I forgot about shielding winds. In this case, the cards act in the order of your choice, which means shielding winds first, then Resilience. Localized Hurricane then increases the damage, so it actually work out to 3.
That makes it Tempest's turn.
Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Whenever Tempest would take damage, increase it by 1.
Whenever Tempest would take damage, reduce it by 1.
Unity cannot use powers
Side: The CorsairSide A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.
Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 4/75 Lowest Villain TargetCards in Play:
Chip, 8/8 Highest Villain Target
HP: 15/29
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.
Localized Hurricane: Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards. Power: Destroy this card.
In Play: Cleansing Downpour, Shielding Winds, Localized Hurricane, Otherworldly Resilience, Elemental Subwave Inducer
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Localized Hurricane : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards. Power: Destroy this card.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Hand:
Ball Lightning: One-Shot Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Reclaim from the Deep:One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.
Flash Flood: One-Shot--Destroy up to 2 Environment cards.
Aquatic Correspondence: One-Shot--Draw 3 cards.
Ball Lightning: One-Shot Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.

Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.
Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.
Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.
Idealist
HP: 11/11
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.
In Play: Hippocratic Oath, Durasteel Chains
Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.
Hand:
Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Team Communications: One-Shot--Draw 4 cards.You may play a card.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
HP: 16/26 Highest Hero TargetAvailable Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
In Play: Gauge, Segmentation Fault, Critical Multiplier
Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.
Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Hand
Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.
Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.
Recompile:One-Shot--Discard up to 3 cards. Draw twice as many cards as you discarded this way.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

HP: 15/29
Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
In Play: Assault Rifle, Tactical Shotgun, Pride, Hollow Points(Pride)
Hollow Points: Equipment, Ammo--Play this card next to a Gun card. Increase the Damage of that card's Power by 2. After that Power is used, destroy this card.
"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.
Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.
Hand:
RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card. If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
Submachine Gun: Equipment,Limited,Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage.Only 1 Ammo card may be in play next to this card at a time.
HP: 19/26 Highest Hero TargetAvailable Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.
Ongoings and Equipment In Play: None
Active Golems:
Raptor Bot[1] 2/2 Lowest Hero TargetRaptor Bot[2] 2/2 Lowest Hero TargetChampion Bot 8/8
Stealth Bot 5/5
Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Stealth Bot: 5 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. Whenever a Hero Target would be dealt Damage, you may redirect it to this card.
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.
Hand
Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.
Platform Bot: 3 hp, Mechanical Golem--This card cannot be played during your play phase.Reduce Damage dealt to this card by 1. At the end of your turn, this card deals 1 Target 3 Energy Damage.
Supply Crate: Equipment--When this card enters play, draw a card. At the start of your turn, you may destroy this card to draw 2 cards.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.

Cards in Play: Security Station, Medical Ward, Dr. Stinson's Secondary Lab, Mission Control
Dr. Stinson's Secondary Lab: Room--At the end of the Environment turn, reveal the top card of each Hero deck and either discard it or replace it.
Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.