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Location
Behind a Light Barrier in the middle bottom of Fall/Haunt
Abilities
Tempest's attacks are derived from Ninja's. They focus on projectiles and overwhelming the player.
Tempest's shurikens are curved, unlike Ninja's, and deal more damage. They take three sword swings to destroy, making it inconvenient to do so.
Tempest can recover twice before being fully stunned.
Tempest has two attacks in his first phase.
Curved Shuriken Throw: Tempest jumps into the air and throws a red curved shuriken toward the player, then three more in a fan pattern.
- These shurikens accelerate backward to the place they were thrown, making them appear to turn back.
- This attack can be chained into itself or Bouncing Buzzsaws, as long as Tempest remains in the air.
Bouncing Buzzsaws: Tempest jumps into the air and throws two bouncing buzzsaws, the same as Ninja's. If the player is close to Tempest, like under them, one will go in each direction, otherwise both will be thrown in the player's direction. The buzzsaws explode after two bounces in the air, or three in their second phase.
In their second phase, Tempest gains two new attacks.
Dagger Rush: Similar to Ninja, Tempest releases a non-damaging wave, rushes the player, hops into the air, and slashes at them with a dagger. This slash also creates a tornado that travels until it hits a wall.
- This attack can be countered, while Tempest is in the air.
Curved Shuriken Whirlwind: Tempest spins rapidly like a whirlwind, throwing curved shurikens out to the sides and downward. These shurikens do not return after thrown. Tempest slowly rise into the air for the duration of the attack.
Strategy
Spin is of critical importance for this fight, due to it stunning enemies if it hits them in mid-air, and due to stuns removing projectiles. Tempest always needs to be in the air to attack, making Spin capable of stunning them almost always.
In the first phase, much of Tempest's damage can be avoided by keeping your distance. The Curved Shurikens can only move so far away from where they were thrown, and the Bouncing Buzzsaws can be walked under if the player knows where they are. Staying away and dealing incremental is a good way to stay alive.
Dagger Rush is easy to counter and has a harsh penalty for not, dealing extreme damage and creating a tornado. Counter it always.
Curved Shuriken Whirlwind incentivizes the player to stay close in the second phase, as no shurikens will be thrown above Tempest, making pogoing them the easiest way to avoid the dozens of projectiles. There is no tell for the attack, so be vigilant.