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[4.18] I Will Disintegrate The Ground Beneath Their Feet! | Terra | S4 Guide

3 0 82,792
by ScorpionRadio updated September 23, 2017

Smite God: Terra

Build Guide Discussion 6 More Guides
Choose a Build: It's Time To Move Mountains (Aggressive)
It's Time To Move Mountains (Aggressive) Feel My Blessing! (Support)
Tap Mouse over an item or ability icon for detailed info

Terra Build

START

Build Item Watcher's Gift Watcher's Gift
Build Item Shoes Shoes
Build Item Chalice of Mana Chalice of Mana
Build Item Ward Ward
2
Build Item Cloak of Meditation Cloak of Meditation

Core

Build Item Magic Shoes Magic Shoes
Build Item Breastplate of Valor Breastplate of Valor
Build Item Chronos' Pendant Chronos' Pendant
Build Item Gem of Isolation Gem of Isolation

Damage Choices

Build Item Shoes of the Magi Shoes of the Magi
Build Item Void Stone Void Stone
Build Item Rod of Tahuti Rod of Tahuti
Build Item Soul Reaver Soul Reaver

Sustain Choices

Build Item Reinforced Shoes Reinforced Shoes
Build Item Warlock's Staff Warlock's Staff
Build Item Hide of the Urchin Hide of the Urchin
Build Item Bulwark of Hope Bulwark of Hope

Situational

Build Item Divine Ruin Divine Ruin
Build Item Sands of Time Sands of Time
Build Item Shaman's Ring Shaman's Ring
Build Item Stone of Binding Stone of Binding

Example Build (A)

Build Item Shoes of the Magi Shoes of the Magi
Build Item Breastplate of Valor Breastplate of Valor
Build Item Chronos' Pendant Chronos' Pendant
Build Item Void Stone Void Stone
Build Item Gem of Isolation Gem of Isolation
Build Item Warlock's Staff Warlock's Staff

Example Build (B)

Build Item Reinforced Shoes Reinforced Shoes
Build Item Breastplate of Valor Breastplate of Valor
Build Item Chronos' Pendant Chronos' Pendant
Build Item Hide of the Urchin Hide of the Urchin
Build Item Bulwark of Hope Bulwark of Hope
Build Item Gem of Isolation Gem of Isolation

RELICS

Build Item Cloak of Meditation Cloak of Meditation
Build Item Magic Shell Magic Shell
Build Item Horrific Emblem Horrific Emblem

CONSUMABLES

Build Item Elixir of Power Elixir of Power
Build Item Elixir of Defense Elixir of Defense
Build Item Potion of Magical Might Potion of Magical Might

Terra's Skill Order

Force of Nature

1 X Y
Force of Nature
3 15 16 18 19

Crushing Earth

2 A B
Crushing Earth
2 4 6 7 10

Monolith

3 B A
Monolith
1 8 11 12 14

Earthen Fury

4 Y X
Earthen Fury
5 9 13 17 20
Force of Nature
3 15 16 18 19

Force of Nature

1 X
Terra gains momentum, causing her to dash forward and deal damage to enemies she passes through.

Terra may dash through her own Standing Stones to Shatter them. If she does she may dash one more time within the next 3s. Terra may use this ability without putting a point into it, but it deals no damage and has a 20s cooldown.

Ability Type: Dash, Damage
Damage: 60 / 110 / 160 / 210 / 260 (+30% of your Magical Power)
Range: 35
Cost: 50
Cooldown: 11s
Crushing Earth
2 4 6 7 10

Crushing Earth

2 A
Terra raises up two Standing Stone walls on either side of a target location. As long as both stones stand, Terra may activate this ability again to slam the stones together, damaging and Stunning enemies in between for 1.5s.

These stones can be Shattered into a cone of shrapnel with Force of Nature, damaging enemies in the area.

Ability Type: Area, Stun, Damage
Wall Duration: 5s
Damage per Wall: 50 / 85 / 120 / 155 / 190 (+35% of your Magical Power)
Shatter Damage: 60 / 110 / 160 / 210 / 260 (+35% of your Magical Power)
Range: 55
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15s
Monolith
1 8 11 12 14

Monolith

3 B
Terra summons a Standing Stone monolith that persists for up to 10s. The monolith heals nearby allied gods every .5s for the duration but can be destroyed early if hit by 5 enemy basic attacks.

Terra can Shatter this stone with Force of Nature to Root enemies in the area for 1s and create a damaging area that lasts 5s.

