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oSoM
08-23-2009, 01:35 PM
Take ‘em by storm - A guide to tempest

1.Introduction
2.The hero and his skills
3.Skill builds
4.Item builds
5.Tactic
6.Favored allys & hated enemies
7.Last words

1.Introduction

Enigma has always been one of my favorites in DotA. While being relatively fragile, lacking burst damage and escape mechanisms, he has one single combo that is potentially the most devastating and effective spell in the whole game. It is always a huge challenge to play him well but also an unmatched satisfaction when his combo succeeds. Still, he is absolutely a teamplayer – a good Enigma enables his team to annihilate the enemy, but he will never, ever singlehandedly annihilate them. I was very happy to see him directly ported into HoN as Tempest. Even though he may not look as badass as his “father”, be assured this odd looking thing floating on a platform is still able to take ‘em by storm! Sounds good? Then read on.

2.The hero and his skills

Ok, so let’s take a look at what this guy can do…


http://www.abload.de/img/tempestcjht.jpg

[glacial blasts]

http://www.abload.de/img/glacialblasts978r.jpg

This is an important skill early game. It does not deal huge damage, and is not a reliable disable, but it is very annoying since it stuns enemies repeatedly (unless it is lvl1), this can be very helpful since it allows you and your allys to chase and to get a few extra attacks on the enemy. Heroes with channeling spells such as electrician or pollywog priest hate this spell because it can prevent them from effective channeling for up to 6 seconds, which can be an eternity in a team fight. This skill is not impressive, but it is your main weapon against any single target, so get used to it!


[elemental]

http://www.abload.de/img/elementalwywnj.jpg

If you like having minions around you, Tempest may be a decent choice for you. These little fellas are your key skill for farming, be it on a lane or in the forest. They pack a good punch but aren’t very robust. Especially when facing heroes with a lot of AoE damage such as torturer it may be best to send em back since they go down with 2-3 spells, and give the enemy a LOT of easy money and experience. But if you manage to keep all of the initial 3 elementals alive until they made 6 attacks, they heal up and duplicate! 6 of these elementals can deal great damage early on, especially when leveled up. This skill is usually taken early on for smooth forest farming, letting your elementals deal and tank most of the damage. Note that you can both deny and insta-kill lesser creeps with this skill. When used while jungling on the strongest creep possible, this will increase your farming effectivity significantly… I’ll get more detailed on this later on.


[meteor]

http://www.abload.de/img/meteorqckb1.jpg

Getting this skill early on is a waste of skill points, but it is a spell with one of the best late-game scaling. Taking away up to 6% of enemy’s health per second for a good 8 seconds means you can in theory bring all enemies in a great area down by 48% of their hp. In practice, enemies won’t of course stay in the area all the time, and they’ll have magic reduction and HP regeneration. Still, this skill synergizes perfectly with your ultimate, elemental void. When coupled with a good ultimate and when looking at some tanks’ HP, the damage potential of this is huge in lategame since it is %-based rather than having a fixed damage value.


[elemental void]

http://www.abload.de/img/void0k9t.jpg

Here it is, the epic ultimate your enemies fear - if you are looking for a gamebreaker, look no further. No one can escape the elemental void, in fact no one can do anything under the effect of that spell except watching the own hero’s HP drop down as he gets sucked helplessly into a whirlwind, getting a brutal beating by Tempest’s allies.

That being said, it has a couple of downsides, worst of it is the spell being channeling, this means as long as you don’t have any magic immunity, any form of stun will immediately cancel your ulti. Another huge downside is the epic cooldown – you have to wait at least 3 minutes, and this can be a very very long time. Do never EVER waste this spell on single heroes or even worse, on creeps (I’ve seen it all happen). People will question your sanity if you do this.

You have to be absolutely sure that it affects at least 3 enemies, if possible even more. Also, this skill loses a lot of its effectivity if you didn’t previously cast meteor in the area of your void, and its twice disappointing when someone stuns you while you channel it. Striving for perfection is important when playing Tempest.

2.1 Summary of skills & conclusion

As you can see, tempest has no impressive starting stats, his movespeed and his base damage are average at best. Due to his lack of good escape mechanisms and his squishy hp, some lane opponents and gankers will eat him for breakfast, forcing him to stay back and lasthit way less or to spend a lot of early gold on regeneration items, or even worse, making him die early on. Since a Tempest getting his core items is so important to his team, and since his elemental skill basically begs for it, you are in 99% of cases best off when you jungle.

