nararakapedia/heroes/temulch
released | launch |
The grasslands shall be wreaked by furious gales the day that Temulch awakens his inner power. His ancestral legends are burned into his mind, and the glory he seeks is so near he can almost taste it. The Grey Wolf shall strike again.
skills
summon 3 windballs formed by zephyr's wisp. lasting 30 seconds and can block one ranged weapon attack each.
tap skill to shoot and blow opponents into a whirlwind for 3 sec.
unable to interrupt focus.
summon 3 windballs formed by zephyr's wisp. lasting 30 seconds and can block one ranged weapon attack each.
tap skill to shoot slow-speed windballs which will auto-track and blow opponents into a whirlwind for 3 sec.
unable to interrupt focus.
summon 3 windballs formed by zephyr's wisp. lasting 30 seconds and can block one ranged weapon attack each.
tap skill to shoot windballs which will bounce off the environment or his ultimate.
windballs penetrate enemies and blow them into a whirlwind for 1 sec, while for 3 sec if attacking enemies with its final hit.
unable to interrupt focus.
ultimates
knock back enemies and unleash a zephyr prison, which blocks all ranged attacks and skill locking [binding prayer] & [backstab].
enemies within range are [slowed] and allies become immune to debuffs when passing through the prison, lasting for 15 sec.
knock back enemies and unleash a zephyr prison, which blocks all ranged attacks and skill locking [binding prayer] & [backstab].
enemies within range are [slowed] and allies become immune to debuffs when passing through the prison, lasting for 12 sec.
inside the prison, temulch restores energy more quickly.
knock back enemies and unleash a zephyr prison, which blocks all ranged attacks and skill locking [binding prayer] & [backstab].
enemies within range are [slowed] and allies become immune to debuffs when passing through the prison, lasting for 12 sec.
when passing through the ultimate you can reload windballs.