Tal Rasha by Xero

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Tal Rasha

By: Xero
Last Updated: Mar 11, 2024
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Tal Rasha

First of the Horadrim

OVERVIEW


The Horadrim - an ancient and mystical brotherhood of wizards and mages formed under the behest of the Archangel Tyrael in order to do battle with the prime evils.

Tal Rasha, First of the Horadrim, is a powerful sorcerer who would be placed at the forefront of the brotherhood as its first true leader. Wielding the arcane secrets to a fine excellence, he would become one of Sanctuary's most powerful sorcerers known to this day. Selfless and just, he would ultimately sacrifice his very mind and body to seal the prime evil Baal within himself.

Now in the Nexus, Tal Rasha is ready to invoke his magic to subjugate evil once more.


Tal Rasha is a Ranged Mage with a complex toolkit, using the elements to alter his own spells to benefit the situation. Mastering his spellwork is difficult but rewarding for his allies... and punishing for his foes.

BASE STATS


Attack Type Ranged
Health 1350
Health Regen 3.0000
Resource 500 Mana
Unit Radius 0.700
Attack Speed 1.10
Attack Range 5.5
Attack Damage 80

DESIGNER NOTES


Tal Rasha is meant to be Heroes of the Storm's version of DotA's Invoker, albeit done in his own unique way. He is also meant to represent the Male Wizard in Diablo 3.

Tal Rasha's Elemental Mastery (Trait) allows him to toggle between four sets of basic abilities - Arcane, Fire, Cold and Lightning. Each set features unique abilities on his Q, W and E keys. An effective Tal Rasha players is prepared to constantly swap between Elements so that he can lob spells as frequently as possible to make use of the individual cooldowns of his twelve basic abilities.

Tal Rasha's Level 4, 7, 13 and 16 talents also features 3 Skill Rune Talents as choices. These unique talents lets Tal Rasha swap one element's ability with another element while altering both spells in some interesting way.
(Example: "Skill Rune: Fire and Lightning" turns Charged Bolt into a Fire Spell and Upheaval into a Lightning Spell)
This means a Tal Rasha player can literally edit the layout of their spells mid-game to suit a given strategy. Talents that affect a swapped spell's previous identity also affects its new iteration.
(Example: While "Skill Rune: Fire and Lightning" turned Charged Bolt into Fire Bolt, a fire spell, it still benefits from "The Shame of Delsere" Level 4 talent if you picked it)

Each Skill Rune Talent appears twice throughout the talent selections, although you can only select a given Skill Rune talent only once. No swapping back!

Combat Trait

1
Elemental Mastery
Tal Rasha has access to four Elements which he can toggle between using his secondary abilities. Each Element drastically changes his abilities and causes them to do elemental damage. Tal Rasha's basic attacks also deal spell and elemental damage.

Arcane Damage: Shreds the target's Spell Armor, reducing it by 1 per stack for 10 seconds, up to 15.
Fire Damage: Burns the target, dealing 30% of the attack or spell's damage as additional damage over 5 seconds.
Cold Damage: Freezes the target, reducing their Attack and Movement Speed by 1% for 10 seconds, stacking up to 15%.
lightning Damage: A Storm energies Tal Rasha, granting him 5% Attack and Movement Speed for 10 seconds, stacking up to 30%.

Primary Abilities

1
Arcane Spells
2
Arcane Torrent
Mana: 25
Cooldown: 4 seconds
Targeting: Long Straight Line in the direction of the Cursor

Channel up to 2.00 seconds. For every 0.50 seconds channelled, hurl an Arcane projectile forward in a straight line, dealing heavy Arcane Damage to the first enemy hit.

Tal Rasha's Movement Speed decays all the way to 25% while channelling.

Flame Ward
Requires Talent "Skill Rune: Arcane and Fire"
Mana: 25
Cooldown: 4 seconds
Targeting: Long Straight Line in the direction of the Cursor

Channel up to 2.00 seconds, gaining a moderate shield every 0.50 seconds. For every 0.50 seconds channelled, hurl an Fiery projectile forward in a straight line, dealing heavy Fire Damage to the first enemy hit.