There are only a few scenarios where you can stay on a lane. This is when most, if not any of the following applies:

-A solo ally can’t survive by any means against a strong dual lane, and you don’t have any babysitting hero (demented shaman, nymphora, etc.) in the team that can help him.
-You can be sure you won’t die on your lane.
-You can be sure to farm a portal key (2150 gold) in ~10 minutes.
-You are pulling creeps for your solo bottom (Legion) or top (Hellbourne)
-You can be aware of ganks because your team has good map control

Even if all of this somehow applies, it is still probably safer to stay in the jungle. Most jungle ganks can be avoided with a single well placed ward of sight, and you have a pretty safe estimation (8-12 minutes) how long it takes you to farm the gold for a portal key, your first crucial core item.


3.Skill builds:

3.1 “Competitive Play” jungling skill build

Since you often are extremely precious for your team, you’ll probably want to stay in the woods and farm neutrals. To be most efficient at that, use this skill build:

1.Elemental
2.Glacial blasts
3.Elemental
4.Glacial blasts
5.Elemental
6.Elemental void
7.Elemental
8.Glacial blasts
9.Glacial blasts
10.Meteor
11.Meteor
12.Meteor
13.Meteor
14.Elemental void
15.Stats
16.Elemental void
17-25.Stats

Skill build justification

Elemental is taken and maxed out first – without your elementals, you can’t jungle, and the stronger they are, the faster you gain gold, simple as that. Glacial blasts is maxed out next as this is your primary gank instrument, and elemental void is gotten as soon as possible to give you the possibility to help your team take out multiple heroes at once. I then max Meteor as this skill becomes much more useful in mid-lategame, this increases your damage potential by then a lot.

Elemental void is not maxed out as early as possible, because higher levels of elemental void reduce its cooldown just very slightly, increasing the damage a bit (which is not why you get it), but the duration stays the same, yet its mana cost increases, and you are not really going to spend a lot on boosting your mana pool.

3.2 "Laning Tempest" skill build:

Remember what I said, this may be a decent pub build, but you will too often fail with this approach when you try this in a competitive game.

1.Glacial blasts
2.Stats
3.Glacial blasts
4.Stats
5.Glacial blasts
6.Elemental void
7.Glacial blasts
8.Elemental
9.Elemental
10.Elemental
11.Elemental
12.Meteor
13.Meteor
14.Meteor
15.Meteor
16.Elemental void
17.Elemental void
18-25. stats

Skill build justification

I’ve explained why you max out meteor and elemental void so late – this time you start with maxing glacial blasts to give you a better offensive/ganking power, and add in 2 levels of stats to give you a better overall capability to hold your lane and to lasthit. Some people will ask “why no elementals?” – that is highly situational – the definite lasthit you get on a creep is nice, but they cost a lot of mana early on, and are insta-killed by several enemies with enough AoE attacking power… you don’t want to provide your sworn enemies with free food. Also, they can push your own creeps too far towards the enemy tower, where the opponents have a “safe zone”. On some lane opponents this may work, but most of the time I prefer to get them a bit later, this may slow down your farming, but also slow down your enemies’ farming as you are much more of a threat in ganks. You may need your elementals during a pushing or a farming phase in mid-game, this is where they come in handy.


4.Item build

Initial:
12x http://heroes-newerth.com/wp-content/myimages/Mana-Potion.png

OR

8x http://heroes-newerth.com/wp-content/myimages/Mana-Potion.png
+
http://heroes-newerth.com/wp-content/myimages/Ward-of-Sight.png

This is your starting setup for forest farming – since your elementals take so much mana, you will need any mana supply you can get, and the mana potions will provide by far the best value for money. Wards of sight should usually be gotten by someone else, but in case you don’t have a supporter/ward ***** on your team (which is bad), you can replace 4 mana potions by wards of sight. Use these to ward up the rune spot next to your forest as well as key places in your forest. You don’t want to get ganked while jungling, this can be fatal to your development.

