Tempest

## Tempest**Edit**

 **Tempest**Tempest9012 Elemental ArcherFrigid BirthFrozen WrathWhirlwind25001850

## Statistics

### Booster Content

General, Mini, Fire/Frost, Frost, Lost Souls, Stonekin

### Card ID

529

**Tempest** is a Tier 4 () 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.

This card has been changed already, compared to its original appearance in BattleForge.

A creature of frost notable for its versatility and power cost, the Tempest can be considered a tower in its own right.

## Card Info

**Frigid Birth**
 **Passive:** When being spawned the unit is undazed and causes an explosion of ice that freezes up to 3 hostile units in a 15m radius for 20 seconds. After freeze wears off, targets are immune against Freeze for 10 seconds. Can be spawned nearby enemy units and structures excluding walls. Affects ground targets only.

**Frozen Wrath**
Power Cost: 0 **Toggle:** Enable to become immobile and gain:

**Whirlwind**
 **Autocast:** Twice per second unit unleashes a hail of icy shards that deal 34 / 36 / 40 / 50 damage to enemies in a 5m radius its target, up to 52 / 55 / 60 / 75 in total. Deals 100% more damage against frozen enemies.
## 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.

## Campaign PvE

Tempest is not well-versed in maps that demand alot of movement. Maps such as King of the Giants and The Treasure Fleet offer few if any opportunities to maximize the usefulness of Tempest.

Maps that depend on defense, such as Defending Hope and The Guns of Lyr, provide the perfect environment through which Tempest can shine as it can root and stay put for most of its lifetime.

## Random PvE

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.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* Passive ability :
	+ Adjusted dazed immunity to also prevent the application of the usual 50% damage reduction.

Patch #400031
* Passive ability :
	+ Added the usual descriptive sentence that after the freeze wears off, affected targets will be immune against freeze for 10 seconds.

Patch #400030
* Increased the card's charges from 6 / 8 / 10 / 12 to 8 / 11 / 14 / 16.
* Removed unnecessary text in the tooltip's general description.
* Autocast ability :
	+ Additional damage against frozen targets was changed from 100 / 100 / 100 / 92% to 100% on all upgrades.
	+ Increased turn speed of turrets whilst in combat to match that of .
* Added a new passive ability :
*When being spawned the unit is undazed and causes an explosion of ice that freezes up to 3 hostile units in a 15m radius for 20 seconds. Can be spawned nearby enemy units and structures excluding walls. Affects ground targets only.*
	+ Adjusted the spawn animation to better match the new effect by removing the dirt and rock particles and replacing them with a frosty shock blast.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards