A stalwart Warrior who, while slow, is difficult to stop while excellent at stopping foes.
While the other Elemental Lords are aggressive and violent, Therazane is as patient and steady as stone. The Stonemother is content letting her enemies break themselves upon her defenses, allowing her to wait to deal the perfect strike.
Tips:
-Therazane's Rock Elementals can be a great help for both her damage and survivability. Be sure to keep as many active as possible by gathering Regeneration Globes often.
-Rolling Stone is Therazane's main form of crowd control and poke. It's a slow moving skillshot, so be sure to lead some longer rolls.
-Earthmother's Embrace can mitigate a lot of damage when timed right. Choose the right Level 1 Talent to counter enemy damage dealers more effectively.
-Choose Summon Rock Elemental when you have an objective to protect or need a stronger presence in team fights. The Elemental can take a beating and dish out one too!
-Choose Deepholm Chasm when you need to secure kills. Plan ahead when you cast it though, allies and enemies will both be stuck in the crater!
Strengths:
+ Large Health Pool
+High resilience through Armor and Rock Elementals
+Flexible Heroic options
+Immunity to most CC
Weaknesses:
-Terrible mobility
-Rock Elementals can be difficult to stack up
-Has little inherent CC
-Hard to cast abilities due to cast times
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Combat Trait
1
Children of Earth
Whenever Therazane collects a Regeneration Globe, she summons a Rock Elemental to follow her. Rock Elementals spawn with 400 (+4%) health and deal 48 (+4%) damage with each Basic Attack. Therazane can have up to 3 Rock Elementals following her at a time.
Active: Command Therazane's Elementals to attack a target or return to following her. If they leave her command range, they will automatically return to her.
Primary Abilities
1
Rolling Stone
Mana Cost: 50
Cooldown: 9 seconds
After .5 seconds, Therazane rolls a boulder in a direction from her, damaging enemies hit for 184 (+4%) damage and slowing them by 40% for 2 seconds.
2
Earthmother's Embrace
Mana Cost: 60
Cooldown: 12 seconds
Therazane envelops herself in stone, giving her 25 Armor for 4 seconds, reducing damage taken by 25%.
3
Crush Elemental
Cooldown: 15 seconds
Therazane destroys a Rock Elemental, restoring 20% of her Maximum Health.
Heroic Abilities
1
Summon Earth Elemental
Mana Cost: 100
Cooldown: 100 seconds
Therazane summons a massive Earth Elemental for 10 seconds. The Elemental has 1200 (+4%) Health and attacks with its fists, dealing 200 (+4%) damage and slowing enemies hit by 20% for 1 second.
2
Deepholm Chasm
Mana Cost: 120
Cooldown: 120 seconds
After 1.5 seconds, Therazane creates a crater, dealing 340 (+4%) damage to enemies inside. The crater creates unpathable terrain all around it for 3 seconds.
Special Mount
1
Immovable Object
Therazane cannot Mount, but she is immune to stuns, roots, and slows.
Level 1 Talents
Iron Wall (W): Earthmother's Embrace also applies 25 Physical Armor, reducing damage taken from Basic Attacks by 25%.
Crystal Barrier (W): Earthmother's Embrace also applies 15 Spell Armor, reducing damage taken from Abilities by 15%.
Earthmother Watch Over You (D): Increases the maximum number of Rock Elementals from 3 to 5.
Regeneration Master (Passive):Quest:Gathering a Regeneration Globe increases your Health Regeneration by 1 per second, up to 30. Reward: After gathering 30 Regeneration Globes, you also gain 500 Health.
Level 4 Talents
Rollin' On (Q):Quest: Hitting enemy Heroes with Rolling Stone increases its damage by 4, up to 100 damage. Reward: After hitting 25 enemy Heroes with Rolling Stone, increase the boulder's width and its roll length by 25%.
Rejuvenating Minerals (E): Crush Elemental restores 25% of Therazane's Maximum Health.
Warriors of Earth (D):Quest: Hit Heroes with Rock Elementals. Reward: After hitting 250 Heroes, Rock Elementals deal 25% more damage and cleave for 40% damage. Reward: After hitting 500 Heroes, Therazane spawns a Rock Elemental every 30 seconds.
Level 7 Talents
A Mother's Touch (W): Earthmother's Embrace can be cast on allied Heroes and, when cast on yourself, casts an untalented version on nearby allied Heroes.
Force of Earth (D): Rock Elemental Basic Attacks slow enemies by 20% for 1 second.
Mighty Earth (Z): Therazane is now Unstoppable.
Level 13 Talents
Heavy Stone (Q): Rolling Stone slows by 50% for 3 seconds and stuns enemies hit for 1 second.
Detonate Elemental (E): Crush Elemental now causes the Rock Elemental to explode, dealing 160 (+4%) damage and knocking enemies back.
Crush Under Earth (Passive): Attacking a Hero that is slowed, rooted, or stunned increases Therazane's and her Rock Elementals' Basic Attack damage by 30% for 3 seconds.
Level 16 Talents
Avalanche (Q): Reduce the cooldown of Rolling Stone by 1 second for each Hero hit.
Mineral Wealth (D): Regeneration Globes produce 2 Rock Elementals instead of 1.
Elemental Rush (Passive): Therazane increases her Movement Speed by 5% for each Rock Elemental active.
Level 20 Talents
Stone Lord (R): Summon Earth Elemental now summons one of the Stone Lords, whose attacks hit a small area and stun enemies for 1 second.
Bury in Earth (R): Deepholm Chasm lasts 5 seconds and its cooldown is reduced by 15 seconds for each Hero hit.
Earthen Shield ((Z): Untalented Immovable Object applies to allied Heroes around you.
Stoneworks (Active):Cooldown: 180 seconds
Activate to rebuild a destroyed allied Fort or Keep after 5 seconds.
I like it! She seems like she'd be a good counter to less mobile comps, and a real fort wrecker.
Nitpicks:
- Deepholm Chasm (r) seems more frustrating than fun for both teams, and I'm not sure what would happen to enemies in the crater after it's cast. Are they trapped there, or pushed out? Unpathable terrain is a personal pet peeve of mine since it tends to end teamfights anticlimactically by making both teams just scatter.
- Just personal taste on this one, but for me geodes were the most iconic elementals of Deepholm. They might make good Children of Earth candidates. It would also help differentiate Children of Earth from her heroic summon.
thanks! As for the nitpicks, Chasm acts like a larger Zombie Wall or Entomb, trapping them in a somewhat arena-type feel. It's meant to help secure kills. As for the geodes, they do sound cool! They'd be different from the Heroic since the Heroic would be large and stationary (think a smaller Molten Core).
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Nitpicks:
- Deepholm Chasm (r) seems more frustrating than fun for both teams, and I'm not sure what would happen to enemies in the crater after it's cast. Are they trapped there, or pushed out? Unpathable terrain is a personal pet peeve of mine since it tends to end teamfights anticlimactically by making both teams just scatter.
- Just personal taste on this one, but for me geodes were the most iconic elementals of Deepholm. They might make good Children of Earth candidates. It would also help differentiate Children of Earth from her heroic summon.