Early-mid game:

http://heroes-newerth.com/wp-content/myimages/Portal-Key.png
2x http://heroes-newerth.com/wp-content/myimages/Fortified-Bracelet.png
http://heroes-newerth.com/wp-content/myimages/Marchers.png
http://heroes-newerth.com/wp-content/myimages/Bottle.png(optional)

The portal key should be the first item you are going for – it is top priority, and if things go bad, at least try to have this one. Marchers are nice to have if you don’t want to crawl around, and bracers are there to give you a bit of survivability, and to increase your manapool a little. I think a bottle is always nice to have on almost any hero if your time/money schedule allows it. Value for money is excellent - Using a stored rune can turn the tide of a close battle to your favor, and some mana refreshing is nice if you want to take a bit of farming time. If your farming went really bad for some reason, rush shrunken head instantly after portal key.

Mid-game:

http://heroes-newerth.com/wp-content/myimages/Shrunken-Head.png

Just like the portal key, this item is top priority. There is nearly nothing that can stop you from channeling your elemental void now. This item is a huge must if you want to be a gamebreaker.

Lategame:
http://heroes-newerth.com/wp-content/myimages/Totem-of-Kuldra.pnghttp://heroes-newerth.com/wp-content/myimages/Restoration-Stone.pnghttp://heroes-newerth.com/wp-content/myimages/Post-Haste.pnghttp://heroes-newerth.com/wp-content/myimages/Frost-Wolfs-Skull.png


Totem is always useful for cleaning up after you’ve used your ult, or as an escape mechanism versus enemies like night hound, scout, madman, that roam the map and can’t wait to catch you alone. Restoration stone explains itself – use it to lower your effective cooldown or simply destroy the enemies with a total 8 second AoE disable. Post haste is nice for increased mobility, you could for example farm in relative safety near your base, have your allys push, and as soon as a teamfight starts, you port near them, blink in, and win the battle with elemental void. Frostwolf’s skull is nice to have as it provides you a great boost to mana and hp. The frost attack combined with glacial blasts helps you to chase down single enemies. This is particularly useful against tanks.

4.1 Alternate item build (for laning):

Initial:

http://heroes-newerth.com/wp-content/myimages/Pretenders-Crown.png
2x http://heroes-newerth.com/wp-content/myimages/Minor-Totem.png
2x http://heroes-newerth.com/wp-content/myimages/Runes-of-Blight.png
2x http://heroes-newerth.com/wp-content/myimages/Mana-Potion.png

Early-mid:

http://heroes-newerth.com/wp-content/myimages/Marchers.png
2x http://heroes-newerth.com/wp-content/myimages/Fortified-Bracelet.png
http://heroes-newerth.com/wp-content/myimages/Portal-Key.png

Mid:

http://heroes-newerth.com/wp-content/myimages/Shrunken-Head.png

Late:

http://heroes-newerth.com/wp-content/myimages/Totem-of-Kuldra.pnghttp://heroes-newerth.com/wp-content/myimages/Restoration-Stone.pnghttp://heroes-newerth.com/wp-content/myimages/Post-Haste.pnghttp://heroes-newerth.com/wp-content/myimages/Frost-Wolfs-Skull.png

5. Tactic:

Early game:

Buy your mana potions and head to the forest. Stay in the forest and farm, farm, farm. Don’t forget to have the crucial spots warded to prevent enemy ganks. Being a jungling hero also has a couple of advantages to your team – you can have 2 solo lanes: middle and top if you are hellbourne, and middle and bottom if you are legion. This means not only you profit from your jungling but also your ally since you both get more XP than you would get on a dual lane.

When jungling, try to use elemental on the strongest creep possible. The ideal set of creeps would be the catmen, you can instantly kill a catman champion for around 80 gold. Wild hunters can not be converted, so you should avoid them for a conversion. Better run near a convertible creep camp, farm these creeps, allowing your elementals to split up, then run to the wild hunters and kill them. Also, try to avoid the vultures until your elemental skill is at least level 2. The cyclone has a large AoE and it will just rape your elementals. Obviously, completely stay away from the red creep camps.

Your priority for farming should be in this order:
1.Catmen
2.Skeletons
3.Ogres/wolves
4.Any “yellow” creep spawn (snotters, ebulas etc)
5.Minotaurs
6.Wild hunters
7.Vulture lord

That being said, spawns are purely random. I had a setup of almost only vultures and wild hunters once, this slowed down my farming significantly. Not only if you are playing blacksmith, love it or hate it, luck is a factor in HoN.