Tal Rasha's Movement Speed increases to 40% over the course of the channel.
3
Spectral Blade
Mana: 10
Cooldown: 12 seconds
Targeting: Large 90-degree Cone in the direction of the Cursor

Summons a spectral blade that slashes through all enemies hit, dealing moderate Arcane Damage.

Can be cast while channelling Arcane Torrent. Spectral Blade's cooldown is reduced by 1.00 second whenever Tal Rasha deals damage to an enemy Hero.

Ice Blades:
Requires Talent "Skill Rune: Arcane and Cold"
Mana: 10
Cooldown: 12 seconds
Targeting: Large 90-degree Cone in the direction of the Cursor

Summons an icy blade that slashes through all enemies hit, dealing moderate Cold Damage. It swipes a second time 1.25 seconds later for the same damage, rooting enemies hit by both slashes.

Can be cast while channelling Ray of Frost. Ice Blade's cooldown is reduced by 1.00 second whenever Tal Rasha deals damage to an enemy Hero.
4
Convergence
Mana: 70
Cooldown: 15 seconds
Targeting: Circular Area at the target location within 6.0 range

Summons a converging source of magic that sucks nearby enemies into it. After 1.5 seconds, the convergence implodes, dealing heavy Arcane Damage to all enemies inside of it, with bonus Arcane Damage the closer they are to the centre.

Howling Vortex:
Requires Talent "Skill Rune: Arcane and Lightning"
Mana: 70
Cooldown: 15 seconds
Targeting: Circular Area at the target location within 6.0 range

Summons a converging vortex of magic that pulls enemies towards the centre before imploding, dealing moderate Lightning Damage to all enemies inside of it.
5
Fire Spells
6
Firebomb
Mana: 20
Cooldown: 3 seconds
Targeting: Medium Straight Line in the direction of the Cursor

Hurls a concentrated ball of fire that explodes on the first enemy hit, dealing moderate Fire Damage to all nearby enemies.

Arcane Bomb
Requires Talent "Skill Rune: Arcane and Fire"
Mana: 20
Cooldown: 3 seconds
Targeting: Medium Straight Line in the direction of the Cursor

Hurls a concentrated ball of arcane that explodes on the first enemy hit, dealing heavy Arcane Damage to all nearby enemies.
7
Upheaval
Mana: 50
Cooldown: 13 seconds
Targeting: Rectangular Area at the target location with 3.0 range

An explosion unheaves the earth in the target location, dealing minor Fire Damage and knocking enemies hit away from Tal Rasha.

Updraft:
Requires Talent "Skill Rune: Fire and Lightning"
Mana: 50
Cooldown: 13 seconds
Targeting: Circular Area at the target location with 3.0 range

A violent updraft deals minor Lightning Damage and stuns enemies hit for 1.50 seconds.
8
Meteor
Mana: 100
Cooldown: 20 seconds
Targeting: Large Circular Area at the target location within 6.0 range

After a 1.00 second cast, a meteor of flame falls upon the target area which deals heavy Fire Damage.

Frozen Comet
Requires Talent "Skill Rune: Fire and Cold"
Mana: 100
Cooldown: 20 seconds
Targeting: Massive Circular Area at the Target Location within 6.0 Range

After a 1.00 second cast, a meteor of ice falls upon the target area which deals moderate Cold Damage. Slows enemies hit by 90%, decaying over 3.00 seconds.
9
Cold Spells
10
Ray of Frost
Mana: 5 per second
Cooldown: 1.5 seconds
Targeting: Long, thin Straight Line in the direction of the Cursor

Channel a Ray of Frost, dealing minor Cold Damage every 0.25 second to enemies while they are in it. The direction of the ray changes with your mouse cursor position.

Shock Ray
Requires Talent "Skill Rune: Cold and Lightning"
Mana: 5 per second
Cooldown: 1.5 seconds
Targeting: Long Straight Line in the direction of the Cursor

Channel a Shock Ray, dealing minor Lightning Damage every 0.25 second to enemies while they are in it. The direction of the ray changes with your mouse cursor position.
11
Frozen Nova
Mana: 30
Cooldown: 10 seconds
Targeting: Large Circular Area around Tal Rasha

An explosion of ice surrounds Tal Rasha, rooting all enemies hit for 1.50 seconds and dealing moderate Cold Damage to them.

