LEVEL 1
- Rockslide (D)
Quest: Collecting rock fragments grants 1.5 permanently increased maximum Health.
Reward: After collecting 30 rock fragments, Stone Skin's baseline Armor is increased from 10 to 15, and collecting a fragment grants 5% increased Movement Speed for 3 seconds.
- Geode Shell (D)
Absorbing a rock fragment reduces the damage taken from the next enemy Hero Ability by 50%. Holds up to 2 charges.
- Heavy Impact (Q)
If Boulder hits an enemy Hero who is near a wall or impassable terrain, the Stun duration is increased by 0.5 seconds and generates 1 additional rock fragment.
LEVEL 4
- Suffocating Cloud (W)
Enemies inside Dust Field have their Vision Radius reduced by 50% and spell power reduced by 15%.
- Crushing Weight (E)
The third strike of Thrash deals bonus Physical Damage equal to 3% of the target Hero’s maximum Health.
- Seismic Pulse (Passive)
Every 10 seconds, Theradras's next Basic Attack releases a shockwave, dealing 85 Spell Damage to all enemies in a line and spawning a rock fragment.
LEVEL 7
- Dust Veil (W)
Dust Field's area of effect is increased by 15%. Allies standing inside Dust Field gain 15 Armor.
Furious Strikes (E)
Hitting an enemy Hero with Thrash increases Theradras's Basic Attack speed by 35% for 4 seconds.
Tectonic Regeneration (D)
While Theradras has a Shield from Stone Skin, she regenerates 22 Health per second.
LEVEL 13
- Earthen Armor (E)
Each strike of Thrash reduces the target Hero's Armor by 5 for 3 seconds, stacking up to 15.
- Choking Sands (W)
Enemies affected by Dust Field's max Slow stack are also Silenced for 1 second. This effect can only trigger once per enemy per Dust Field.
- Tremor (Active)
Active (Cooldown: 45s): Activate to instantly slam the ground, dealing 90 Damage to nearby enemies, slowing them by 30% for 2 seconds, and creating 2 rock fragments.
LEVEL 16
- Avalanche (Q)
Boulder pierces all heroes, and its cooldown is reduced by 3 seconds if it hits an enemy Hero.
- Battering Ram (E)
The knockback distance of Thrash is increased by 100%, and enemies knocked into terrain are Stunned for 0.75 seconds.
- Hardened Granite (D)
Stone Skin's Shields last 2 seconds longer and their value is increased from 5% to 7.5% of max Health per rock fragment.
LEVEL 20
- Nightmarish Gaze (R1)
Repulsive Gaze no longer requires channeling and its range is increased by 30%. Feared enemies take 20% increased damage from all sources while Feared.
- Earth's Bastion (R2)
Elemental Monolith gains 50% increased Health and its shockwaves pulse 50% faster (every 0.66 seconds). Allies standing near the Monolith gain 25 Armor.
- Mother's Blessing (D)
Activating Stone Skin immediately clears all Roots and Slows from Theradras, and grants 30 Armor for 3 seconds.
- Pillar of Earth (Passive)
Upon taking fatal damage, Theradras becomes Invulnerable for 3 seconds and immediately triggers a free Dust Field and spawns 4 rock fragments. (Cooldown: 120s)
2)Does the Shield from absorbed rocks count towards the 10% maximum Health damage threshold?
3)Is [Boulder] an empowered version of Muradin's [Storm Bolt] (Q)?
4)[Dust Field] makes Arthas obselete. It does his primary job better.
5)Is [Elemental Monolith] an empowered version of Hogger's [Loot Hoard] (D)?
It does not feel like this kit brings something special to the game. It just replaces other characters.
1)[Rockslide] is poorly designed. It encourages you to take unnecessary damage.
2)[Heavy Impact] generating an "additional" rock fragment makes it soun like [Boulder] generates it baseline.
3)[Suffocating Cloud] is a level 16 talent. Vision reduction is a very strong effect.
4)What kind of line does [Seismic Pulse] talk about? Where does it start?
5)Where does [Tremor] create its rock fragments? How far are they from your location?
6)[Battering Ram] is impossible to evaluate without knowing how strong the knockback is exactly.
7)Can the Stun from [Battering Ram] trigger multiple times?
8)[Nightmarish Gaze] is poorly designed. It removes counterplay.
9)How does 50% from 1 equal 0.33? Would it not be 0.25?
10)[Pillar of Earth] is overpowered. It is Uther's [Divine Shield] (R) that cannot be outplayed.
1) Is the permanent 10 Armor really necessary?
Answer:
No, it isn't strictly necessary. The baseline Armor was meant to reflect her stone physique, but it limits her baseline Health pool balancing.
Adjustment: We can remove the passive 10 Armor. Her Armor gain will now be purely active through collecting rock fragments with [Stone Skin].
2) Does the Shield from absorbed rocks count towards the 10% maximum Health damage threshold?
