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Terra sieging build (Conquest)

2 1 8,742
by GucciManatee updated May 5, 2021

Smite God: Terra

Build Guide Discussion 11 More Guides
Tap Mouse over an item or ability icon for detailed info

Build Summary

Starting Items

Notes I like going benevolence here, as you'll give out plenty of prots later, and you can very easily recover the missing health, which is never noticeable tbh.

I like the 5 health pots to start, it keeps you in lane for a long time and you can build a lead over the enemy support pretty early when they need to back.

Notes

I like going benevolence here, as you'll give out plenty of prots later, and you can very easily recover the missing health, which is never noticeable tbh.

I like the 5 health pots to start, it keeps you in lane for a long time and you can build a lead over the enemy support pretty early when they need to back.

Build Item Benevolence Benevolence
Build Item Shoes Shoes
Build Item Healing Potion Healing Potion
5
Build Item Ward Ward
2

Final fight (With Pridwen)

Notes As long as everything goes to plan, I back after hitting about 1300 gold. If your low on health, you can head back around 1150, as you can afford full shoes and a ward.

Notes

As long as everything goes to plan, I back after hitting about 1300 gold. If your low on health, you can head back around 1150, as you can afford full shoes and a ward.

Build Item Compassion Compassion
Build Item Shoes of Focus Shoes of Focus
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Lotus Sickle Lotus Sickle
Build Item Talisman of Energy Talisman of Energy
Build Item Pridwen Pridwen
Build Item Relic Dagger Relic Dagger

Terra's Skill Order Notes You really really want to hold the skill point at level 8 so you can finish crushing earth and get a 2nd point in your ulti. If you can't or don't want to hold the point, put it in monolith and then finish crushing earth at level 10.

Notes

You really really want to hold the skill point at level 8 so you can finish crushing earth and get a 2nd point in your ulti. If you can't or don't want to hold the point, put it in monolith and then finish crushing earth at level 10.

Force of Nature

1 X Y
Force of Nature
2 15 16 18 19

Crushing Earth

2 A B
Crushing Earth
1 4 6 7 8

Monolith

3 B A
Monolith
3 10 11 12 13

Earthen Fury

4 Y X
Earthen Fury
5 9 14 17 20
Force of Nature
2 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
1 4 6 7 8

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: 50 / 55 / 60 / 65 / 70
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Monolith
3 10 11 12 13

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: 4 / 8 / 12 / 16 / 20
Protections: 10 / 15 / 20 / 25 / 30
Shatter Damage: 90 / 120 / 150 / 180 / 210 (+50% of your Magical Power)
Root Duration: 1 / 1.1 / 1.2 / 1.3 / 1.4s
Damage per Tick: 12 / 14 / 16 / 18 / 20 (+5% of your Magical Power)
Radius: 30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16s
Earthen Fury
5 9 14 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: 90 / 85 / 80 / 75 / 70s

Terra Threats

Tap each threat level to view Terra’s threats

Max
1
Major
3
Even
0
Minor
0
Tiny
0

Extended Build

Final Fight (with Chronos)

Notes This is quite honestly my favorite build to run. Your team fight is absolutely unstoppable late game, and going with benevolence instead of sentinels lets you get enough gold for the build very quickly. Even if you fall behind the enemy support in level early, you are still outgaining him in exp and gold, and will eventually roll. I usually notice around level 13, many supports get stuck for whatever reason. Going benevolence allows you to power through the slow stage and get to end game, likely 2-3 fights before the enemy support.

As far as absolutely essential to the build, you want lotus and talisman. Tyrannical Helm is a pretty situational item. Terra's early game is quite weak, and if you fall behind the enemy support, Tyrannical Helm will even the playing field. Once the landing phase is over, I wouldn't bother buying it, as mages and ADC's can just burst lanes down with or without Helm.

As far as CD, there isn't much for a sieging buuld. I like going Chronos here because it gives you the most CD out of any single item, and the extra healing from the power gained is also pretty nice. The MP5 helps a bit as well, as Terra's kit is extremely combo heavy, and its not uncommon to dump your entire kit onto the enemy. I've also been told the Pridwen is a great option here, and if you find yourself getting bullied, I would definitely go that route instead of chronos.

After I sell boots, I will pick up a game dependant item. Much of the time I'm getting a relic dagger, and being aggressive with my relics. An upgraded Belt of Frenzy + a Terra ult is an almost guaranteed team fight win, and if you can spam that every 90 seconds, your going to win a lot of fights.

Notes

This is quite honestly my favorite build to run. Your team fight is absolutely unstoppable late game, and going with benevolence instead of sentinels lets you get enough gold for the build very quickly. Even if you fall behind the enemy support in level early, you are still outgaining him in exp and gold, and will eventually roll. I usually notice around level 13, many supports get stuck for whatever reason. Going benevolence allows you to power through the slow stage and get to end game, likely 2-3 fights before the enemy support.

As far as absolutely essential to the build, you want lotus and talisman. Tyrannical Helm is a pretty situational item. Terra's early game is quite weak, and if you fall behind the enemy support, Tyrannical Helm will even the playing field. Once the landing phase is over, I wouldn't bother buying it, as mages and ADC's can just burst lanes down with or without Helm.

As far as CD, there isn't much for a sieging buuld. I like going Chronos here because it gives you the most CD out of any single item, and the extra healing from the power gained is also pretty nice. The MP5 helps a bit as well, as Terra's kit is extremely combo heavy, and its not uncommon to dump your entire kit onto the enemy. I've also been told the Pridwen is a great option here, and if you find yourself getting bullied, I would definitely go that route instead of chronos.

After I sell boots, I will pick up a game dependant item. Much of the time I'm getting a relic dagger, and being aggressive with my relics. An upgraded Belt of Frenzy + a Terra ult is an almost guaranteed team fight win, and if you can spam that every 90 seconds, your going to win a lot of fights.

Build Item Compassion Compassion
Build Item Shoes of Focus Shoes of Focus
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Lotus Sickle Lotus Sickle
Build Item Talisman of Energy Talisman of Energy
Build Item Chronos' Pendant Chronos' Pendant
Build Item Relic Dagger Relic Dagger

Situational

Build Item Tyrannical Plate Helm Tyrannical Plate Helm

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1
Farthus (15) | May 1, 2021 1:20pm
why do you rank up your 2 before your 3? also You will lack quite some cooldown with this buid when u sell the boots espcially
1
GucciManatee | May 1, 2021 4:35pm
The two does a lot more damage than the 3, and the majority of the time the 3 goes up just to do the stun.

You do lack CD for sure, I've found her CD to be short enough with just the 10%, as her combo does take some time to pull off.
1
Farthus (15) | May 2, 2021 1:41pm
Okay. I noticed you did change the build a bit though. I dont remember shield of regrowth being in it? So does that mean Rod of aslcep is less useful?

I dont really understand the build order, should you buy the tyrannical helm after you sold boots?
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League of Legends Build Guide Author GucciManatee
Terra sieging build (Conquest)
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