Arcane Nova:
Requires Talent "Skill Rune: Arcane and Cold"
Mana: 30
Cooldown: 10 seconds
Targeting: Large Circular Area around Tal Rasha

An explosion of Arcane surrounds Tal Rasha, dealing heavy Arcane Damage to enemies hit.
12
Sleetstorm
Mana: 70
Cooldown: 15 seconds
Targeting: Circular Area at the Target Location within 6.0 Range

A continuous barrage of icy shards falls upon the target area, dealing minor Cold Damage every 0.10 seconds to enemies in it. Lasts for 4 seconds.

Apocalypse
Requires Talent "Skill Rune: Fire and Cold"
Mana: 70
Cooldown: 15 seconds / 2 Charges
Targeting: Circular Area at the Target Location within 6.0 Range

A continuous barrage of fire and brimstone falls upon the target area, dealing minor Fire Damage every 0.10 seconds to enemies in it. Lasts for 4 seconds.
13
Lightning Spells
14
Electrocute
Mana: 30
Cooldown: 2 seconds
Targeting: Extended Straight Line in the direction of the Cursor

Lightning surges forward, dealing minor Lightning Damage four times in quick succession.

Black Ice
Requires Talent "Skill Rune: Cold and Lightning"
Mana: 30
Cooldown: 2 seconds
Targeting: Extended Straight Line in the direction of the Cursor

A wave of black ice surges forward, dealing minor Cold Damage four times in quick succession. Enemies hit four times by this are rooted for 1.50 seconds.
15
Charged Bolt
Mana: 75
Cooldown: 8 seconds / 2 Charges
Targeting: 60-Degree Cone in the direction of the Cursor

Smashes the ground, causing arcs of lightning to travel outward and seek enemies. Upon being hit, the enemy takes Moderate Lightning Damage.

Fire Bolt
Requires Talent "Skill Rune: Fire and Lightning"
Mana: 75
Cooldown: 8 seconds / 2 Charges
Targeting: 60-Degree Cone in the direction of the Cursor

Smashes the ground, causing bolts of flame to travel outward and seek enemies. Upon being hit, the enemy takes Heavy Fire Damage.
16
Energy Twister
Mana: 100
Cooldown: 15 seconds
Targeting: Circular Area at the Target Location within 6.0 Range, Vector Targeting for Direction

Summons a raging twister that begins to slowly move in the target direction, dealing minor Lightning Damage to all enemies inside of it every 0.25 seconds. The Twister dissipates after 3 seconds.

Arcane Twister
Requires Talent "Skill Rune: Arcane and Lightning"
Mana: 100
Cooldown: 15 seconds
Targeting: Circular Area at the Target Location within 6.0 Range

Summons a raging twister that begins to slowly move in the target direction, dealing minor Arcane Damage to all enemies inside of it every 0.25 seconds. The Twister explodes after 3 seconds, dealing moderate Arcane Damage to enemies in a bigger area.

Secondary Abilities

1
Arcane Mastery
Cooldown: 0.50 seconds (Shares Cooldown with all Elemental Swaps)

Tal Rasha becomes infused with Arcane, swapping to Arcane Spells and causing Tal Rasha's basic attacks to deal Arcane Damage.
2
Fire Mastery
Cooldown: 0.50 seconds (Shares Cooldown with all Elemental Swaps)

Tal Rasha becomes infused with Fire, swapping to Fire Spells and causing Tal Rasha's basic attacks to deal Fire Damage.
3
Cold Mastery
Cooldown: 0.50 seconds (Shares Cooldown with all Elemental Swaps)

Tal Rasha becomes infused with Cold, swapping to Cold Spells and causing Tal Rasha's basic attacks to deal Cold Damage.
4
Lightning Mastery
Cooldown: 0.50 seconds (Shares Cooldown with all Elemental Swaps)

Tal Rasha becomes infused with Lightning, swapping to Lightning Spells and causing Tal Rasha's basic attacks to deal Lightning Damage.