There is a very detailed guide to neutral creeps, make sure to take a look:
http://forums.heroesofnewerth.com/showthread.php?t=666

Also, always have a mana potion activated unless you are at maximum mana. You don’t want to run out of mana. Make sure you always have enough mana to cast elemental after the 30 second duration is over.

You should pretty much stay in the forest until you have your portal key. You can however help your solo on the adjacent lane get bloodlust or at least a kill. Make sure to always keep an eye on your adjacent lane, and try to help your mate to a kill if the opportunity appears.

Also, check the minimap often and listen to your teammates if they call missing heroes. Nothing is worse than getting killed on your way to your core items.

When you have your portal key, are at least level 6 and have enough mana, use your elemental void for a gank, preferably on your adjacent lane. If your teammate(s) can deal enough damage, this can easily give your team 2 kills.

When ganking a single target, you can initiate by blinking in and using glacial blasts on the enemy. If he doesn’t have a good escape mechanism, this will provide enough time for your teammates to get in range.

However, always play safe, try not to die, and never use elemental void when you’re alone – a kamikaze tempest isn’t the way to success.

Mid-game:

If things didn’t go horribly wrong, you should have a portal key, boots and 2 bracers and be on the way to a shrunken head. When building a shrunken head, try to get the most expensive component, the war hammer, first. It’s usually easier to build expensive items when you have enough money to start with the most expensive component.

When it comes to teamfights, do not show yourself until the opportunity appears. Usually a tank or ultra mobile hero will scout the area for the enemies. Do not engage now! Let your teammates take the bait – they attack their tank, and most of the time, the rest of the team will engage. Be patient. You will have to wait for most of them to enter the battle zone, and if possible, they should have used their disables already. As soon as you have most of them in a rather small area, blink in and cast void.

Don’t bother casting meteor yet – this will give them an extra moment to split up again, and even worse, disable you before you can unleash hell.

The element of surprise is your friend. If they are not very smart and stood very close together, you may be able to catch all of them. You should at least have 3 enemies, preferably those with a stun caught in your void, otherwise your ultimate will be considered bad.

Since your ultimate has such a high cooldown, try to make the most of the phases in between. Farm the forest, help your teammates push if most of the enemy team are dead, and help with ganking single targets with your glacial blasts. If most of your allies are dead, it is sometimes the wisest choice to stay in your base or very close to it – if you die now, all may be lost.

Late game:

Great, you should have a shrunken head now. Here is where the real fun starts. Meteor should be at level 4. You should still be very careful – Tempest is always a top priority target for ganks. Also, certain heroes can really really hurt you, so it may be a good idea to stay back most of the time. Do not farm alone on a lane, that’s a welcome invitation for assassinations.

Try to stay in the background – not too far away from your team, but also not too close since you will be spotted and the enemy will focus you, or draw back and regroup. Try to become familiar with the range of portal key, it’s very important that you get to know it. Your tactic will be the same as in midgame – wait for most of the enemies to engage, and wait for your opportunity.

If most of them are close together, proceed as follows:
1.Activate shrunken head
2.Use portal key to blink near enemies
3.Cast meteor in an area covering the area where the enemies stand
4.Cast elemental void in the same area

When executed properly, this gives you the opportunity for an unmatched devastation that is almost uninterruptable. However, you have to be fast with your combo. Sometimes, the window of opportunity is extremely small. If you activated shrunken head too early, it will wear off while you are channeling elemental void. If you took too long to cast meteor, the enemies will have enough time to run out of the area. Make sure that you know your hotkeys as well as the technique of shift-queuing orders inside out. Don’t bother casting anything else than these spells in a teambattle. If you start hexing and stunning, the enemies will have enough time to regroup and to focus you.

If you and your teammates did well, you should be able to wipe out almost the entire enemy team. This allows you to push, push, push. Usually that’s enough to win the game.

What I can’t stress enough: Do NEVER EVER use your ultimate when there are not most or all allys nearby. Some players use it just to save an ally or themselves, but it will be a huge waste of potential. You may have saved one life, but your ultimate is gone for 3 minutes, and you will most likely not get any of them killed. The enemy can now push or gank in safe knowledge that your ult won’t be up for 3 long minutes.