Answer:
Yes. In Heroes of the Storm mechanics, damage absorbed by Shields counts toward damage-taken thresholds for abilities and passive triggers.
Tooltip Clarity: "Whenever Theradras loses a total of 10% of her maximum Health (including Shields)..."
3) Is [Boulder] an empowered version of Muradin's [Storm Bolt] (Q)?
Answer:
The key difference is that [Boulder] pierces through Minions and Mercenaries (dealing damage along the way) and stops only at the first enemy Hero. Muradin’s baseline Storm Bolt stops at the first unit hit. Furthermore, Theradras's Boulder focuses on terrain interactions and generating rock fragments for her Trait.
4) [Dust Field] makes Arthas obsolete. It does his primary job better.
Answer:
Valid critique. A permanent AoE Blind combined with a stacking Slow creates too much overlap with Frozen Tempest.
Adjustment: To give [Dust Field] a distinct identity, the Blind duration can be a fixed pulse (e.g., 1.5 seconds upon activation) rather than lingering for the entire duration of the storm.
5) Is [Elemental Monolith] an empowered version of Hogger's [Loot Hoard] (D)?
Answer:
While both create impassable terrain, their tactical purposes differ. Hogger’s Loot Hoard is a Trait designed around ricocheting his own Wild Chain [E]. [Elemental Monolith] is a Heroic Ability designed as a destructible teamfight structure that continuously applies AoE pressure and slows down grouped enemies.
1) [Rockslide] is poorly designed. It encourages you to take unnecessary damage.
Answer / Adjustment:
Fully agreed. Quest designs that reward taking damage lead to bad gameplay habits.
Rework: Hitting enemy heroes with [Boulder] now drops a rock fragment.
2) [Heavy Impact] generating an "additional" rock fragment makes it sound like [Boulder] generates it baseline.
Answer / Clarification:
That was a mistake.
Updated Tooltip to match [Rockslide] rework: "If [Boulder] hits an enemy Hero near a wall or impassable terrain, the Stun duration is increased by 0.5 seconds."
3) [Suffocating Cloud] is a level 16 talent. Vision reduction is a very strong effect.
Answer / Adjustment:
Nearsight / Vision reduction (like Dehaka's or Maiev's) is indeed an ultra-strong mechanic for a Level 4 talent.
Adjustment: Replaced at Level 4 with a 15% Spell Power reduction to enemies inside the dust cloud, or moved to Level 16 with a heavily reduced duration (1 second).
4) What kind of line does [Seismic Pulse] talk about? Where does it start?
Answer / Clarification:
The shockwave fires in a short straight line (range 4.0) originating from Theradras toward the target of her Basic Attack (similar to Sonya [Seismic Slam]).
5) Where does [Tremor] create its rock fragments? How far are they from your location?
Answer / Clarification:
It spawns 2 rock fragments on opposite sides of Theradras at a short radius of 1.5 range, making them immediately accessible via movement or active Trait absorption.
6) [Battering Ram] is impossible to evaluate without knowing how strong the knockback is exactly.
Answer / Clarification:
Baseline Thrash features a micro-knockback of 0.5 range (for channel interrupts). [Battering Ram] increases this knockback distance to 1.5 range (similar to Raynor’s Penetrating Round pushback).
7) Can the Stun from [Battering Ram] trigger multiple times?
Answer:
To prevent perma-stunning an enemy during Thrash's 3 rapid attacks, the terrain Stun can only affect the same Hero once per cast.
8) [Nightmarish Gaze] is poorly designed. It removes counterplay.
Answer / Adjustment:
Removing the 1-second channel entirely removes reaction windows for opponents.
Possible Rework: Grants Theradras Unstoppable during the channel and fear duration increased to 3 seconds. This preserves counterplay (enemies can still mobility-dash out of the cone) while preventing her from being interrupted.
9) How does 50% from 1 equal 0.33? Would it not be 0.25?
Answer: When we talk about being "faster," we are increasing the speed, not subtracting from the time. If your current speed allows you to finish a task in 1 second, increasing your speed by 50% means you are now performing at 1.5x speed (150% performance). "50% faster frequency" calculates as {New Interval} = {Base Interval}/{1 + 0.5} = {1}/{1.5} = approx 0.66 seconds. However, to eliminate reader confusion, the tooltip will be simplified to state explicitly: "emits shockwaves every 0.6 seconds".
10) [Pillar of Earth] is overpowered. It is Uther's [Divine Shield] (R) that cannot be outplayed.
Answer / Adjustment:
Fair criticism. Invulnerability-on-death passives at Level 20 are notoriously oppressive.
Rework: Upon taking fatal damage, Theradras gains a Shield equal to 50% of her maximum Health and becomes Unstoppable for 3 seconds. If the Shield is broken before the timer expires, she dies normally. (Cooldown: 120s).