Ability Type: Circle, Heal, Damage
Heal per Tick: 2 / 4 / 6 / 8 / 10
Protections: 10 / 15 / 20 / 25 / 30
Shatter Damage: 90 / 120 / 150 / 180 / 210 (+50% of your Magical Power)
Root: 1s
Damage per Tick: 10 / 12 / 14 / 16 / 18 (+5% of your Magical Power)
Radius: 30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16s
Earthen Fury
5 9 13 17 20

Earthen Fury

4 Y
Terra channels the strength into the world around her, buffing her allies and debuffing enemies for 10s.

Allies gain 5% damage mitigation and protective stones that heal the ally if all 4 are activated as well as a Heal over Time.

Enemies receive 5% more damage from all sources and harmful stones that damage the enemy if all 4 are activated.

Stones are activated when an ally or enemy receives damage.

Ability Type: Ground Target
Heal: 100 / 150 / 200 / 250 / 300 (+30% of your Magical Power)
Damage: 200 / 250 / 300 / 350 / 400 (+60% of your Magical Power)
Heal Over Time: 5 / 8 / 11 / 14 / 17 (+2% of your Magical Power) every 0.5s for 10s
Radius: 55
Cost: 100
Cooldown: 90s

===[4.18 UPDATED]===

I've updated my builds to the benefit of the incoming update. So in a nutshell the build is focused on.
- CDR
- Health
- Protections
- Item Utility

Gem of Isolation is a big item for Terra now as she now has 1 passive slow and 1 ability slow. Diminishing Returns might decrease the effectiveness, but if Ah Puch can slow people to a crawl, then why can't Terra?

===Before We Begin===

Hello there! This is my first guide on SMITEFire and I do intend to edit and change things around as the season unfolds. I main as a Guardian player, and Terra has gone in and out of style in Season 3 of SMITE, and as of Season 4 she has become one of my favorite Guardians. At the time of writing, I've been actively working to get her to Rank 10 while also playing around with various builds in Conquest and other game modes to see what exactly works best. I hope this guide helps anyone looking to play Terra, comments would be appreciated, and now It's time to get started!

===Introduction to Terra===

"Rise up!"

~Terra


Terra was introduced into SMITE in Season 3. She is classified as a Magical Guardian with Melee oriented attacks. Her strengths show themselves in the extensive amount of utility in her kit, from how her dash can change the way her abilities work to her global ultimate that can change the direction any teamfight was heading. She initially had a healing orientation, but that was slowly pushed aside with each passing update in favor of enhancing her Crowd Control. She is easy to play, but difficult to master as it takes a bit of practice to use all of her abilities to their fullest. While she may have a global presence and very nice peel, she is inevitably balanced out by her abilities' low scaling in Magical Power, and fragile early game that can have her become a force of nature, or an easy target during the late game.

The best way to get a feel for Terra, is to play it safe before trying to experiment with aggressive builds.

===Pros : Cons===

Pros:

    + Lots of Utility
    + Lots of CC
    + Fantastic Mid Game
    + Best Engage
    + Global Ult That Heals
    + Lane Bully w/ Max 2
    + Built to Deal Damage
    + One Fierce Strut

Cons:
    - [4.18] No Root
    - Lackluster Scaling
    - High Cooldowns
    - Horrible Base Healing
    -
Monolith Break Easily
- Mana Hungry
- Fragile Early Game (Painfully difficult to come back from)
- Horrible Against Silences
- Difficult Learning Curve

===Skills===

Terra is a walking Swiss Army Knife of a Guardian and capable of being an indestructible roadblock, or a very painful counter-ganker. Her strengths are her abilities. High eHP, CDR, and utility items are the way to go with Terra.

Passive: Standing Stones
Spoiler: Click to view

1st Ability: Force of Nature
Spoiler: Click to view

2nd Ability: Crushing Earth
Spoiler: Click to view

3rd Ability: Monolith
Spoiler: Click to view

Ultimate: Terra's Blessing
Spoiler: Click to view

COMBO LIST - TERRA
Spoiler: Click to view

===Items===

Here are options for building Terra for whatever play style is desired based on my experience with using them in Conquest and Arena.

AGGRESSIVE BUILD ITEMS (~$14000 - ~$16000 at full build)

Spoiler: Click to view


SUPPORTIVE BUILD ITEMS (~$14000 - ~$16000 at full build)
Spoiler: Click to view

Consumables

Healing Potion - Better than Monolith healing early game, and keeps you alive until you don't need them.
Mana Potion - If you have chalice, these are practically useless.
Multi Potion - Not as good as Healing Potions but maybe you might need extra mana.
Potion of Magical Might - A must-have for late game brawls because of the damage. boost, the 3% mana return for damaging gods, and it synergizes with Elixir of Power.
Elixir of Power - Turns Terra into a bulldozer.
Elixir of Defense - Makes Terra into a brick house.
Ward - Always necessary to have as it keeps most Junglers from getting the drop on anyone.