If the game drags on, get one or more of your luxury items or – what I prefer – save some money for rebuying. If you get killed in a critical phase before you could use your combo, let the enemies kill you, giving your team time to regroup. Then you can just buy back, and get ready for your combo.

6.Favored allys & hated enemies

Favored Allys:


http://heroes-newerth.com/wp-content/myimages/Jereziah.png (http://heroes-newerth.com/heroes/Jereziah)

he provides you with a free magic immunity effect that lasts much longer than shrunken head, allowing you to use your full potential much earlier.

http://heroes-newerth.com/wp-content/myimages/Behemoth.png (http://heroes-newerth.com/heroes/Behemoth)http://heroes-newerth.com/wp-content/myimages/magmus.png (http://heroes-newerth.com/heroes/magmus)http://heroes-newerth.com/wp-content/myimages/Torturer.png (http://heroes-newerth.com/heroes/Torturer)http://heroes-newerth.com/wp-content/myimages/Glacius.png (http://heroes-newerth.com/heroes/Glacius)

these guys are all about heavy AoE devastation. You enable them to unleash their spells on a bunch of helpless enemies.


Hated Enemies:

http://heroes-newerth.com/wp-content/myimages/Night-Hound.png (http://heroes-newerth.com/heroes/Night-Hound)http://heroes-newerth.com/wp-content/myimages/Scout.png (http://heroes-newerth.com/heroes/Scout)http://heroes-newerth.com/wp-content/myimages/The-Madman.png (http://heroes-newerth.com/heroes/The-Madman)
these guys make use of inivisbility, can scout the area looking for you and can hunt you down when you’re alone. Especially night hound is dangerous because of his permanent invisibility and his ability to cancel channeling spells.

http://heroes-newerth.com/wp-content/myimages/valkyrie.png (http://heroes-newerth.com/heroes/valkyrie)
her javelin can be dodged, but if you get hit, the battle is over for you. Also has an ultimate that makes all her allys invisible, allowing them to get close to you and kill you.

http://heroes-newerth.com/wp-content/myimages/Magebane.png (http://heroes-newerth.com/heroes/Magebane)
initially he is not that dangerous since he doesn’t have a stun and lacks burst damage, but in lategame, he can hunt you down easily.

http://heroes-newerth.com/wp-content/myimages/Blood-Hunter.png (http://heroes-newerth.com/heroes/Blood-Hunter)
be careful of this guy as he can silence you all the time. Don't let him silence you before the battle starts.

http://heroes-newerth.com/wp-content/myimages/Electrician.png (http://heroes-newerth.com/heroes/Electrician)
A very versatile hero that is a counter to many. His cleansing shock removes the shrunken head effect, his static grip disables you. Need I say more?

http://heroes-newerth.com/wp-content/myimages/Legionnaire.png (http://heroes-newerth.com/heroes/Legionnaire)http://heroes-newerth.com/wp-content/myimages/Pestilence.png (http://heroes-newerth.com/heroes/Pestilence)
both guys have some form of disable that even works through shrunken head.

These are more or less top priority targets, so if you can, eliminate them before or at least try to make sure your elemental void affects them so they are fully disabled and can’t mess up your ultimate.

7. Last Words:

That’s it for now. Hope you’ve learned a bit from this guide. To master the tempest, you will need these things:

knowledge of your skills & enemies skills
perfect timing
map awareness
patience
teamplay

Good luck taking ‘em by storm :)

ain
08-23-2009, 02:55 PM
Nice guide, definitely better than the current premium guide imo.

jam_2
08-23-2009, 03:21 PM
Thank you so much for this guide.

Drasha
08-23-2009, 04:01 PM
Your first buy should be a ring of the teacher and 2 mana potions the armor from the ring helps you jungle a lot more then extra potions do.

oSoM
08-23-2009, 04:16 PM
Your first buy should be a ring of the teacher and 2 mana potions the armor from the ring helps you jungle a lot more then extra potions do.

It used to be a better build when the elementals didnt heal up when they split after 6 attacks. Now however they go back to full HP when they split so if you micro them a bit and have all of them do just 6 attacks, no elemental will have to die to any creepspawn. Exception is the vulture lord with his annoying cyclone but the cyclone does magic damage if im not mistaken, so you would get no damage reduction against it from ring anyway.
You will also run out of mana sooner if you buy ring of the teacher and a few mana potions. With 12 mana potions, I can make an average of 2100 gold which is just what I need to get my portal key started.

jay`t
08-23-2009, 05:09 PM
What are your thoughts on going alchemist bones on this hero?

