Abilities
"In a time of ever-growing danger for the world of Sanctuary, mysterious wanderers have sailed from the frigid mists of the north to push back the darkness that surrounds us. These agile, dual blade-wielding warriors harness the fury of the storm, and crash upon their enemies with wind and waves. Will you become one of them? Or will you fight alongside them?"
Passive
Mist-Touched - Your attacks will periodically conjure a Zephyr to your aid for 8 seconds, attacking enemies and mimicking many of your Skills before dissipating into a Mist-Touched Orb.
When you collect a Mist-Touched Orb it reduces the cooldown of Mist-Touched by 0.5 seconds, but if an ally collects a Mist-Touched Orb it will empower them for 10 seconds, causing their next skill to conjure a Zephyr mimicking the attack used.
Many of your other Skills can also conjure Zephyrs, but you can only control up to 3 at one time. Zephyrs used by by the player are stationary except moved by a skill. Zephyrs gifted to allies are mobile. If triggered by a skill that would normally conjure a Zephyr, an extra Zephyr is summoned.
Primary Attacks
Wind Edge - Empower your edges with violent winds allowing you to quickly slash at nearby enemies, dealing variable damage. If an enemy is out of range you will rush to their location, but against enemy players this cannot occur more often than once every 3 seconds.
Wave Edge - Empower your edges with the crashing tides to create water whips allowing you to unleash a series of sweeping attacks, dealing variable damage to your primary target and 25% as much to all other enemies. Monsters slain with this skill burst into pieces.
Skills
Blade Dance - Throw the blades of your edges forward into the ground, dealing damage to enemies and Stunning them for 2 seconds. After a short delay, you pull yourself into the blades, dealing additional damage and knocking back enemies along your path.
Breaker - Flourish your blades' edges, unleashing a wave that crashes over enemies, dealing damage. As the wave crashes into the ground, it conjures a Zephyr.
Cascade - You and your Zephyrs slam your edges into the ground unleashing a crashing wave around you, dealing damage to enemies within the area.
Crosswinds - You and your Zephyrs unleash a gust of wind at a targeted location, dealing damage. Maximum 2 charges
Flowing Strike - Conjure a Zephyr at your current location as you Dash forward in a flurry of blades and water, dealing damage to all enemies in your path.
Riptide - Release your edges to command the water around you into a crushing tide that pulls in nearby enemies, dealing damage and Stunning them for 2 seconds.
Rolling Surf - Empower yourself with the sea for 6 seconds, causing you and your Zephyrs' Primary Attacks to hurl water blades that penetrate enemies, dealing damage. Additionally, your Movement Speed is increased by 35 and you ride a wave allowing you to Primary Attack and move at the same time.
Squall - Call on the power of the wind to teleport you and your Zephyrs to a target location, unleashing a swirl of attacks, dealing damage. Maximum 2 charges.
Stormfury - Imbue your edges and the weapons of nearby allies for 9 seconds, causing your Primary Attacks to unleash slashes of wind, dealing an additional 40% damage.
Tidal Rush - You and a targeted Zephyr Dash at each other's current location slicing through enemies in your wake, dealing damage. Maximum 3 charges.
Vortex - Conjure a vortex that pulls in nearby enemies, dealing damage over 6 seconds.
Wind Walk - Conjure a cyclone for 2.5 seconds, increasing your Attack Speed by 20% and making you untargetable while you remain inside the storm.
Zephyr Surge - Dissipate into the air becoming untargetable and unleashing a flurry of 5 slashes on nearby enemies, dealing damage with each hit and the final strike dealing more damage. Zephyr Surge also consumes all of your Zephyrs empowering the attack with 2 additional slashes for each Zephyr consumed.
Features
The Tempest in Diablo Immortal is a mobile, melee-range class that uses dual blades to command the elements of wind and water. Its core features include summoning Zephyrs, which are projections that mirror its attacks, a high degree of mobility through dashes and skills like Rolling Surf, and a focus on both melee and ranged attacks, with skills that can pull enemies or create powerful area-of-effect (AoE) blasts.