Tormin the Cold

Tormin the Cold

Info

Rarity
Legendary
Faction
Overall rating
Type
Def
Element
Void

Characteristics

HP
20145
Attack
815
Defense
1421
C. Rate
15%
C. Damage
50%
Speed
94
Resistance
70
Accuracy
20

Skills of Tormin the Cold

Rimefire

Rimefire

Attacks all enemies. Has a 15% chance of placing a [Freeze] debuff for 1 turn. Instantly activates this Skill whenever an enemy under both a [Freeze] and a [HP Burn] debuff takes damage from the [HP Burn] debuff.
Damage based on: [DEF]
Level 2: Buff/Debuff Chance +5%
Level 3: Buff/Debuff Chance +5%

Iceberg Crush

Iceberg Crush

Cooldown: 4 turns

Removes all buffs from a target enemy, then attacks the target 2 times. Steals all buffs instead if the target is under a [Freeze] debuff. Will ignore DEF if the target is under both a [Freeze] and a [HP Burn] debuff.
Damage based on: [DEF]
Level 2: Damage +10%
Level 3: Damage +10%
Level 4: Cooldown -1

Blizzard Rage

Blizzard Rage

Cooldown: 4 turns

Attacks all enemies. Places a [Block Buffs] debuff and a 100% [Heal Reduction] debuff for 2 turns on enemies under [Freeze] debuffs. Has a 60% chance of placing a [Provoke] debuff for 1 turn on enemies not under [Freeze] debuffs. Decreases the cooldown of 1 random Skill of each ally by 1 turn for every enemy attacked under both a [Freeze] and a [HP Burn] debuff.
Damage based on: [DEF]
Level 2: Buff/Debuff Chance +10%
Level 3: Buff/Debuff Chance +10%

Wintry Wind

Wintry Wind

Cooldown: 8 turns

(Passive Effect) Has a 20% chance of placing a [Freeze] debuff on the enemy each time they receive a buff or have their Turn Meter filled. The 20% chance applies up to twice per enemy turn (once for buffs, once for Turn Meter fills) in cases where an enemy receives multiple of these effects at the same time. Does not work with effects from Artifact Sets, Turn Meter filling effects from Masteries, healing, or those buffs or effects that take place at the start of a Round. (Active Effect) Revives this Champion to 100% HP when killed and places a [Freeze] debuff on this Champion for 1 turn.
Level 2: Cooldown -1
Level 3: Cooldown -1
Level 4: Buff/Debuff Chance +5%
Level 5: Buff/Debuff Chance +5%

Increases Ally DEF in all Battles by 33%

Aura

Increases Ally DEF in all Battles by 33%

Lore

Even among the great Dwarves of yore, whose sagas have echoed across the carven underground halls for centuries, Tormin, son of Bonur, is a name oft hailed above others. A scion of a humble smith, he had risen through service to his Jarl and stood among the King’s own champions. His adventures were many, his deeds mighty, and no bard can retell them in a single night. But there is one tale that always makes the eyes of young adventurers gleam with wonder. Once, having lost his way in the Mountains of Despair, Tormin was captured by a vicious tribe of Jotuns and forced into labour. Though his strength was great, not even such a renowned warrior would stand a chance alone, so Tormin had to rely on his wit and cunning. He promised to craft a weapon of great power for the chieftain of the giants – if they brought him ingots of silver from the depth of the mountain and the blocks of frozen Aether, only found on the summits of the tallest peaks. Enthralled by the promise of such bounty, the Jotun chief agreed and ordered his tribesmen to deliver everything and anything that his prisoner requested. And so for a fortnight Tormin carved and forged the mythical elements, using every ounce of his skill and experience. Then, after weeks of backbreaking work, he finally held aloft a mighty hammer, its haft as cold as the touch of the Void itself. Yet it burned with arcane power, and Tormin had dubbed it appropriately – Rimefire. When the Jotun chief stepped forth to claim his prize, Tormin seized his chance and struck out against his captors! Such was the power of his hammer that it felled a dozen giants at once and turned a dozen more into statues of ice. Before the rest of the tribe’s warriors were upon him, Tormin struck the mountainside and brought down a great avalanche as he made his escape. It is said that when Tormin disappeared amongst the craggy peaks of the Mountains of Despair to the far North decades later, Rimefire too had been lost. Ever since that day, countless adventurers dared the deadly mountain ranges in hopes of finding this weapon of legend. Until now, none have succeeded and many lost their lives. But the promise of glory yet calls to brave souls across Teleria…

Ratings of Tormin the Cold

LocationRating
Campaign
ArenaOffensive:
Defensive:
Clan bossWithout T6 mastery:
With T6 mastery:
Ice Golem’s Peak
Dragon’s Lair
Spider’s Den
Fire Knight’s Castle
Minotaur’s Labyrinth
Force Keep
Magic Keep
Spirit Keep
Void Keep

Masteries advices

Advices regarding the mastery choice for Tormin the Cold.

T6: Warmaster or Giant Slayer?

This is based on Warmaster or Giant Slayer? . Please refer to the article for more informations.

Clan Boss

We don't have enough information about Tormin the Cold to determine whether he should have Warmaster or Giant Slayer as T6 mastery.

Arena

We recommend using Warmaster in the Arena, despite the number of hits any skill from Tormin the Cold does.

Masteries for Tormin the Cold

For Arena, Campaign, Faction Wars by ayumilove

Fusions

Tormin the Cold
This champion used to be fused as part of the Tormin the Cold fusion!

Great videos on Tormin the Cold

Youtube video from Hellhades
Youtube video from Hellhades
Youtube video from Chofly Elite

Updated on 2021-03-28