Terra's abilities create Standing Stones. As long as any Standing Stones are on the battleground Terra becomes Knockup immune and her Basic Attacks will Slow enemies. If Terra Shatters her stones, This Buff will remain active for 3s afterward.
Force of Nature
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 raises up two Standing Stone walls on either side of a target location, Slowing enemies in between by 20%. 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.
Terra summons a Standing Stone monolith surging with natural energy.
The monolith heals nearby allied gods every .5s. Terra can Shatter this stone with Force of Nature to Root enemies in the area for 1.5s and create a damaging area that lasts 5s.
Terra channels her strength into the entire world, buffing all of her allies for 10s.
While active, Terra and her allies gain increased Movement Speed, reduction of Mana costs for abilities, and increased Cooldown Reduction.
Also if Terra or any allied gods are take damage 4 times during the duration they will be healed. Each god has his or her own hit count.
The Earth Mother is continuing her transformation from true support to bruiser. Terra was originally thought of as a more protective Guardian, but as her pro gameplay and balance progressed we started to see her played more aggressively and even in Solo Lane. We are adding cleave attacks to all of her punches only when her passive is active. This adds a unique management component to her deployables, and bolsters her early game which tends to be awkward until she has all of her abilities ranked for shatter combos.
Terra Now gains cleave basic attacks on her entire hit chain while this passive ability is active
Terra has a large windup for her first Basic Attack which made utilizing her passive difficult. We want to make it a stronger option for players who are skilled at utilizing this passive to weave it into combat.
Decreased prefire time for the first Basic Attack in her chain from 0.5s to 0.3s.
Postfire has been increased from 0.5s to 0.7s to ensure the Basic Attack is still 1s.
Terra has been rockin' it since the ultimate rework, showing how impactful her aggressive frontline playstyle can be. However, the swing she brings to a teamfight is very difficult to deal with. We are reducing the damage mitigation/amplification swing in half to give teams a strong opportunity to engage against Terra while giving high level players the ability to quickly focus down Monolith. Terra players will have a harder time dancing around Monolith before needing to decide to break it or flee.
Decreased amount of hits it takes to destroy Monolith from 5 to 3.
The Earth Mother is getting a big change this patch, a whole new ultimate! She has always been incredibly strong performance wise, especially in competitive, but she did not feel impactful. In an effort to bring her performance into line, multiple tweaks were made that caused her to feel worse and worse to play (like the removal of the root from Shattering Monolith). Even after many adjustments it became clear that the idea of a global movement speed and healing ultimate would not work for the long term health of SMITE. Its effects would have to be measly numerically in order to balance the ability.
Her new ultimate, Earthen Fury, provides a similar effect for her allies in a localized area that protects them from damage and heals them after being hit 4 times. In addition it applies stones to enemies as well, causing them to take more damage and providing additional burst damage if they are hit 4 times. With this ability no longer being global and having effects that are not Movement Speed and Cooldown Reduction, we feel safe in bringing back the control Monolith used to provide when shattered. Yes, it now roots again.
This ability now roots enemies when shattered.
Terra channels her strength into the world around her, buffing her allies and debuffing enemies for 10s. Allies gain 10% damage mitigation as well as a Heal over Time and protective stones that heal the ally if all 4 are activated. Enemies receive 10% 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 takes damage.
Radius: 55 ft
HoT: 5/8/11/14/17 (+2% of your magical power) every 0.5s for 10s
Heal: 100/150/200/250/300 (+30% of your magical power)
Damage: 200/250/300/350/400 (+60% of your magical power)
Terra is seeing a shift in her power this Patch. Monolith is a highly flexible ability when shattered. It provides strong early game lockdown when combined with Crushing Earth's stun and applies a widespread root to control areas in the later stages of the game. We are removing the root from this ability and replacing it with a slightly longer lasting slow, giving more room for counterplay in both the single target and teamfight scenarios. Previously, because of its power when shattered, we allowed it to be destroyed quickly. This limited how it could be used to block shots or heal Terra's allies. We are increasing the number of shots required to kill it, bringing more power back to its unshattered form.
Removed Root from Monolith Shatter.
Monolith Shatter now Slows enemies by 30% for 1.5s.
Terra has seen a resurgence at the competitive level. With stronger burst damage from Monolith and the ability for teams to choose when to fight or run with Terra's Blessing she was incredibly contested during the Masters LAN. We are reducing the burst of speed her Ultimate provides to better allow her opponents to react the ultimate's activation.
Terra has been under-performing after the direct nerfs, Item changes, and meta shifts from Season 4. Rather than bringing back some of the power of her healing, Terra will receive more of a punch in her Damage potential. Monolith will now deal a flat amount of Damage when Terra breaks it, giving her some extra Damage when engaging an enemy team.
Monolith now deals 70/100/130/170/200 (+50 of your Magical Power) immediately when broken by Force of Nature.
Reduced the Damage Per Tick from 15/20/25/30/35 -> 10/12/14/16/18.
Overall, Monolith now deals 20 more Base Damage at all Ranks.
Fixed an issue where Monolith could be damaged by Minions or Jungle Monsters.
Terra is also being adjusted with the rest of the healers this patch. Monolith and Terra's Blessing are seeing reductions, and Terra is gaining a stronger Force of Nature to compensate. Good Terra players should now find opportunities to be more aggressive, and potentially even land two of these strong Forces of Nature to really put pressure on their opponents.
Force of Nature
Increased Base Damage from 60/100/140/180/220 -> 60/110/160/210/260.
Decreased Base Healing from 5/10/15/20/25 -> 3/6/9/12/15 per tick.
Decreased Base Healing from 100/200/300/400/500 -> 100/150/200/250/300.
Terra has made a name for herself through her ability to protect gods across the entire map. Especially when viewing her at competitive levels, The Earth Mother's ability to save allies across the map was happening a bit too often over the course of the entire game.
Cooldown Increased from 110/105/100/95/90 -> 110s at all ranks.
Monolith creates a long lasting zone of healing that can potentially become dangerous to enemies at any time. In this patch, Monolith will now be destroyable through enemy Basic Attacks, giving some more options for enemies to counter it.
Can now be destroyed by players by using 3 Basic Attacks.
Terra has been crushing recently, providing her teammates with strong utility and setup. The control she offers is powerful, but to enemies playing against Terra, it is often too difficult to play around. We have removed the slow from Crushing Earth allowing for more room for players to escape the stun, as well as reduced the duration on Monolith's root. These two changes, combined with an increase to the cooldown of Terra's Blessing, will help players better deal with Terra's control.
Fixed an issue where the bonus damage was being calculated as true damage.
No longer has a slow for enemies standing between the standing stones.
Root duration decreased from 1.5s -> 1s.
Cooldown increased from 90s -> 110/105/100/95/90s.
We got a lot of feedback on Terra; her strengths and weaknesses and her overall feel. In this patch, we wanted to address some concerns raised with her Basic Attacks not feeling impactful enough for someone using giant stone fists, as well as the delayed feeling players got from Crushing Earth.
Added bonus damage equal to 7 + 10% of your Magical Power to Terra's basic attacks while Standing Stones is active.
Fixed this ability stunning players who were running or strafing into the walls from the outside.
Fixed this ability where players were getting blocked before the walls were actually visible.