Drasha
08-23-2009, 05:32 PM
It used to be a better build when the elementals didnt heal up when they split after 6 attacks. Now however they go back to full HP when they split so if you micro them a bit and have all of them do just 6 attacks, no elemental will have to die to any creepspawn. Exception is the vulture lord with his annoying cyclone but the cyclone does magic damage if im not mistaken, so you would get no damage reduction against it from ring anyway.
You will also run out of mana sooner if you buy ring of the teacher and a few mana potions. With 12 mana potions, I can make an average of 2100 gold which is just what I need to get my portal key started.

Its just a lot simpler to play him with a ring of the teacher every time i have played him with out it has been painful.

Bonburner
08-23-2009, 06:01 PM
I prefer getting Ring of Teacher to boost armor for creeps and yourself plus the extra regen doesn't hurt.
RoT + 2 Mana Potions - I'd be around ~ level 6 while everybody else is 4, buy mana potions, Home coming stone, Black Hole 2 people in a lane and go back into forest. Buy Portal Key and Slaughter.

ain
08-23-2009, 07:06 PM
I've tried both and must say the potions work better for me.

junglebadger
08-24-2009, 05:46 AM
i think you should add something about the meteor knocking down a large aoe of trees for low mana late game. whenever i cut a path for myself or my teammate to escape with a big meteor and the trees all get cut down, everyone oohs and ahhhs....

oSoM
08-25-2009, 04:44 AM
What are your thoughts on going alchemist bones on this hero?

to be honest, I've tried it just once in DotA on good old enigma and wasnt too convinced. Sure, it sounds pretty good, although I think it's better to get your stuff as early as possible, also it may be slightly overkill. In theory, you'll have bones by ~8-10 minutes, and then farm portal key and shrunken head 30% faster (which is my rough assumption of gain from bones). If portal key took 10 minutes and shrunken head 20 minutes, they will take 20 minutes together now. This forces you to stay even more passive for the first 20 minutes. No portal key usually means you can forget many opportunities for blink/void surprise ganks.

If you're not a real carry, I think alchemist's bones is not that useful in most cases.
If you're set for a longer game, this item would make sense.

Again, this is just a theory, I'll have to try it out first and see how it works.

LegoPirate
08-25-2009, 04:51 AM
good guide. well put together and thought out. well done :P

MrSoada
08-25-2009, 05:02 AM
You do not need more than 3 levels of Elemental Summon. Try it next time you jungle. Glacial is much more useful for ganking.

Grimkor
08-25-2009, 05:25 AM
Decent guide, well done on that. I never really liked the look of Tempest until I saw what devastation he can create in team battles alone, from then on I've played him almost everytime he's come up on Single Draft.

I might have to try Jungling from level 1, I usually go Ring of the Teacher and 2 Mana potions and help with top/bottom lane until level 3 and then jungle. Will definately try 12 Mana Potions too.

You might want to add a little section to late-game and how to properly use Refresher Orb in a large-scale team battle and whether or not it's worth using the second Void in the same combat.

ain
08-31-2009, 02:17 PM
Why isn't this in the Premium forums? It's much better than that other guide.

zoder
08-31-2009, 03:11 PM
Poshuns are the way

Happyfish
08-31-2009, 04:33 PM
magebane needs to be in allies section

blackhole+aoe manavoid int hero= 2 man genocide

Mephs
08-31-2009, 05:11 PM
For jungling, especially on Legion side I get one point in meteor so I can clear trees out and rush neutral camps faster. I can usually get 3 -4 camps clear in one set of elementals by bustin down the trees with a lv 1 meteor. Its more mana intensive early on and you're better off sticking to normal farming till later levels where you can do this indefinitely.

bondcarl
09-09-2009, 07:28 PM
Great guide has really helped me in learning to play tempest. Followed you guide pretty much to the letter and have left the opposing team crying for their mothers.

Just one question though if you have Axe on your team shall i let him take priority in jungling or does it really matter who goes jungling?

Kitad1
09-09-2009, 07:42 PM
What do you think about Mock on Tempest as first luxury? since its main objective is to land a good ulti and you don't need that mayn items, it will help it be much more effective.

