A Fabulous Taric Rework Idea

Reatlvl99·1/10/2015, 2:37:43 AM·1 votes·645 views

Everyone's favorite flamboyant gem knight is slated for a rework, and considering he is one of my favorite champs (first skin I ever bought was 5th age Taric). I thought I'd give a spin to what I'd like to see as his rework. I'd like to keep him resonating at what makes Taric Taric, but update him to be the Taric we all know he could be. For me, Taric seemed to be more of a defensive knight that is focused on counter engage (compared to Leona who is more aggressive and wants to bring the fight to the enemies).

I consider that there are a few important qualities of Taric that must remain in a rework:

  1. He's fabulous.
  2. He scales with armor, a product of his power coming from the gems that protect him.
  3. He fulfills the Paladin archetype of a tanky knight that protects others.
  4. He's a good duelist. This has always been the most fun aspect of Taric as he is one of the best at 1v1 of the supports. He wants to be in the thick of things and brawling it out.

His base stats, range, etc can all be kept more or less the same.

GEMCRAFT (passive) - After using an ability, Taric's next basic attack recovers health equal to 50% of his armor. Taric's previous passive was really two weak passives in one, neither one very interesting. This one gives Taric some sustain now that he no longer has a spammable heal. Maybe not very interesting, but something I feel he would need with this new kit.

RADIANCE (Q) - Taric slams the ground with his hammer, dealing magic damage 40/80/120/160/200 (+ 50% AP) to enemies within range, and taunting them to attack him for 1 second. Range: 400. Cooldown: 20/18/16/14/10. Imbue was scrapped entirly as a weak lane sustain on a tanky support is boring, and his ultimate was changed into a strong heal. Instead, having an additional form of crowd control solidifies his abilities as a support and is done in a way that seems very characterisitc of a tank: force your enemies to fight Taric instead of his allies.

SHATTER (W) - Passive: increases Taric's armor by 10/15/20/25/30. Active: Taric causes his gems to shatter on impact, dealing 30/60/90/120/150 (+40% AP) bonus magic damage and reducing their armor by 10/20/30/40/50 (+10% armor) for 4 seconds on his next basic attack. Cooldown 10/9/8/7/6. The previous Shatter was bloated and each individual effect felt weak, especially since it was AoE. By changing it into single target, the effect can be increased the the point that it actually feels strong. The aura was also removed as the armor bonus was added to the ultimate and was the least interesting aspect of Shatter.

DAZZLE (E) - Taric releases a blast of light from him armor that stuns anyone facing him for 1.2/1.3/1.4/1.5/1.6 seconds and slows anyone in range for 20%/30%/40%/50%/60% for 2 seconds. Enemies also take magic damage 40/70/100/130/160 (+ 20% AP) that increases the closer they are to Taric (up to 200%). Range: 400 in a circular AoE around Taric. Cooldown 12. Having a stun is always a good element in the kit for a support, but the point and click nature of the original Dazzle was boring and had no counterplay. This form of Dazzle is similar to Cassiopeia's ultimate in that it requires facing to be effective, which makes this ability much better at disengage yet remain more powerful since it can affect multiple enemies now.

LAY ON HANDS (R) - Taric heals an ally for 40%/60%/80% of Taric's maximum health and gives them an armor bonus of 20%/30%/40% of Taric's armor for 4 seconds. Can be self-casted. Range: 500. Cooldown 120/100/80. I felt like Taric having a heal was important to his identity, as its a strong way to compare an ordinary knight from a paladin. Moving from Q to R means that he no longer has lane sustain - which he shouldn't need as a tanky support - to a clutch heal that simply feels STRONG. It can also be self-cast to allow Taric a strong means of dueling.

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