An extremely heavy Knight, Targor is able to wreak havoc upon the battlefield with his exceptionally large hammer, and take hits like the wall he's meant to be.
Combat Trait
1
Heavy Hammer
Targor attacks at 50% normal attack speed, but his Basic Attacks deal 130% damage to his target, and 80% damage to adjacent foes.
2
Chain Swing
Targor's third Basic Attack in an uninterrupted Basic Attack chain will slam his hammer into the ground at his target's feet, dealing 82 (4% per level) damage to nearby foes, plus an additional 3% of his target's Health as bonus damage.
Primary Abilities
1
Bash / Cataclysm
Cooldown: 12s
Bash: Targor slams his hammer in a line in front of him, dealing 84 (+4% per level) damage and Slowing enemies hit by 60% for 1 second. For 1.25 seconds afterwards before recovering, Targor can recast this to use Cataclysm.
Cataclysm: Targor pushes his hammer further into the ground, erecting 3 pillars of earth in a line in front of him, dealing 92 (+4% per level) damage and Knocking Up enemies for .75 seconds.
2
Guard
Cooldown: 3s
Targor puts himself in a guarding stance with his hammer defending him, moving at 50% total movement speed. While in this stance, Targor takes 40% reduced damage. If Targor activates an ability while Guarding, he will leave the defensive stance.
Quest: Guard total damage equal to 750% of Targor's maximum health. Reward: Once Targor stops Guarding, he gains 50% bonus health for 3 seconds and gains 20% Movement Speed.
3
Spinning Slam
Cooldown: 10s
Targor begins to spin for up to 4 seconds, gaining speed each second he continues to spin. Targor deals 63 (+4% per level) damage .5s to every enemy hit. Every enemy Targor hits while spinning has their Armor reduced by 1% for 3 seconds, stacking up to 8%. If an enemy has their Armor reduced by the maximum amount, they will take 15% bonus damage from Targor rather than 8%.
Secondary Abilities
1
Slow Roll
Cooldown: 20s Available only from 'Slow Roll' Talent
Targor rolls in a line in front of him, gaining Evade for the .75 second duration.
Heroic Abilities
1
Groundbreaking Seismics
Cooldown: 80s
Targor begins to march forward, slamming his hammer all around him, creating small explosive blasts dealing 103 (+4% per level) damage to each enemy hit. Targor will march forward uncontrollably slamming for 4 seconds, gaining 40 Armor for the duration. Targor's final slam will create an outward radiating tremor, Slowing nearby enemies by 80% for 1.5 seconds.
2
Behind Me!
Cooldown: 110s
Targor links himself to all nearby allied Heroes for 3 seconds. Once linked, the link cannot be broken by any means except death. Once the 3 second duration has ended, Targor pulls ALL linked allies to him, creating a small barrier between Targor and them. While in the barrier, Targor's allies gain 25% increased Health regeneration, 10% increased damage and 10% damage reduction. Targor himself cannot enter the barrier, and it persists for 3 seconds. Allied & enemy skillshots cannot penetrate the barrier.
Level 1 Talents
Really Heavy (Heavy Hammer) Heavy Hammer deals 150% total damage to his target & 90% to adjacent targets.
Faked Out (Chain Swing) Chain Swing has a 25% chance to occur between 1 strike and 7 total strikes.
Lighter Weaponry (Heavy Hammer)
Targor attacks at 75% total attack speed but deals 30% less damage with his Basic Attacks.
Level 4 Talents
Rupture (Bash) Bash leaves behind a small earthen mound, exploding for 63 (4% per level) damage after 2 seconds. Cataclysm detonates it early for 50% additional damage.
Rugged Fighter (Guard)
Targor gains 60% total damage reduction during Guard.
Rifts! (Cataclysm)
After the earth pillars expire, a final pillar will erect at the last location, dealing 72 (+4% per level) damage and Knocking Up for .5 seconds.
Level 7 Talents
Slow Roll (Active)
Targor rolls in a line in front of him, gaining Evade for the .75 second duration.
The Wall! (Passive)
Targor gains 175% maximum health. He deals 25% reduced damage.
Explosive Finish (Spinning Slam)
Targor slams his hammer in a chosen direction at the end of Spinning Slam, dealing 71 (+4% per level) damage and Knocking Up for .5 seconds.
Level 13 Talents
Crunch Time (Heavy Hammer)
Targor can activate Heavy Hammer to deal 150% damage in an area on his next Basic Attack.
Try It, Tiny (Guard)
While Guarding, Targor grows in size 25% and gains the ability to move through units. But it's hard for units to move through him.
Gamble! (Spinning Slam)
For each enemy Hero hit with Spinning Slam by the end of its duration, Targor heals for 2.5-10% of his Health.
Level 16 Talents
Mercy Kill (Chain Swing) Chain Swing deals 7% of his target's health as bonus damage. When Chain Swing activates on minions, Targor flails his hammer dealing 7% of their maximum health each second for 4 seconds. Any minions killed by this grant a stack of Bribe, up to 32. It takes 8 to bribe a Merc. (Flailing will only deal 2% of Hero's health if they're hit by it.)
Earth Dragon (Cataclysm) Cataclysm instead summons an Earth Dragon to fly straight up from the ground rather than earthen pillars. The dragon persists for 3 seconds in the area and deals 101 (+4% per level) damage each second.
Weightless Armor (Guard)
Targor moves at 70% Movement Speed during Guard, but only receives 20% damage reduction.
Level 20 Talents
Quake King (Groundbreaking Seismics)
All of Targor's strikes during Groundbreaking Seismics create outward radiating tremors, Slowing by 80% for 1.5 seconds.
Haha, I'm The Bulwark (Behind Me!)
Targor can enter the barrier to gain 50% of the bonuses. Allied skillshots can exit the barrier at 75% of their total range.
Unbreakable (Passive)
For 1.5 seconds after using an ability, Targor gains Unstoppable.
Strength Unbelievable (Passive)
Targor attacks 35% faster with his Basic Attacks. He heals for 1.5% of all damage dealt.
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