Heroic Abilities

1
Hydra
Mana: 75
Cooldown: 45 seconds / 2 Charges
Targeting: Circular Area at the Target Location within 6.0 Range

Rips open a rift and summons a elemental 3-headed Hydra at the target location, which bursts upward dealing elemental damage and knocking enemies away from it. The Hydra's element and behaviour is based on Tal Rasha's Element when it was summoned.

Hydras last for 10 seconds.

Arcane Hydra: Each Hydra head lobs arcane bolts at enemies, prioritizing enemy heroes. These bolts deal moderate Arcane Damage.
Fire Hydra: Each Hydra head breathes infernal flames in a 120-Degree cone, constantly dealing minor Fire Damage. Instead of knocking enemies away when spawned, Fire Hydras pull enemies towards them.
Cold Hydra: Each Hydra head breathes cold ice in a 120-Degree cone, constantly dealing minor Cold Damage.
lightning Hydra: Each Hydra head shoots lightning at enemies, prioritizing enemy heroes. These shots deal minor Lightning Damage and bounce to hit up to five three additional nearby enemies, prioritizing enemy heroes.

Hydras act as impassable terrain while active.
2
Invocation
Mana: 100
Cooldown: 80 seconds
Targeting: Self-Cast

Tal Rasha convokes the elements to merge as one with his body. For 10 seconds afterwards, Tal Rasha benefits from all four Elements being active at once and his abilities do not have a Mana Cost.

Explanation: While Invocation is active, all of Tal Rasha's elements are considered "active". His Q, W and E abilities casts all elemental variations at once.

LEVEL 1

Elemental Study:
Quest: Deal Arcane, Fire, Cold and Lightning Damage to Enemy Heroes.
Reward: After dealing 7,500 Arcane Damage to Enemy Heroes, reduce the mana cost of your abilities by 20%.
Reward: After dealing 7,500 Fire Damage to Enemy Heroes, increase your Mana Regeneration by 2.
Reward: After dealing 7,500 Cold Damage to Enemy Heroes, increase your Maximum Mana by 150.
Reward: After dealing 7,500 Lightning Damage to Enemy Heroes, reduce the cooldown of your basic abilities by 10%.
Reward: After completing all other Quest Objectives, permanently gain 10% Spell Power.

Familiar:
A Magical Familiar follows Tal Rasha. Every 5 seconds the Familiar empowers his next basic attack to deals bonus moderate damage and restore 5% of his Maximum Mana.

Restrategize:
Dealing damage to a unique enemy hero grants a stack of Restrategize up to 5 stacks. Swapping Elements consumes all stacks to restore 30 Mana per stack.

LEVEL 4

Velvet Camaral:
Electrocute deals damage two additional times.

The Shame of Delsere:
Increase the range of Charged Bolt by 20%. The farther the Charged Bolts travel, the more damage they do, up to a bonus of 60% additional damage.

Valthek's Rebuke:
Energy Twister moves 20% faster. Energy Twister deals bonus Fire Damage to enemies hit.

Skill Rune: Arcane and Lightning
Energy Twister becomes an Arcane Spell and explodes for Arcane Damage at the end.
Convergence becomes a Lightning Spell, deals 50% less damage but detonates immediately.

Skill Rune: Fire and Lightning
Charged Bolt becomes a Fire Spell and deals 30% more damage.
Upheaval becomes a Lightning Spell and stuns enemies hit for 1.50 seconds instead of knocking them back.

Skill Rune: Cold and Lightning:
Ray of Frost becomes a Lightning Spell and becomes 30% wider.
Electrocute becomes a Cold Spell and roots enemies who are hit four times by it for 1.50 seconds.

Level 7

Snow Blast:
Enemies hit by Ray of Frost take 3% more damage from Tal Rasha for 4 seconds, stacking up to 30%.

Frozen Mist:
Frozen Nova explodes into a Frozen Mist upon expiration, leaving behind a Frozen Mist that deals constant minor Cold Damage to enemies standing in it. The Frozen Mist lasts for 3 seconds and grows in size.

