Taiko the Runeterra investagator

rekosuo·12/24/2019, 2:03:06 AM·2 votes·1,694 views

Short lore: Taiko is a investigator with a mass inventory of weapons and master of hand to hand combat who hunts monsters on earth to prevent them from taking the planet over bit is some how Teleported into Runeterra due to a malfunction in the rift hunters head quarters,so he now finds him self in Runeterra investigating the planet and stopping monster from entering the planet.

Passive-Hunter knowledge: Taiko's passive allow's him to collect hunter shards and upgrade his weapons in five stage,during level 6 he is allowed to upgrade his weapons by spending his exclusive currecy to unlock stages for his weapons. (Each upgrade will cost 35 hunter shards).

1.Spear and shield: cost for each stage:30

Stage 1: increases his armor protection to 10%.

Stage 2:Activates a damage sphere to provent the enemies next 2 abilities.

Stage 3: launches two spike missles causing the enemy to receive grievous wounds for 3 seconds.

Stage 4: his shield will expand wide by 5 foot long protecting allies.

Stage 5:he will gain bounes armor protection by activating a control device automatically when near a enemy champion.

2.Long sword:

3.Heavy club:

4.Dual pistols:

5.Twin sabers:

6.Hammer:

7.Scythe:

8.gun lance:

9.bow and arrow:

Q-quinine impact: Taiko uses one of his equip weapons to damage enemy champions using different weapon abilities dealing (67)+23 damage when using his active weapon.67/78/97/100/118

W- Crowd shield:in combat Taiko uses his tactical hunter shield to prevent enemies from hurting him either Melee or range champions.

Melee-if a melee champion hit his shield,it will flash a crowd wave stunning the enemy by a duration of 3.34-7.45 seconds

Range- if a range champion hits his shield with a projectile,the project tile will shoot back at the enemy stunning them by 30% of there health and the same duration for melee champions.

E-Flux bomb: when Taiko gains many or regenerate it then he turns it into a flux bomb that deal 65% damage and spreads a fire like substance to multiple targets causes them to be Defluxed. If the ally champ if is hit with the flux bomb of Taiko they are granted 45% movement speed

Defluxed: causes enemy champs to lose 25% of their Mana and health

R- Foresight dance- Taiko is allowed to see enemy movements ability range and timing . This allow him to slow down time and be faster than anyone to get away from ults and project tile range

Passive- Taiko can dodge enemy champions attacks by movement speed of 56%-134% causeing him to be immune to slow effects for 5-21 seconds.

"Show me your moves "

2 Comments

Chubby Platypus12/25/2019, 2:03:42 AM1 votes

Hey there! Chubby here with some insight on your character! I am riddled with A LOT of questions when reviewing your champion. First, let's talk about the overall theme of this champion which is an investigator. As the kit stands right now, there is not a clear defining aspect that would hint at him being an investigator aside from his passive where he "studies" his opponent's moves, but that is overshadowed by how he implements that knowledge, which is to decide which weapon will help him best deal with his enemies. My question to you would be- what can you change about Taiko's kit to help him encompass the "investigator" nature that you envisioned him having? Let's talk about his kit next and what my thoughts are when reviewing it. Lets start with the passive:

Passive-Hunter knowledge: Taiko's passive allow him to record data and samples by attacking or taking damage from enemy champions with that data he access his weapons in the item shop with the following list that give him his weapons and also he level up and the weapons can fully upgrade from Lv1 to Lv 10

This passive seems a little incomplete. I would have to see some numbers in terms of what stats each weapon provided (if any) and I'd be able to asses how it would function in-game. One question that I would like to ask is- "Is Taiko a melee or ranged champion?" Similarly, if he is melee or ranged, how would his auto attack range differ depending on which weapon he equips? (ex. does he gain range when he equips his pistols and bow? Does he lose range when he equips his sword?) I see no issue with individual items being sold to specific champions since we have champions like Gangplank and Viktor who have similar mechanics. So long as Taiko only gets to choose one weapon to use, I see no issue in balancing this portion of his passive. I'm just curious with the range, as stated earlier.

Q-quinine impact: Taiko uses his current weapon and bring impact to enemy champions dealing (67)+34 damage when using his active weapon.67/78/97/100/118

I can go ahead and fix any format issues you may have but this ability isn't too confusing that the grammar gets in the way. It's a simple ability that deals damage based on the weapon that is currently equip. The only drawback to this ability is, again, knowing what stats each weapon gives lol. We have little data to review this ability because it directly ties to his passive. As it stands it scales pretty nicely, though if I way say- 34 is a rather odd number. I'll rewrite the ability with a more clear format

  • Q (Quinine Impact): Taiko uses his current weapon, dealing 67 / 78 / 97 / 100 / 118 (+40% bonus AD/AP) physical/magical damage to enemy champions struck.

Let's move on to his W:

W- Crowd shield:in combat Taiko uses his tactical hunter shield to prevent enemies from hurting him either Melee or range champions.

Melee-if a melee champion hit his shield,it will flash a crowd wave stunning the enemy by a duration of 3.34-7.45 seconds

Range- if a range champion hits his shield with a projectile,the project tile will shoot back at the enemy stunning them by 30% of there health and the same duration for melee champions.

