Temulch

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.

Difficulty

Hero attributes

Damage
2
Control
Defense
3
Assist
4
Mobility
2

Skills

F1

Temulch leaps up into the air with the power of the wind and summons three wisp wards, each able to block a non-explosive projectile.
Press [F] to launch them, forcing enemies hit into a whirlwind. Whirlwind duration is determined by the number of remaining wisps, for a max of 3 sec.

F2

Temulch leaps up into the air with the power of the wind and summons three wisp wards, each able to block a non-explosive projectile.
Press [F] to launch them, forcing enemies hit into a whirlwind. Whirlwind duration is determined by the number of remaining wisps, for a max of 3 sec. Wisps launched will automatically track the enemy,but with slower flight speed.

F3

Temulch leaps up into the air with the power of the wind and summons three wisp wards, each able to block a non-explosive projectile.
Press [F] to launch them, forcing enemies hit into a whirlwind. Whirlwind duration is determined by the number of remaining wisps, for a max of 3 sec.
Wisps launched can penetrate enemies and rebound against obstacles. When they rebound, they will shoot toward enemies again.

Ultimates

V1

Temulch leaps forward and channels the power of the wind to create a barrier all around, slightly knocking back nearby enemies.
[Zephyr Prison] blocks all ranged attacks. Enemies who enter or exit [Zephyr Prison], save for enemy Temulch heroes, are slowed. This barrier lasts for 15 sec.

V2

Temulch channels the power of the wind to create a barrier all around, slightly knocking back nearby enemies.
[Zephyr Prison] blocks all ranged attacks. Enemies who enter or exit [Zephyr Prison], save for Temulch, are slowed.
His Energy recovery speed is greatly increased while within it.
This barrier lasts for 12 sec.

V3

Temulch channels the power of the wind to create a barrier all around, slightly knocking back nearby enemies.
[Zephyr Prison] blocks all ranged attacks. Enemies who enter or exit [Zephyr Prison], save for Temulch, are slowed.
When Temulch passes through [Zephyr Prison], he generates [Zephyr Wisps].
This barrier lasts for 12 sec.