This brilliant sorcerer has spent many years training his brilliant magical prowess, and unfortunately even more years fighting off the influence of the lord of destruction Baal. However, it seems he has journeyed to the nexus after being freed from Baal's influence, and seeks to prevent the wrongdoings from the other villains of Sanctuary which have journeyed to this unusual realm.
Note: This is Tal'rasha without being influenced by Baal. He is based off of the Tal'rasha set from diablo 3, as well as the ring convention of elements.
Tal'rasha is a powerful mage who possesses a variety of different crowd control and burst options, however he is limited by the timing of the elements which he utilizes.
Strengths
Burst Damage
Crowd Control
Utility
Weaknesses
Health
Timing
Mobility
Difficulty: Very Hard Health: 1600 (+4%) Health Regen: 3.4 (+4%) Mana: 500 Mana Regen: 3 Basic Attack Range: 5.5 Attack Speed: 0.8 Basic Attack Damage: 90
Combat Trait
1
Convention of Elements
Every 4 seconds swap to a different elemental phase for 4 seconds. The phases cycle in the following order: Fire, Cold, Arcane, Lightning. Your elemental phases amplify the effects of your abilities.
Primary Abilities
1
Magic Weapon
Mana: 40 Cooldown: 8 seconds
Enhance your staff for 4 seconds, empowering your basic attacks, increasing their range by 2 and gaining additional effects based on the elemental phase you are currently in. Fire: Basic attacks deal an additional 80 (+4% per level) spell damage over 4 seconds. Cold: Basic attacks slow enemy movement speed by 40% for 2 seconds. Arcane: Basic attacks deal an additional 60 (+4% per level) spell damage. Lightning: Basic attacks cause lightning to arc from your target, dealing 40 (+4% per level) damage to up to 3 enemies near your target.
2
Meteor
Mana: 80 Cooldown: 14 seconds
Create a meteor which impacts at the target location after 2 seconds, dealing 300 (+4% per level) damage to all enemies in the area. Fire: The meteor leaves behind a burning crater which deals 30 (+4% per level) damage to all enemies in the area every 0.25 seconds for 4 seconds. Cold: Damaged enemy heroes are rooted for 1 second. Arcane: Meteor costs an additional up to 20% of your maximum mana to increase the damage dealt by up to 80%. Lightning: The impact delay is reduced to 0.75 seconds.
Similar to Kael'thas' Flamestrike
3
Explosive Blast
Mana: 65 Cooldown: 11 seconds
Infuse an ally with elemental energy from your current phase for 3 seconds. When the energy expires it explodes dealing 400 (+4% per level) damage to all enemies in an area around them. Fire: The ally gains 30% attack speed. Cold: The ally gains 30 physical armour. Arcane: The ally gains 30 spell armour. Lightning: The ally gains 30% movement speed.
Similar to Ragnaros' Heat Wave
Heroic Abilities
1
Hydra
Mana: 90 Cooldown: 50 seconds.
Summon a hydra which spits projectiles, which deal 150 (+4% per level) damage to the first enemy they hit, towards a nearby enemy (prioritizing heroes) every second. The hydra lasts for 12 seconds or until destroyed. Fire: The projectiles leave behind a trail which deals 30 (+4% per level) damage to enemies in the area every 0.25 seconds for 2 seconds. Cold: The projectiles reduce the movement and attack speed of enemies they damage by 40% for 2 seconds. Arcane: The projectiles become explosive orbs which grow in size and damage while they travel, gaining up to 50% increased damage and 200% increased area of effect over 2 seconds. Lightning: The projectiles are fired 100% more frequently.
Similar to Tychus' Drakken Laser Drill
2
Meteor Shower
Mana: 120 Cooldown: 90 Seconds
Cast meteor at the location of all nearby enemy heroes.
Similar to Diablo's Apocalypse
Level 1 Talents
[D] - Fire Mastery - During the fire phase your basic attacks deal an additional 40 (+4% per level) spell damage over 4 seconds. Stacks with Magic Weapon
[D] - Cold Mastery - During the cold phase your basic attacks slow the attack speed of enemies by 40% for 2 seconds.
[D] - Arcane Mastery - During the arcane phase your mana regeneration is increased by 300%.
[D] - Lightning Mastery - During the lightning phase your movement speed is increased by 30%.
.
Level 4 Talents
[Q] - Horadric Weaponry - Increase your attack speed by 25%. (!)Quest: Hit heroes with basic attacks. Reward: After hitting heroes with basic attacks 20 times increase Magic Weapon's basic attack range bonus by 2. Reward: After hitting heroes with basic attacks 50 times increase Magic Weapon's duration by 2 seconds.
[W] - Giant Impact - (!)Repeatable Quest: Hit 2 or more heroes with a single meteor, to cause it to deal additional damage equal to 3% of enemy heroes' maximum health whenever it damages 2 or more heroes. Reward: After hitting 2 or more heroes with a single meteor 3 times increase its radius by 30%.
[E] - Echoing Blast - The damage of explosive blast is reduced by 50%, but it detonates 2 additional times over 1 second. During this second explosive blast's buff persists.
.
Level 7 Talents
[D] - Elemental Dynamo - Swapping Elemental Phases causes your next basic attack to deal an additional 125 (+4% per level) spell damage.
[D] - Power Overwhelming - Cooldown: 20 seconds.
Activate your trait to gain 40% spell power during your next elemental phase.
[D] - Elemental Exposure - Dealing damage while in any of the elemental phases increases your spell power by 10% for 6 seconds. Buffs from different elemental phases stack and refresh the duration of all previous phase buffs, granting up to a maximum of 40% spell power.
.
Level 13 Talents
[D] - Elemental Armour - Gain 75 physical armour during the cold phase, and 75 spell armour during the arcane phase.
[D] - Galvanizing Ward - Swapping Elemental Phases grants Tal'rasha a permanent 50 (+4% per level) shield, stacking up to 4 times.
[Passive] - Blur - After using a basic ability gain 50 armour for 1 second.
.
Level 16 Talents
[Q] - Magic Arsenal - Magic weapon also affects the closest allied hero, but the elemental phase bonus is reduced. Fire: Basic attacks deal an additional 20 (+4% per level) spell damage over 4 seconds. Cold: Basic attacks slow enemy movement speed by 20% for 2 seconds. Arcane: Basic attacks deal an additional 15 (+4% per level) spell damage. Lightning: Basic attacks cause lightning to arc from your target, dealing 10 (+4% per level) damage to up to 3 enemies near your target. The range bonus only applies to ranged heroes.
[E]
Level 20 Talents
[R] - Serpent's Sparker - Gain an additional charge of hydra. Swapping elemental phases further enhances hydra by adding the benefit of the new phase to it. The hydra also keeps the previous phases' effects. So if you swap from arcane to lightning, the hydra's arcane orbs will gain increased attack speed.
[R] - The Smoldering Core - Meteor shower now has global range. Meteor reduces the remaining cooldown of Meteor Shower by 5 seconds whenever it damages an enemy hero.
[Q] - Spectral Blades - Magic weapon no longer increases your basic attack range, but it instead increases your basic attack damage is increased by 75% and gains an additional charge.
[D] - Chaotic Convention - Elemental phases now swap every 3 seconds. Phases can overlap.
HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.
Quick Comment
You need to log in before commenting.
[-] Collapse All Comments