marchers are useful, but you should be staying around in the fights as long as possible as all of your spells are extremely effective. A portal key will allow you to jump the enemy and meteor/void them without them being able to escape. It is a great item on many support heroes and Tempest is no exception.
If your team is doing fine with starting fights (Legionairre, Behemoth, Kraken) you can forego the Portal Key and get an astrolabe to help your team survive through fights. It gives a large amount of armor and health and will improve the survivability of your team and your elementals.
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Late Game Items:
1 x Shrunken Head
1 x Post Haste
You're going to want to be immune while casting your Void, so Shrunken Head is a must. Whereas earlier in the game you may have gotten away without it, the enemy will have Disables and Silences now (Totem etc.) to disable you as they know you are a serious threat. By using the Shrunken Head before you enter the fight you will give the enemy no chance to stop you. Post Haste is also very useful for catching up to your team pushes as you perform clean up on lanes or farm jungle for your other items.
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Skill Build:
1. Glacial Blasts
2. Elemental
3. Elemental
4. Glacial Blasts
5. Elemental
6. Elemental Void
7. Elemental
8-9. Glacial Blasts
10-13. Meteor
14. Stats
15-16. Elemental Void
OR
1. Glacial Blasts
2. Elemental
3. Glacial Blasts
4. Elemental
5. Glacial Blasts
6. Elemental Void
7. Glacial Blasts
The starting spells all depend on if the enemy is heavy on AOE to stop your elementals or if you prefer to farm neutral creeps in the jungle. Tempest is incredibly powerful in lane and in jungle as well as supporting and initiating. He is an incredibly versatile hero. Portal Key + Shrunken Head are key for teleporting into a fight, dropping a meteor + elemental void to really rip apart the enemy team and not get stunned out of it. Astrolabe is taken if your team needs you to be pure support and you have a stronger initiator.
You want to keep your ultimate at level 1 due to the mana costs until later. The extra damage is very minimal and isn't worth it when you need to spend the mana with either Astrolabe, summoning Elementals, or with Portal.
Q&A: Alternatively, Why am I dying so much with Tempest? Please, Teach me the ways!
Q1: I keep dying before I can ultimate, what can I do?
A1: This hero suffers the same issue as Behemoth, but only worse. You are a walking bullseye with the utility of your skills so you really need to stay back in the fight until the opening for you to jump in occurs. A teammate may die, but you'll save the others if your Meteor/Void combo is proper and you can catch 3-5 heroes in it.
Q2: How do I jungle (neutral creep) with Tempest?
A2: With a ring of the teacher your elementals can take a few hits a piece while in the jungle. While they no longer get full HP after replicating like in DOTA, they are still a force in the jungle and can net you a large amount of gold. Micro your units and make sure no unit dies from focusing fire in the jungle. The neutrals are stupid and will attack whatever is closest so circle them around each other to help yourself out.
Q3: What if I'm farming poorly, what item must I absolutely get?
A3: If you find yourself getting focused early and having trouble farming, then the item you absolutely need is a Shrunken Head. Perfect positioning with a Portal Key is useful, but if a single hero escapes and disables you it is all over. The Shrunken Head will save you all those headaches and, while you may not enter the fight as quickly, you can be assured your Void will last the entire 4 seconds.
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