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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?
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!
Pros:
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.
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)
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.
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 [✔]
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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.
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.