Damage
09-09-2009, 11:23 PM
Nice guide.

One thing I would add is Defiler as a favored ally. Have her nuke 2 times during your ult and then silence when they're done. This prevents escape spells and counter ults/stuns. Works nice.

oSoM
09-13-2009, 05:51 PM
Woot, didnt check back on this for a while.

thanks for the input!


You do not need more than 3 levels of Elemental Summon. Try it next time you jungle. Glacial is much more useful for ganking.

I realized I have to agree with you. You will want to have the triple blasts as soon as possible (especially since they got a little buff last patch), and lvl4 elemental is nice, but for basic jungling not necessary.


For jungling, especially on Legion side I get one point in meteor so I can clear trees out and rush neutral camps faster. I can usually get 3 -4 camps clear in one set of elementals by bustin down the trees with a lv 1 meteor. Its more mana intensive early on and you're better off sticking to normal farming till later levels where you can do this indefinitely.


i think you should add something about the meteor knocking down a large aoe of trees for low mana late game. whenever i cut a path for myself or my teammate to escape with a big meteor and the trees all get cut down, everyone oohs and ahhhs....


nice suggestions, will add something to the meteor description.


Great guide has really helped me in learning to play tempest. Followed you guide pretty much to the letter and have left the opposing team crying for their mothers.

Just one question though if you have Axe on your team shall i let him take priority in jungling or does it really matter who goes jungling?

Tempest has a better potential to win the big battles, so he should go jungle.


What do you think about Mock on Tempest as first luxury? since its main objective is to land a good ulti and you don't need that mayn items, it will help it be much more effective.

I think that it somehow works on many heroes, but usually mock rather is taken early on by heroes that need it to boost their farming and heroes that can afford getting focused in teambattles (usually tanks like zephyr or tree). Later on, the damage from it in team battles is neglegible. If you got plenty of money, and no one else got it yet, maybe get it, but I would not really recommend it.
Then again, the "pure" tempest is dependant on only 2 items: shrunken head and portal key, he really does not need any other expensive stuff. If anything, get Restoration stone as it would be the most effective luxury you should go for.

Lucretius
01-11-2010, 06:25 AM
I farm in this order when jungling:
Manatube > Start Boots > Portal Key > Finish Boots > Shrunken Head > Restoration Stone

game over

I burn through pots so fast jungling that its either grab the manatube first or run out and be slow. Once you get your manatube you can easily glide from camp to camp with no downtime. I'm usually out of the jungle and ganking @ lv 6... so, by the time my portal key is finished roughly.

I also really enjoy all of the micro on this hero, kinda makes me want to learn Ophelia!

Mr`Imperator
04-03-2010, 04:07 PM
microing ophelia and tempest`s minions are two completly different things, but go ahead :)

you could add that using metor to ambush people by clearing trees is awesome. if you have zephyr with you for example, and you are going to gank a legioner or something in the bottom lane. you come from the forest, usually you have to walk around the patch of forest on the other side of the sideshop, but just meteor the damn thing down, stun legioner, zephyr gusts and he is dead :D

Takendown2
04-05-2010, 09:47 AM
I disagree with that skill build, lvl 2 elementals are all you need for jungling. Watch the game between 5 vs x6 and the shoutcaster pointed out that those extra lvls in the single target stun is much more useful to the team and helped get much more ganks as it does 3 blast vs 2 blasts. IMO, the elementals dont need to be past lvl 2 until u hit lvl 23-25 as tempest is squishy as hell and the stats early helps alot.

KissBlade
04-05-2010, 11:01 PM
Elementals at level 3 gives you more room for error than elementals at level 2. It's a judgement call. Also more useful for tower pushing.

apot
04-05-2010, 11:21 PM
elemental
stun
elemental/stun
stun/elemental
stun
ult
stun
elemental
elemental

?
reasoning:
elemental 2 is all you need for jungling, and stun is far more useful for ganking obviously
elemental 4 jungles faster though, and you don't need meteor til your shrunken is up anyways

also what about flying courier + 4x mana potions as starting items, i thought that was the standard
and imo post haste is a waste of money, might as well go greaves if nobody else is or steamboots for extra hp/mp

KADOONK
04-08-2010, 03:03 AM
i vote to put this into premium :P

the starting item build for jungle is unique and seems effective. beats the ring build by a longshot