===Can't Stop The Rock===

CONQUEST(CLASH/SIEGE)


EARLY GAME
Spoiler: Click to view


MID-GAME
Spoiler: Click to view


LATE-GAME
Spoiler: Click to view


ARENA



To play Terra in Arena, poke gods, decimate minion lanes, and protect the portal. You probably won't be killing anyone unless you're in a teamfight, get lucky, or seriously outclass someone. Crushing Earth will help you seal the fate of most people you fight, or save a friend from a dire situation.

One strategy I picked up, is that a Tank Terra can quite literally kill all the minion lanes spawning in with Monolith and not really feel the hassle of the enemy team. Doing this while everyone is focused on poking in middle allows for entire lanes to go missing without anyone noticing until the Tickets start dropping radically.

===Changelogs: Stuck in The Wringer===

Terra has gone through various updates throughout Season 3 and Season 4, starting from her introduction into the game. Some updates were understandable bug fixes that made her do true damage, or how her ult used to give away stealthed ally positions. They gave her a small buff, but then began to hammer down on her with constant nerfs to her abilities until eventually she was left as a Guardian with little damage, poor scaling, unreliable healing, and hardly threatening on her own(unlike other Guardians at the time when played skillfully), with hardly anything to contribute to a team fight other than being a damage sponge with a lot of CC. Sure she had a global presence and a lot of utility, but there wasn't enough strength behind any ability to keep anyone at bay. Season 3 was not a good time for Terra, as she felt underwhelming when I could be any other Guardian.

Early into Season 4, she was pretty impressive, although the Support meta at the time put a skill gap on how good Terra could be. Regardless she was great for having many methods of CC that were best used for ganks, counter-ganks, and teamfights. As of 4.18, her Monolith root will be removed and replaced with a slow. I see a serious nerf. Terra's utility is being downgraded, which if it does continue, she might end up being just above Khepri on Tier lists. She doesn't have decent heal, and an Ah Puch can turn the tick healing against her almost instantly as her heals end up doing nothing but harm at that point. Her scaling isn't up to par with most Guardians, especially with Artio on the loose, and her mobility isn't fantastic. Regardless, Guardian mains have to make do, and I intend to do just that. I hope either her heals get ramped up in future updates, or she gains higher scaling on her passive or abilities.

===Counters and Team Synergy===

I need to do a lot of testing with this but What I know so far is that the following are who Terra works well with, against, and who she doesn't work well with or against. If anyone wants to help, then feel free to leave a comment.

This link right here holds a general idea of counters and team synergies for Terra. It's not as fancy as a League of Legends Matchup bar, but I've yet to see an integration into SMITE yet.

YES TEAM [✔]

Spoiler: Click to view

NO TEAM [✘]
Spoiler: Click to view

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1
Foozy95 | July 18, 2017 8:14am
Never tried running damage no her as she's far more superior as a CC tank/support. My only feedback is that you are running too many CDR items and you're overcapping which I cant recommend in any MOBA. From what I recollect the CDR cap is 40%, so never buy above that or you're just wasting your gold.

Also I tip strongly for some aura items like : Sovreignity, heartward amulet and gauntlet of thebes as they're pretty much meta for any support right now with their buffs.
1
ScorpionRadio | September 23, 2017 8:16pm
Thanks for the feedback, I'll give my two cents, even if I'm extremely late to answering. I'll keep my reasoning brief and understandable.

At the time, yes I could see why aura items are effective; high HP5, MP5, protections, and protections to allies. However, you sacrificed three slots of your build to get items that only help your teammates in teamfights and your Carry. The problem is penetration. You build defenses for your team, the enemy ends up building penetration. If you're not around your teammates, the squishy ones are more at risk to take true damage. Late game, you do no damage, can't take many of the hits like you used to earlier, and get ignored when you're trying to peel. Being useless is worse than being selfish. That and you'll most likely have to deal with an enemy Guardian running the same auras.

As for the CDR, The cooldowns I tend to run with any Guardian will be within the 30%-40%. Chronos Pendant is a niche thing I like pursuing mainly because it breaks the CDR cap with it's passive, and grants damage and MP5. 1s gone for every 10s comes in handy for Mages as well as Guardians. Hard and Soft CC comes more frequently, and you are a force to be reckoned with(granted you also build effectively).

All in all, my preference is to be a difficult opponent rather than a meatshield.
1
Nix281 | June 13, 2017 10:48am
try running her in solo lane ^^ after she hits level 2 she has decent heal and lots of damage for early ^^
1
ScorpionRadio | September 23, 2017 8:17pm
Solo Lane Terra is as good as Solo Kuzenbo. Most likely to kill you because you aren't taking them seriously.
1
Reedz22 | May 27, 2017 9:19am
Amazing Build!
1
ScorpionRadio | September 23, 2017 8:16pm
Thanks. ^^
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