Telluria Hero Review

Updated 1/3/2020 – Finalized review based on final release stats.

Updated 20/5/2020 – Based on the nerf:

Telluria:

  • Mana generation for all enemies decreased from -34% for 3 turns to -24% for 2 turns.
  • HP inherited by Minions reduced from 18% to 13%.
  • HP regenerated reduced from 411 over 3 turns to 306 over 2 turns.

Telluria – March 2020 HOTM

New hero image will be uploaded later.

Stats:
Attack 613 | Defense 832 | HP 1425
Class: Tank
Resist: : Resist Minion Removal – The Hero has an innate ability to resist Minion Removal.
Element: Nature/Green
Special: Force of Forest
Mana Speed : Average (10 tiles)

  • Deals 130% damage to all enemies.
  • Summons a Forest Familiar Minion for all allies with 13% HP and 13% attack inherited from the caster.
  • All allies regenerate 306 HP over 2 turns.
  • All enemies get -24% mana generation for 2 turns.
  • Element Link gives all Nature allies +10% critical chance for 6 turns. This effect can’t be dispelled.

Telluria Hero Review:

In terms of healing, the closest hero that comes to Telluria is Delilah. Delilah’s Special, Summon Temple Guardians is average speed, Recovers 33% health for all allies & Summon a temple Guardian for each ally with 13% hp and 16% attack inherited from the caster.

A typical 5 star hero has a health range of 1100hp to 1500 hp. This allows Delilah to heal for about 363hp to 500hp instantly, with another 13% hp from the minion.

In comparison, Telluria heals for a similar amount as a Heal over Time (HoT) instead, with a beefier minion (since Telluria has more health as compared to Delilah)

Additionally, Telluria deals damage and has a mana generation debuff on the enemies.

Check out this link for an indepth understanding of how the mana generation debuff would effect your opponents.

Telluria in Offense

In Offensive Raids, Telluria does not seem to have a strong fit – her special makes her an average healer, mediocre support and mediocre damage dealer.

A Jack of all trades but master of none.

That being said, Telluria will still be helping you to win raid battles in your team – her role mainly to slow your opponents down while you charge up the rest of your team to fire your specials.

Telluria will fit quite well in a 4-1 or 3-1-1 formation. Telluria should be able to buy quite a bit of time for your main heroes if the starting board was not in your favour.

Telluria in Defense

Telluria’s stats make him extremely suitable for the Tank role. Combined with her healing and mana generation reduction, it makes it extremely annoying for opponents to deal with him.

Ideally, Telluria’s Heal over Time and Mana reduction should buy your other heroes enough time to charge up your specials. However, the lack of any defence increment, or attack reduction make Telluria vulnerable to tile damage. Successive activation of Telluria’s specials only cause the Heal over Time to refresh it’s duration.

In comparison against the most popular tank at the moment, Kunchen, I personally still think that Kunchen would edge out Telluria as the number 1 tank. This is because of the following.

  1. Kunchen provides an immediate heal of 42% to all allies
  2. Kunchen’s elemental link provides +46% defense against Holy
  3. Kunchen’s Defense reduction make your opponent’s team easy picking for your snipers.
  4. Kunchen has Defense reduction resistance
  5. Kunchen’s Talent Grid has resistance against mana control effects, as compared to increase defense for the Paladin Talent.

Telluria is definitely a top tier tank, just not the best.

Telluria against Titans

Telluria definitely not a strong consideration to bring to a titan fight.

She does not have tile damage, nor synergistic specials.

The only upside that Telluria has for Titans is her Critical Chance buff to the rest of your allies.

Guide to Titan Fights

Telluria after Nerf

Telluria still fulfills her role as Tank very well even after the nerf.

Definitely still an A+ tank. Works together with Vela and Gravemaker very well still. Will definitely see a reduction in successful defenses, but nonetheless, still one of the most effective defense out there at the moment.

At least Telluria is not the ONLY choice for tank now.

Telluria Hero Grade/Rating

Offence – B
Defence Wing – C
Defence Flank – B
Defence Tank – A+
Titan – B
Tournaments Bloody Battle – C
Tournaments Rush Attack – A+
Tournaments Buff Booster – A
Overall B

*No changes to overall grading.

