Terokk by HexerVoodoom

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Terokk

By: HexerVoodoom
Last Updated: Oct 5, 2020
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Terokk

Talon King

A hero who alternates between one stable form and another risky form.

Lore
"Terokk was the greatest king of the arakkoa. Terokk was associated with the goddess Rukhmar and believed to be her incarnation, though this was not actually the case. Terokk was the arakkoa's greatest hero who was betrayed by his own allies and afflicted with the Curse of Sethe. Even in this state, however, he sought to aid his fellow refugees by building the city of Skettis with his own claws. However the curse soon began to drive him to madness, and he was sealed away by his Talonpriests in the hopes of rejuvenating him. He now waits in the shadows to be called back into the physical world and face the enemies of his people."

Design
His design is about controlling his trait, Curse of Sethe. The player playstyle and talents will impact on how often Terokk will stay in Broken or Original form.
While in Original form his abilities are powerful but when in Broken, it's power grows in exchange of a big HP loss per second.

While in Original form Terokk can combo his abilities, casting the Zephyr to soft CC the enemy team and use Rukhmar's Dive to reach them with damage and connects a full charged Talon Sweep for maximum damage. This not only can harm many opponents at once but his abilities creates a space of haste for allies, helping them to follow up or even scape.
On the other hand, when Terokk is under Broken form he must play agressively to keep the DoTs on and avoid losing HP. Anzu's mana bomb can help him by putting an enemy ability on cooldown or forcing them to manage their mana more carefully. This form allows him to cause extra damage but a smart enemy can deny his DoTs and take advantage of the natural HP loss to punish him.

Combat Trait

1
Curse of Seth
Every time Terokk receives damage the Curse of Sethe burst in his blood. When the gauge reachs 100% (Terokk maximum HP*3) Terokk will fall to the Curse and assume Broken Form

Broken Form:
- Talon Sweep and Zephyr will become of Shadow element and will cause an extra 100% of damage overtime after the initial damage over 3 seconds.
- Loses 2% HP per second. Can't die by this effect.
- Having enemy hero affected by DoT stops the HP loss.
- Curse gauge decays over 40s. Once it's empty, ends Broken form.
-AA becomes a ranged shadowbolt (3.5)

Original Form
- Casting any ability cleanses the gauge by a few points.
- Allied heroes on the area of effect of Terokk's abilities receives 20% extra mov. speed

Primary Abilities

1
Rukhmar's Dive / Anzu's Spell Bomb
Original Form
Terokk flies high in the sky and falls on target enemy after 1.5 seconds causing heavy damage on the target (300) and mid damage on nearby enemies (200)

While on Broken Form this ability is changed into Anzu's Spell Bomb
Spell Bomb consumes 10% of Terokk's current mana to consume 200% of the consumed amount from the afflicted enemy energy resource over 5 seconds and causes 200% as damage over the same period. By casting an ability the enemy gets rid of the spell bomb but the cast spell doest not takes effect not costs mana but enters in cooldown.
2
Talon Sweep
Deals damage in a 180º arc for 90 damage. Have 5 charges. Once pressed, each second consumes a charge to increase size and damage.
Can consume charges while Rukhmar's Dive is in process.
3
Zephyr
Summons a Zephyr that travels foward and increases in size, damading, slowing and slowly pushing back enemies (like in Volskaya Industry). At the end of the path the Zephyr will stand for 2 seconds, slowing and damaging enemies in the area.
The traveling zephyr causes half the damage and double the slow of the standing zephyr

Heroic Abilities

1
RUKHMAR'S SOLAR BEAM
Level 10
Terokk burst in solar fire damaging nearby enemies for (X) damage and than shots a solar beam from his body for (2X) damage.

Casting this ability consumes the Curse Gauge completly, increasing it's damage by 1% per point consumed.

LEVEL 20
Cleansing the Curse Gauge heals Terokk for the same amount.
2
ANZU'S SPELL BOMB
Level 10
Adds a second charge of Anzu's Spell Bomb on (R), allowing it to be cast even in Original Form.( While on Cursed form both abilities have 2 charges and shares cooldown, making it possible to be cast by either button.)

