How to play Temulch in Naraka: Bladepoint

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Temulch is a juggernaut from Naraka: Bladepoint, perfect for players who want to learn how to play a character with strong defensive and offensive abilities.

Temulch is the juggernaut from Naraka: Bladepoint and is perfect for players who want to learn how to play a character with both defensive and offensive strengths. His abilities protect him from ranged attacks and trap opponents in a small arena. Temulch specializes in organizing one-on-one fights and preventing them from being interrupted by third parties. He can easily take on some of the best Naraka: Bladepoint characters.

Temulch's abilities are called Zephyr Wisp and Zephyr Prison. Zephyr Wisp automatically causes Temulch to jump into the air when he summons three wizards made of sand. They will disappear one by one each time they block incoming non-explosive projectiles, and they can be launched at enemies, causing them to get caught in a whirlwind. The duration of the whirlwind is determined by the number of mudras active and can damage the trapped enemy up to three times. Zephyr's Prison activates when Temulch jumps forward and creates a barrier circle of sand around him that blocks all ranged attacks. In addition, all heroes except Temulch's enemy players are slowed when they hit the barrier.

Like all heroes in Naraka: Bladepoint, Temulch has two alternate variations of his skills and Ultimate that can be unlocked by completing cultivation quests. Zephyr Wisp: Stalk and Zephyr Wisp: Attack are alternate versions of his Skill. Tracking works the same as the standard version of the Zephyr Wisp, but when fired, the Wisps will follow the target and move slower. The assault variant allows for the use of whorls with some versatility as they can be fired towards an object and ricochet back at enemies. In addition, the Assault variant continues to move through enemies and can bounce off and back towards objects.

How to use Temulch's skills in Naraka: Bladepoint

Other variations of Zephyr Prison are Zephyr Prison: Enchanted and Zephyr Prison: Summon. Enchanted works the same way as the standard version of Zephyr Prison, with the only change being that it greatly increases Temulch's energy regeneration rate. In exchange for this buff, Charmed only lasts 12 seconds instead of the usual 15. Summon combines the benefits of Zephyr Prison and Zephyr Wisp, summoning sages when Temulch passes through the barrier. All three versions of the Zephyr Prison block all ranged weapon attacks, stopping even Naraku: Bladepoint's best ranged weapon is the bow.

The best combination of abilities for Temulch is Zephyr Wisp: Assault and Zephyr Prison: Summon. Since Assault does not require Temulch to aim directly at a target, this skill gives Temulch the ability to shoot flies at an object and cause them to automatically ricochet at the enemy. Having hit the enemy, the flies will continue to move along the current trajectory until they reach another object and ricochet off it. Summon allows Temulch to create mutes every time he passes through a barrier, which increases his ability to attack and defend.

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