Snowbound:
Increase the duration of Sleetstorm by 1.00 second and reduce its cooldown by 3.00 seconds.

Skill Rune: Arcane and Cold:
Frozen Nova becomes an Arcane Spell. It no longer roots but deals 50% more damage and its cooldown is reduced by 5 seconds.
Spectral Blade becomes a Cold Spell and strikes a second time after 1.25 seconds, rooting enemies hit by both hits.

Skill Rune: Fire and Cold:
Sleetstorm becomes a Fire Spell and gains a second charge.
Meteor becomes a Cold Spell, deals 25% less damage but gains 100% bigger area and slows enemies hit for 90%, decaying over 3 seconds.

Skill Rune: Cold and Lightning:
Ray of Frost becomes a Lightning Spell and becomes 30% wider.
Electrocute becomes a Cold Spell and roots enemies who are hit four times by it for 1.50 seconds.

Level 13

Inferno:
Firebomb gains two additional charges, with a 0.50 second cooldown between uses. It's cooldown is increased by 2 seconds, but it refreshes all charges of Firebomb.

Volcanic Eruption:
Upheaval's cast range is increased by 150% and its damage by 40%.

The Grand Vizier:
Meteor's cast time is reduced to 0.25 seconds. It leaves behind arcane earth, which deals constant minor Arcane Damage to enemies standing in it.

Skill Rune: Arcane and Fire:
Firebomb becomes an Arcane Spell and deals 70% more damage but has a 40% smaller explosion radius.
Arcane Torrent becomes a Fire Spell and grants Tal Rasha a moderate shield every 0.50 seconds he spends channelling it. It also increases his movement speed instead of reducing it.

Skill Rune: Fire and Cold:
Sleetstorm becomes a Fire Spell and gains a second charge.
Meteor becomes a Cold Spell, deals 25% less damage but gains 100% bigger area and slows enemies hit for 90%, decaying over 3 seconds.

Skill Rune: Fire and Lightning
Charged Bolt becomes a Fire Spell and deals 30% more damage.
Upheaval becomes a Lightning Spell and stuns enemies hit for 1.50 seconds instead of knocking them back.

Level 16

Mantle of Channeling:
Arcane Torrent charges up twice as fast and fires one additional projectile.

Delsere's Magnum Opus:
Enemies hit by Spectral Blade reduce the cooldown of Tal Rasha's other abilities by 3 seconds.

Jang's Envelopment:
Convergence's radius is increased by 30%. Instead of imploding once, the Convergence pulses three times, dealing 50% of its damage with each pulse.

Skill Rune: Arcane and Fire:
Firebomb becomes an Arcane Spell and deals 70% more damage but has a 40% smaller explosion radius.
Arcane Torrent becomes a Fire Spell and grants Tal Rasha a moderate shield every 0.50 seconds he spends channelling it. It also increases his movement speed instead of reducing it.

Skill Rune: Arcane and Cold:
Frozen Nova becomes an Arcane Spell. It no longer roots but deals 50% more damage and its cooldown is reduced by 5 seconds.
Spectral Blade becomes a Cold Spell and strikes a second time after 1.25 seconds, rooting enemies hit by both hits.

Skill Rune: Arcane and Lightning
Energy Twister becomes an Arcane Spell and explodes for Arcane Damage at the end.
Convergence becomes a Lightning Spell, deals 50% less damage but detonates immediately.

Level 20

The Typhoon's Veil:
Hydra gains a third charge.
Hydras gain 2 additional heads and they last 5 seconds longer.

Dark Mage's Diamond Skin:
When Invocation is cast, Tal Rasha gains a shield equal to his maximum health which lasts until the end of Invocation. While the shield lasts, Tal Rasha gains 20% Spell Power.

The Oculus:
After performing an Elemental Swap, Tal Rasha's next movement action teleports him a moderate distance in the target direction.
This effect has a 5 second cooldown for each individual Element.

Vyr's Amazing Arcana:
While Tal Rasha's current basic abilities are on cooldown his basic attacks are empowered to deal 50% more damage, strike all enemies near the primary target and reduce the cooldown of his basic abilities by 1.50 seconds for each target hit.

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