Hammond

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===Origins===
A D.A.S.K. fugitive, Hammond Whisperstorm is a powerful Wind Elemental. In his first major act, Hammond discovers and provides shelter to Karim and the two form a group of three masters of the wind element, with Nimbus finishing the group, although Hammond was reluctant at first to bring a girl, who was stripped of a normal life since birth. Although Karim was the newcomer to the group, he became mentor to both of them, since he was the most wise. The three have promised to each other to always look out for one another and be inseparatble - because all of them had been deprived of family and love for the entirety of their lives.
Hammond wants to stay annonymous, hence he's wearing a themed suit in combat. Only Nimbus and Karim have seen him unmasked.
===Winds of Change===
Violent crimes, supplemented by horrific, unnatural stormy weather are plaguing the coasts of Egypt.
Refusing ZeroCage's help, Amethyst Rose, Aurora Rose, Shaw, Icetrigger, Permafrost, Shimmer and Dodger travel to Egypt to take care of things. There they meet Nimbus, Whisperstorm and later Karim, which is established that they are the root cause of the turbulent winds and that they have the power to stop, but chose not to. A villaneous separatist group had obtained Nimbus's powers to wreak weather havoc where they please, including bank robberies.
Seeing most of it is their fault Nimbus and Whisperstorm felt guilty and wanted to help, but Karim refused and forbid Nimbus and Whisperstorm to interfere or help the heroes of Earth, claiming they've done it to themselves, that they need to look out for the three, claiming the world will sort itself out and that the important thing is for the 3 of them to be safe. But after witnessing the heroes getting trapped and no way of succeeding in their mission against the mafia, Nimbus confronted Karim, disagreeing entirely with his methods, telling him that the world may very well end if they didn't do anything, so there will be noone to look after. Nimbus rushes to help the trapped heroes and Whisperstorm shortly follows to aid her. Both of them came close to saving the day and it was when Karim finally chose a side and appeared in the last moments to save the day.
The three masters of the Wind Elemental finally made friends with the outside world and were offered to join the Heroes in their quests. This time, Karim, much friendlier and more open agreed, saying they still had unfinished business, but will join the group as soon as they can.
===Heroes Unite!===
After much anticipation, rivalries and disagreements, the heroes of Earth finally align and make a major group in order to take down D.A.S.K.. The final recruits are going on, egos are put aside and everyone needs to focus on their part.
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Ionic Discharge  Cooldown: 3 seconds
After a 0.3 second charge, send a single target projectile that has a blast radius that deals 50% of its damage to nearby enemies at the point of impact. Has 50% chance to apply 'Negative Charge' to the main target and 15% chance to the targets caught in the AoE.
	
Hurricane  Cooldown: 6 seconds
A PBAoE power that damages nearby enemies every 0.5 seconds for up to 4 seconds. You can move with it, but your movement speed is slowed by 50%. The damage is not reduced if multiple enemies are caught in it.
	
Wind Breath  Cooldown: 18 seconds
Start channeling a cone AoE that deals moderate damage every 0.5 second for a maximum of 5 seconds. You can change the direction of the attack, but you are immobile for the duration. Any enemies that come at you that are not coming from behind are repelled away.
	
Moving Twister  Cooldown: 12 seconds
Sends out a twister at an enemy hero. It starts to follow damaging them and reducing their range of vision. The vision effect increases the longer they stay in the twister.
	
Stormbringer 
Passive: Anytime you deal damage with an ability, your abilities's cooldowns are reduced by 0.2 seconds.
	
Perfect Storm  Cooldown: 40 seconds
Ultimate: Covers a large PBAoE, doubling your range of sight and revealing invisible units to you and your allies for 5 seconds. Any invisible unit revealed by the effect cannot use any abilities for 5 seconds. It also applies 'Negative Charge' to each enemy hero hit caught in the AoE.
	
Turbulent Winds  Cooldown: 225 seconds
Combo Ultimate (With another Wind Elemental): After 1 second channel creates a Large AoE direct line connecting both heroes, massively slowing and damaging enemy units in the area.
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	+10% Movement Speed. 	Wind Breath grants 15% damage resistance. 	-2sec. Moving Twister cooldown.
	Consecutive Ionic Discharges deal 20% more damage and lower the cooldown by 0.5sec.	+30% Wind Breath cone area and damage. 	+30% Moving Twister range and damage.
	Hurricane doesn't slow movement speed. 	-5.5sec. Hurricane cooldown. 	+6 sec. Hurricane duration, resets cooldown on full 10sec. cast.
	Basic Attacks apply Negative Charge. 	Moving Twister is always locked on the target.	+0.2sec. Stormbringer effect.
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art_hammond.jpg|Hammond First Concept
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*Can you hear it? The gales are calling.
*I will unleash the storm's wrath upon you!
*Nature's wrath will be upon you!
*I'll be sure to make you experience nature's wrath.
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*#011 - Winds of Change
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Hero nimbus.png|Nimbus|link=https://t1w.fandom.com/wiki/Nimbus
Hero karim.png|Karim|link=https://t1w.fandom.com/wiki/Karim
Hero stormchaser.png|Stormchaser|link=https://t1w.fandom.com/wiki/Stormchaser
Hero dustinatrix.png|Dustinatrix|link=https://t1w.fandom.com/wiki/Dustinatrix
hero eileen.png|Eileen|link=https://t1w.fandom.com/wiki/Eileen
Hero haru.png|Haru|link=https://t1w.fandom.com/wiki/Haru
Hero sora.png|Sora|link=https://t1w.fandom.com/wiki/Sora
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thumb|left|400 px
Category:Characters
Category:Wind Elemental
Category:Human
Category:T1W