Passive: Increases Terokk's maximum mana by 100%.

LEVEL 20
If the spell bomb is not cleansed it causes an extra 100% AOE damage at the end.
3
BLESSING OF SETHE
Level 10
Sethe's curse emanates from Terokk, slowing neaby enemies by 40% and reducing their spell armor by 20. After 3 seconds its effects ends and during the next 3 seconds can be cast on a single target to apply the effect for another 2 seconds.

Casting this ability doubles up the Curse gauge

LEVEL 20
Upon being killed curses the offender by 50% of this ability for the duration of the death timer.
4
ECLIPSE
(LEVEL 20 STORM TALENT)
Combining the powers of the 3 Arakkoa gods Terokk summons an eclipse increasing allies spell damage by 30%.
During the eclipse his AA becomes spell damage and his spell armor is increased by 30.

CD 60s

Special Mount

1
fly
While in Original form Terokk can fly to a targeted location. Works similar to faltad but the flight is slower, shorter and the cooldown is shorter.

While in Broken form, mounts normally.

Your Chapter Title

LEVEL 1
(D) CURSE OF SETHE - Reduces the amount of damage required to activate the curse to x2 Terokk's maximum HP. The curse consumes 0,25% less HP per second.
(D) CURSE OF SETHE - Receiving healing cleanses a little of the Curse Gauge and increases the damage of the next ability by 5%. Stacks up to 20%.
(1) CHAKRAM- (secondary ability) Throws a Chakram on a straight line. If hits a hero deals moderate damage and bounces to nearby enemy heroes indefinetly. Can only bounce once per hero.
CD 20s

LEVEL 3
(AA) AUTO ATTACK - Every 4th attack is instant and connects (range +1)
(Q) Anzu's Spell Bomb - Casting a Spell Bomb while recovering with a regen globe restores 50% of the mana spent.
(Q) Anzu's Spell Bomb- If the bomb is not dispelled recovers 100% of the mana spent
(W) TALON SWEEP - Hitting 2 or more enemies refreshes 1 charge. Refreshes an extra charge per extra enemy hero affected.
(Q) RUKHMAR'S DIVE - Hitting 2 or more enemies reducs the CD by 6s and 1 extra second per aditional enemy hit.


LEVEL 7
(AA) AUTO ATTACK - Attacks against slowed, rooted or stunned heroes increases AA damage by 30% for 4 seconds. Each consecutive attack against a disabled hero increases atk. speed by 15% up to 60%.
(Q) RUKHMAR'S DIVE - Increases range by 20%. If fly is out of cooldown increases extra 15%.
(W) TALON SWEEP - Every time Terokk loses 15% of his current health he casts Talon Sweep (no charge) automatically on the last source of damage direction. Does not cost any charges.
(E) ZEPHYR - If the enemy is slowed by the Zephyr for 3 seconds, it flies in the air for 0.75s (stun)
(1) CHAKRAM- (secondary ability) increases the range by 30%. Reduces CD by 2 seconds per bounce.

LEVEL 13
(AA) AUTO ATTACK - Can't be evaded nor blocked.
(Q) Anzu's Spell Bomb- If the spell cast is a heal, instead causes damage to the target.
(Q) Anzu's Spell Bomb - Not dispelling the Spell Bomb causes it to burn an extra 50% mana
(W) TALON SWEEP - Deals 60% extra damage on slowed, rooted or stunned heroes
(E) ZEPHYR - increases range of the gust by 20% and duration of the gust by 1s
(1) CHAKRAM- (secondary ability) Increases size by 20%. Damages enemies in the path of the bouncing

LEVEL 16
(AA) AUTO ATTACK - Cleaves for 50% of the damage. If it's a killing blow, cleaves for 200% damage.
(E) ZEPHYR - every 6th AA casts a Zephyr
(1) CHAKRAM- (secondary ability) Can bounce twice per hero.

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