More Hero Reviews here
All Empires and Puzzles Heroes
All Beta / Unreleased Heroes here

14 thoughts on “Telluria Hero Review

  1. consider the fact of multiple minions for the whole team coming with the refreshing HOT instead of an instant (over)heal compared to kunchen… I think this fact might be underestimated… however, regarding tanks both are/will be a huge pain i.t.a.

    1. You are right, I had forgotten to take that into consideration.
      Still, after consideration, I still think Kunchen edges out Telluria as tank. Because of the defense resistance against Holy element, Defense reduction resistance and mana control resistance on Kunchen’s Talent.
      As compared to a Defense increase and Minion removal resistance on Telluria.

      And you are right, Telluria will still be a huge pain i.t.a.

      1. Do not underestimate that HOT — 411 over 3 turns almost completely negates Gravemaker’s DOT at 298 over 2 turns (it comes out to 12 DOT per turn lol), widely considered one of the most brutal DOT casters especially at very fast speed. It also makes Azlar’s DOT at 360 over 6 turns fairly harmless as it effectively becomes 180 over 6 turns.

        IMHO HOT is better than instant heal for one reason: it completely negates DOT that so many heroes especially in the 5* category seem to be able to cast. Instant heal while nice, can often be “wasted” if your heroes aren’t below 50% health. Telluria’s HOT is essentially built to counter the DOT from 5* red heroes, and for the most part completely neutralizes that DOT threat.

        The comparison to Kunchen misses one crucial point: Kunchen is slow while Telluria is average. Given an average board, Telluria is almost guaranteed to fire at least once, while Kunchen is 50/50 on firing before he goes poof.

        Also maybe I’m being biased here, but I actually think Guardian Jackal was built as the perfect counter to Kunchen — incredible atk stat for a 4* (highest among 4* yellow, second only to Musashi in pure numerical value), -54% def against Holy, and VERY FAST speed. A one-two punch from Jackal+Joon and Kunchen instantly goes poof. Not to mention the newly released S3 hero Mist whose skill gives -34% def against specials AND has a -64% mana generation all at FAST speed. Seriously, take Mist+Jackal+Joon (or your favorite 5* yellow sniper), and the defending team will be sorry they used a Kunchen tank.

        Now while there are some excellent red heroes, none of them seem to counter Telluria particularly well. G. Falcon is the only red elemental debuffer and while that -54% def against red is nice, too bad he is average speed and his attack stat is miserable. There also seems to be a lack of a decent 5* red sniper (or any red sniper for that matter). Marjana’s special looks great on paper, but she has one of the lowest atk stats in the 5* red category, effectively reducing her effectiveness.

        As it stands right now, beyond stacking red, there’s no effective counter against Telluria. The same cannot be said for Kunchen as I’ve explained above. Because of that and Kunchen’s slow speed vs Telluria’s average, I’d actually rate Telluria above Kunchen.

        P.S. The minions can stack up to 3 times to make things even more annoying. 😉

        1. This, exactly this, the current move to nerf Telluria is so wrongheaded, the issue isn’t Telluria, it’s the weirdness of the Red lineup, with very few effective Snipers and zero ability to cleanse. To me, instead of nerfing Telluria they should instead tweak a character like Grazul to add a cleanse, or add a cleanse with a costume for Marjana or Scarlett

          1. Actually, there’s Zimthika.

            Zimthika would do extremely well in the current meta. Deserving an A+ only because of the current meta.

            The only downside is that Zimthika is not a sniper.. This also essentially means that Zim’s AOE damage is basically negligible when facing telluria..

    1. Tyr is not good enough when facing telluria. You typically want to be able to deal significant damage up front to telluria.

      Tyr is more of a bruiser, about to dish out some damage, and take some damage.

      You want snipers like marjana against telluria.

  2. For the current dot/hot heavy meta, a very good overall counter is Malosi with his very fast speed and buff+debuff block. He can block all the buffs, debuffs, dots, hots and status effects (I.e. mana block from Proteus) taking effect with his skill. Imagine a Telluria without the hot and mana regeneration reduction or GM without dot damage.

Leave a Reply

Your email address will not be published. Required fields are marked *