I have noticed that quite some people have trouble dealing with several jungle creeps as Tempest on low levels. However even a Vulture Lord can easily be taken down when you start jungling, you just need to figure out how to do it.
1) Starting Items
3) Creep Camps
4) Waste Not, Want Not
1) Starting Items
I tried several combinations and found 2x Wards (so you have 4) and 4x Manapot best. 4 Manapots last until you have 900-950 gold which is enough to buy a Manatube (which you can use later to build other items). Personally I find Manatube vital as you need tons of Mana and going straight for Portal Key (+Boots) means you will have Mana problems all the time.
At around level 6 I use the teams courier to get another 2-3 Manapots to start ganking with Elemental Void without really slowing down on farming neutrals.
The 4 wards make sure that you dont need to worry about getting ganked early on as you can easily avoid your opponents. Keep one ward up at the rune spot and one in the jungle near the lane and you're fine. Obviously you can also start out with 8x Manapot and 1 set of Wards, but then you need to buy more wards in time and personally I tend to forget that.
In the end its up to you outside of competitive gameplay as you need a combination that is working for you.
Personally I stick to:
1 - Elementals
2 - Glacial Blasts
3 - Elementals
4 - Glacial Blasts
5 - Glacial Blasts
6 - Elemental Void
7 - Glacial Blasts
8 - Elementals
9 - Elementals
The reason I suggest Glacial Blasts over Elemental is because they are only a minor upgrade in farming speed. The important difference between Elementals on 2 and 4 is +60% damage. However you want to gank the lane next to you when you can and Glacial Blasts sucks badly on low levels. The damage from 3 to 4 (ability level) is doubled (130 -> 240 damage) and you get a third stun instead of only 2 (1.2 -> 1.8 overall stun duration). This makes a huge difference as you also keep people from using Orb to escape for 4 instead of 2 seconds.
Also when farming neutrals you are still limited to 2-3 creep camps per cast because of their slow movement speed. The time it takes your summons to move between camps stays the same thus reducing the usefulness of the better Elementals as they still crawl between creep camps.
3) Creep Camps
A detailed list of all Neutral Creep Camps can be found here: [Guide] List of Neutral Creeps and their Skills
The first creep camps spawn at 0:30 and every full minute after that.
Camps do not spawn if there is still a unit near the camp. Wards do also count so be careful where you place them or you might deny yourself creep spawns (and yes I have seen tempest players do that!).
* 1 Snotterboss + 4 Snottlings
* 1 Werebeast + 2 Werebeasts
* 2 Fire Ogres + 1 Ice Ogre
* 1 Wolf Commander + 2 Wolves
* 1 Catman Champion + 1 Catman Soldier
* 1 Skeleton King + 2 Undead Warriors
Those 6 camps are all easily killed by casting Elemental on one creep (if possible pick the leader like Wolf Commander or Catman Champion) or moving your Elementals in to attack. All you need to do is some basic micromanagement: Select the Elemental which takes damage and send it behind the other Elementals. Now the creeps will attack a different Elemental and your injured one will still deal damage and after some shots split into two new Elementals. If you do not try to keep your Elementals alive they will die one by one and you will lose damage and farm slower.
* 3 Ebulas
* 2 Wild Hunters
* 1 Minotaur + 1 Goatar
* 1 Vulture Lord + 2 Screachers
3 Ebulas are a small camp, yet they tend to kill some Elementals before they die if you dont pay attention. They have a range of 500 and will chase your Elementals even if you move them out of range. So when you move in to kill Ebulas you need to send the attacked Elemental back as soon as possible instead of waiting until it has low hitpoints.
Wild Hunters are no different than other Camps, but you cannot use them to create Elementals, which means you need to spawn Elementals at the nearest other Camp, finish those creeps and then move in on the Wind Hunters. If you are too slow your Elementals will despawn before the Wild Hunters are killed.
The Minotaur Camp can also be taken down with level 1 Elemental. It pays off to attack the Minotaur with the Tempest to reduce its health before you Spawn your Elementals. Before you take any damage cast Elemental on the Goatar. The Minotaur will instantly use "Body Slam" to stun and damage your Summons. As soon as the stun ends send the attack elemental away. The Minotaur will then focus on the next one. Send that one also away. Before he can kill the third Elemental it will split into two new Elementals.
