Diablo Immortal’s Tempest is a mobile, dual-blade class built around wind-and-water attacks and summoned Zephyrs. Blizzard’s skill descriptions emphasize repositioning, grouping or controlling enemies, area attacks, and primary attacks that can be used while moving. The defining wrinkle is Mist-Touched: Zephyrs can mimic many of the Tempest’s skills, so their timing and position are part of the class’s combat loop.
This is a sourced overview of Blizzard’s documented mechanics, not a first-hand review. The official descriptions explain what abilities do, but do not establish how the class performs against other classes or which build is best.
What is the Tempest in Diablo Immortal?
Blizzard introduced Tempest as Diablo Immortal’s eighth class in May 2024, describing agile, dual blade-wielding warriors who harness wind and waves. Its class guide presents a kit focused on mobility, area damage, enemy control, and summoned allies called Zephyrs. (Blizzard’s class announcement; class guide.)
The clearest way to understand the class is as a combatant that keeps moving while creating openings: some skills pull enemies together or interrupt them, others move the Tempest to a target or through a group, and Zephyrs repeat or augment attacks. That makes the class’s identity more specific than simply “fast”: mobility and skill timing work together with the summoned allies.
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How Mist-Touched and Zephyrs work
Mist-Touched periodically conjures a Zephyr. The summoned ally attacks enemies and mimics many Tempest skills before dissipating into a Mist-Touched Orb. Blizzard’s guide says the player can control up to three Zephyrs at once. Collecting an orb reduces Mist-Touched’s cooldown; an ally who collects one gets an empowered next skill that conjures a Zephyr to mimic that attack. (Blizzard’s class guide.)
In practical terms, the passive gives the Tempest another layer to manage beyond its own movement and attacks. A Zephyr can add a copy of an ability, while an orb can help bring the next summon sooner. Blizzard documents the mechanics, but does not prescribe one universally best way to position or spend Zephyrs; that depends on the skills and situation.
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What the Tempest’s skills do
Blizzard’s guide lists skills that unlock at different character levels. These examples show the kit’s mix of pulls, teleports, dashes, area attacks, and movement-friendly offense; the unlock levels below are those given in the guide published in May 2024. (Blizzard’s class guide.)
| Skill | Unlock level in Blizzard’s May 2024 guide | Documented effect |
|---|---|---|
| Vortex | 3 | Pulls nearby enemies in and deals continuing damage. |
| Squall | 8 | Teleports the Tempest and Zephyrs to a target location to attack. |
| Blade Dance | 15 | Throws blades forward, then pulls the Tempest toward them. |
| Rolling Surf | Not stated for these examples | Empowers the Tempest’s and Zephyrs’ primary attacks to throw penetrating water blades, increases movement speed, and allows primary attacking while moving. |
| Zephyr Surge | Not stated for these examples | Makes the Tempest untargetable while it unleashes nearby slashes; controlled Zephyrs are consumed for additional strikes. |
The guide also lists Flowing Strike, Tidal Rush, Wind Walk, Riptide, and Stormfury. Their presence reinforces that the class has a broader skill set than the early examples alone, but the details above are the specific effects relevant to the class’s movement-and-Zephyr identity.
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Movement is part of the attack pattern
Rolling Surf is a useful example of how the Tempest combines mobility with offense: Blizzard says it raises movement speed and lets the player use primary attacks while moving, while the Tempest’s and Zephyrs’ attacks throw penetrating water blades. Zephyr Surge takes a different approach: the Tempest becomes untargetable during nearby slashes, with controlled Zephyrs adding strikes when consumed. These are documented ability effects, not evidence of a particular damage ranking or optimal rotation.
How to try the class: launch-era routes
Blizzard’s May 2024 launch materials described several ways to sample Tempest. These details establish what was offered at launch, not necessarily what remains available in the live game today. (Blizzard’s launch information.)
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- Relentless Tide: an origin quest introducing the class.
- Tempest Trial Dungeon: a trial with three recommended preset builds. Blizzard said the dungeon supplied the selected build’s skills, gear, and Legendary gems.
- Deluged Plane: a two-week event in which participants played Tempest and experimented with builds. Blizzard listed its dates as May 23 to June 6, 2024; it is a historical event, not a current offer.
- New character or Class Change: launch materials said players could create a Tempest or use Class Change, then available upon reaching Westmarch.
Because those are launch-era instructions, check the current game client for present-day access to the trial features or any Class Change requirements rather than assuming the 2024 conditions still apply.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What has changed since launch?
Tempest abilities are patch-sensitive. In 2025 balance notes, Blizzard changed Rolling Surf so primary attacks while moving grant additional daggers, with each dagger also contributing movement speed. The same update changed Crosswinds so movement builds toward a next cast that knocks back and bleeds enemies. Those are dated balance changes, not a guarantee that every current build or later patch has identical behavior. (Blizzard’s 2025 balance notes, “Where the Slayer Reigns, Hell Follows”.)
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On August 19, 2026, Blizzard announced a planned Dream and Drown change: Cascade would empower the Tempest’s and Zephyrs’ attacks to release waves and grant an absorb shield when a wave hits an enemy. Blizzard stated that the announced balance changes were not final and were subject to change on August 26, 2026. That announcement records the planned adjustment; by itself, it does not confirm the live effect after that date. (Blizzard’s August 19, 2026 announcement, “Cross-Server Bout of Realms Returns”.)
What the official descriptions do—and do not—tell you
The documented strengths of the class are its movement options, enemy control, area attacks, attacks usable while moving, and interactions with summoned Zephyrs. These traits distinguish its design, but official ability descriptions do not provide controlled comparisons with other classes, performance rankings, or proof that a given build is strongest. Treat build choice as a question of the abilities and play pattern you want, rather than an established class-wide ranking.
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