Thematicly, I would think investigators would be squishy with little to no access to defensive abilities, but we can work with what we have. For starters you depict this as a shield with no actual shield values, so I'll go out on a limb and say that this ability functions similar to how Sivir's Mana Shield functions in that there isn't any shield value but rather an effect triggered when a certain criteria is met (being dealt damage). Is it safe to assume that? If so, we can look at the rest of the kit from this perspective. Ooof... 3.34 - 7.45 second stun... wow... weird mouth sounds We have to lower these numbers lol XD by A LOT. Let me explain! This ability functions kind of how Fiora's Riposte does, in that there is only reaction when hit. When we compare the two, Fiora's ability is a fixed 2 second stun while Taiko can stun for up to 7.45 seconds. That's a little over 3 times the amount! We could double up on the effect by simply removing a melee and ranged trigger and lining them both up to meet the same criteria (which is being dealt damage). This would clean up the ability a bit, also the fact that the ranged projectile is reflected back to the caster makes this ability a little broken. Well... only if it stuns. If this ability just reflects damage back then it would be fine. If this ability ONLY stuns then that would be fine too, but we can't have both lol. At least not with these numbers. Here is what I propose:

  • W (Crowd Shield) : Taiko uses his tactical hunter shield to prevent enemies from hurting him. For the next X seconds, Taiko gains a spell shield that blocks the next incoming enemy ability, stunning who ever breaks it for 0.25/0.50/0.75/1/1.25 seconds.

Perhaps not the best version that this ability could be, but it's a good start :D Now his E:

E-Flux bomb: when Taiko gains many or regenerate it then he turns it into a flux bomb that deal 65% damage and spreads a fire like substance to multiple targets causes them to be Defluxed. If the ally champ if is hit with the flux bomb of Taiko they are granted 45% movement speed

Defluxed: causes enemy champs to lose 25% of their Mana and health

Now this ability I like! Not that I haven't liked the previous abilities, but this one is very original. Forgoing mana regeneration so that your bomb builds up is a fascinating and fresh concept! We first need to establish numbers (which is something a lot of people are afraid of apparently lol). Your only number right now is "65%" which could easily translate to 65% of the mana stored, or simply 65% of what ever form of scaling it has (AD/AP). We'll need to talk more about the numbers, but that can wait. Right now let's talk about your vision which is basically a bomb. There isn't an ability like this one in league so it's hard to try and see what we can compare it to to figure out mana cost, cooldowns, range, etc. but what we can do is flesh it out! Right now you have two components to the ability which is fluxed and defluxed. For the fluxed version I really dig the potential (as stated earlier we'll figure out the actual numbers later), but tied to the fluxed ability is the defluxed ability which has an ally buff and an enemy debuff. I don't know how to feel about the ally buff portion of the ability since movement speed isn't really something I'd aim for in giving an investigator. Maybe a small heal, or giving true sight would be nice. He could offer counter play to some stealth champs if we were to go this route. The mana reduction of his deflux version is going to be VERY difficult to work into the game, not even the kit but the actual game. Riot has made it very clear that working with abilities that revolve around removing/restoring mana are very tricky. It would become a balance nightmare! Anyone remember old Soraka back when she could give mana? Well... wasn't that a fun lane? sarcasm Could you imagine someone who takes your mana away?! Oh lord! I can hear the community raging already lol. So let's scratch that for a bit and put it on the back burner for now. Let's talk about dealing 25% of a champions health in one ability. I know it might sound crazy but we do have abilities that basically do that lol, but none that outright say 25%. This would just DESTROY the tank meta, all it would take is 4 of these bad boys and someone would die. Not fun. We can instead make it deal flat damage with potential to scale based off %missing health? I think that would be a healthier avenue to explore than outright chunking a full build Mundo for 25% of his health lol.

R- Foresight dance- Taiko is allowed to see enemy movements ability range and timing . This allow him to slow down time and be faster than anyone to get away from ults and project tile range

Active- Taiko can dodge enemy champions attacks without getting hurt or be effected by negative effects.

If anyone reading this is familiar with the old programs that people could install in the client to achieve what was notoriously known as "scripting", then you know that this ability is literally just legal scripting lol. Sorry buddy, but this ability would be breaking the game's fundamentals to a level that Riot has made clear gives players an advantage above anyone else. The fact that this is the passive portion of the ability makes it even worse! That means that starting from level 6, our boy Taiko could script! *LEGALLY!! Now, I don't mean to bash the design, I just want to bring this to your attention in case you were not aware. Now that we are aware we could move this ability into a more healthy direction! Let's look at the active portion on this ability, which is essentially Xayah's R. Taiko dodges everything for a brief time. Simple. Clean. Safe. But it's been done before. We would need to make this ability stand out a bit and also make sure that it's in line with an investigator theme. I have no suggestions for this one at the moment aside from a complete overhaul (but I hate suggesting that). I'll be back tomorrow and hopefully my brain juice refills after all these Christmas gifts I'm going to watch my niece and nephew open while I get none... lol CHEER!

  • Chubby