But remember to attack the Minotaur first. If you spawn the Elementals right into his camp they might block each other and the Minotaur will kill one because of this.
If you have your Elementals already spawned send one infront of the others to block the Minotaur and the Goatar. This way he will not use his Body Slam ability (it requires 3 nearby enemies). When the Elemental gets low send a new one to the front and pull the injured one back.
And finally the dreaded Vulture Lord. Once you get a higher level of Elemental you can simply spawn Elementals on one of the Screachers and your Elementals will split into new ones before they die. Still you might need to move the one Elemental that was attacked by the second Screacher. Moving elementals away from the tornado helps as it deals less damage the further you are away.
If you somehow have enough mana you can also cast Glacial Blasts to interrupt his Tornado... However there is an easy trick to kill the Vulture Lord. As all neutral creeps he needs 3 targets in range to use his tornado. If you have your Elementals already spawned from the last camp you can either rotate them (see Minotaur Camp; sending one in to tank and replace it once it gets low) or simply have the Tempest go in first, attack the Vulture Lord and run in circles while the Elementals finish him off.
If you have no other choice but spawning your Elementals at a Vulture Lord Camp, attack the Vulture Lord and run away a certain distance. Its difficult to explain how far exactly. But basicly there is a point where the creeps will run back to their spawn point. And then there is a point where they attack you a few times and then run back. It takes some training but basicly you can attack the Vulture Lord, run back, attack again, run back attack again, .. until either he or a Screacher turns around and heads back while the other 2 still try to attack you. At this point you can cast your Elemental Spell without the Vulture Lord using his Tornado.
4) Waste Not, Want Not
Remember that playing fast and efficient is vital to jungling. As your Elementals move very slow send your Tempest ahead to the next Camp while your Elementals fire their last volley before the follow your hero. Attack the creeps and run back to the elementals to save them the time to get near the creep camp.
If you need to spawn new Elementals attack the creeps and pull them to the next creep camp. Creeps run ALOT faster than your summons and it will save you alot of time. You might need to find out how far you can pull the creeps and kill them without them running back, but in the end it will pay off.
Also if you do this new creeps can spawn in the camp saving you time again.
When you see enemy heroes that try to gank you dont be afraid. With your wards you can easily avoid them and if they surprise you for whatever reason (you not paying attention most likely) the combination of Glacial Blasts plus your Elementals attacking the enemy hero while you run away is an extremely powerful defensive manoveur. Against reckless people you can (and will) score many kills like this.
If your Wards just run out and enemies go missing before you can place new ones... use your Elementals as scouts. Slower farming is still alot better than no farming because you just died.
Always try to help out the solo lane with ganks if you have enough mana. Dont be stingy with mana potions!
Pull neutrals on the lane at every chance. If your own creeps attack them you can save mana for elementals and deny your opponents experience.
Last edited by Inconmon; 08-31-2009 at 08:21 PM.
Originally Posted by laserblade
you rock, thanks for posting this
How does Teacher's Ring (+Armor and Mana regen) / 2 Flasks of sapphire water hold against your 4 wards / mana potions?
I went teachers ring in the beginning, too. I felt it is too costy and often left me stranded without mana. Also you need wards. Maybe wards, courier, 4 potions is better.. but usually someone in the team buys courier.
But if it works for you, its cool.
Originally Posted by laserblade
I fail to see why do you get 4x wards early, when you need max 2 to ward forest. If it's a competitive game where the enemy wards your neutrals to prevent spawning creeps, you will need 2x Wards of Sight and 2x Sentries to remove the enemy wards, but apart from that you don't need FOUR wards.
And not getting Bottle when you have the runes warded is just stupid.
Very nice guide. Tempest is one of the easiest and most fun Heroes to jungle and will be used a lot in competitive play in the future cuase of this in addition to his awesome ulit.
If someone else buys courier I usually go with 2 wards (1set) 4 mana pots and 1 crown, which I'll eventually turn in to a bracer to give me a little more survivability during early ganks (and a little extra mana as well). I only take my elementals to level 2 while jungling, and run a ring of teacher out asap. As mentioned, your summons will not move any faster, and you tend to have more than enough time to kill 2 camps per summon regardless. It's not until level 4 (which I think is a waste until your pushing towers) that you have a chance of taking 3 (by splitting up your summons and sending 1 group to start on the 3rd camp while you're finishing the 2nd). This allows you skill slots to max glacial and get in a couple levels of stats to make sure you have enough mana to glacial - ulti - glacial by 7. Either way, thanks for posting the guide, lots of usefull information.
Nice guide for the jungling portion of Tempest
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Go for ring of the teacher + 2 mana pots tbh
straight for boots + portalkey + 1-2 talisman of the exile.
buying tubes is a waste of money.
u need that portal + ulti rdy within 8-10 mins.
imo wards is a waste of money too.. if u keep ur eyes on the lanes and farm the right camps at the right time it shouldnt be needed. especially if ur mates help u with miss etc
i usually farm the jungle for 10 mins.. if u are not disturbed too much that should leave u with
2 x talisman of the exile
3Questions. How effective is jungle tempest? Do you worry about multiple stacking camps, and pulling? which i assume can be pretty sick given how much creatures you can control, but may be counter-productive
And related to the build, what are the core items on him when he finishes portal key/shrunken head? Nothing much? and if your main role is to land the best ulti you can in that situation, wouldn't it be viable to make mock of brilliance so its even more effective?
The way I tend to Jungle with Tempest is virtually the same way I do with Enigma in DotA. I've tried out quite a few starting builds, but this is the best one, I think. I start out by buying:
- Mana Potion x2 (I buy another one as soon as my gold count hits 50 again; if you're playing -em games, you can even wait at the fountain to get it and make it to the jungle by the time the neutrals spawn.)
This should give you enough Mana and Mana Regen to give you time to afford the next batch of items. From here, I creep and assist in the adjacent lanes as the need arises. The next things I buy are:
- Guardian Ring
The Bottle, combined with the Courier, will let you stay in the Jungle and lanes as long as you want - The Bottle also has the added function of helping you assist in lanes better, as you don't need to feel quite as stingy with your mana. The Wards prevent you from getting ganked (although I think that good map awareness goes a long way, too), and the Guardian Ring will make your Elementals virtually indestructible.
Now, you're a Jungle machine, while also not being completely useless if your surrounding lanes need help. I try my best to farm up a Portal Key, and then I'm pretty much done Jungling (my go-to build after this is Post-Haste and Shrunken Head, but I can get those mid game).
As for my skill build, I tend to do
2 Glacial Blasts
4 Glacial Blasts
6 Elemental Void
8 Glacial Blasts
9 Glacial Blasts
11 Elemental Void
16 Elemental Void
- Elementals are only useful during the laning phase, and for Jungling. By the time you're done Jungling, there just won't be much use for them. Since you really don't need level 4 Elementals to Jungle, I take it to level 3 and call it good. And, since level 4 Elementals are pretty much pointless, I just start getting stats early - quite handy imo, since Tempest (or at least my Tempest build) is not very stat-intensive.
- Glacial Blasts are really what's going to make you useful early game. Especially in the side lane, coming out to assist in ganks with Glacial Blast is pretty much the bomb.
- Meteor is soooo awesome...but, only after you have your ult. You probably won't run into a ton of situations where you need your ult to mass disable a team just after you get it, so Meteor isn't a big priority either. Still, I like to get one level in it just in case.
I usually get level 1 meteor either if I'm jungling on Legion side or the enemy team has Keeper of the Forest.
Reason being, you need meteor to counter him eye'ing neutral camps, and 2, on Legion side you can get through the massive numbers of trees blocking the camps a lot faster by just knocking them down.
The only concern early on is mana but if you get a ring of sorcery you can farm indefinitely and very quickly using meteor to clear trees out of your cycle.
I don't know whether it actually increases my efficiency overall or whether there's a better way to do this, but I've found that on legion side using meteor to knock down trees is an easy way to pull down 3 nc camps per elemental spawn as opposed to the 2 you can get normally.
many times ive killed people for trying to stop me neutralling becuase they come and run into my elementals that are stacked to 6 or 9 then i glacial blast them and when they run tis 2 late.
I stopped getting manatube, but now I constantly lack mana which is annoying as ****. You cannot gank people on the lane next to you without mana, which gives you some gold back.
Originally Posted by laserblade
Great guide, helped a lot.
Would you mind compiling a simple list of what neutral creeps you can and can't spawn Elementals from?