Taran, the Half-Daarkin.

Brutalitops01·10/19/2015, 4:35:28 AM·1 votes·398 views

I've tried posting this guy twice now... Let's see if this one posts when I tell it to.

Anyway, Taran is a mobile melee assassin, who, while he has tools to get on an enemy, lacks a real escape. Since he is an assassin, he has low defensive stats, however his are even lower than most assassins. What he lacks in defense and escapes, however, he makes up for with the ability to sustain for long periods of time in a fight. He may not have much inherent lifesteal in his kit, however, he has a lot of ways to heal himself.

Passive: Taran stores 20% of the maximum health of all melee/caster lane minions and small jungle monsters he kills, and 5% of the maximum health of large and epic jungle monsters and enemy champions he kills. Dropping below 25% of his maximum health will cause him to rapidly restore his health by the amount that's stored, over 5 seconds. He can store 200 (+25 per) level health.

Q: Taran blinks to a target enemy, striking them, then blinking to one side, then to the other, each time he jumps around striking them again. This can be broken by any crowd control that can stop a channel, and each strike is counted as a basic attack, can critically strike, and applies on-hit effects.

In addition, he can reactivate his Q while the attack animations are playing to deal 20% extra damage on that strike and apply an added effect. Timing this properly will be called a "hit" from here on out.

Added effects are: 30% slow for 1 second (1 successful hit), 30% slow for 3 seconds (2 successful hits), 1 second stun, then when they come out of the stun, 40% slow for 5 seconds (3 successful hits).

Damage: 100/130/160/200/230 (+50% AD) (+70% AP) Cooldown: 6/5.75/5.5/5.25/4 seconds

W: Taran marks an enemy champion, causing his next basic attack on that champion to deal 20/25/30/35/40% extra damage and heal him by 10/15/20/25/30% of the damage dealt. His Q will trigger the mark.

E: Taran fires his sword in a line, dealing damage to the first enemy champion or neutral monster hit and applying a bleed effect for .5/1/1.5/2/2.5% of their maximum health as true damage every second for 6 seconds and applying Grievous Wounds to them. The skill shot will go through enemy minions, but still deal damage to them.

While the enemy is bleeding, Taran's basic attacks against that enemy will heal him for the 1/2 of the damage they take from the bleed. In addition, the enemy will leave blood on the ground, leaving a trail behind them. It will not reveal their location, but you can follow the trail will follow them, much like a Nocturne Q's trail, for the time that they are bleeding. Any heal will stop the bleeding.

Damage: 80/120/160/200/240 (+70% AD)

Cooldown: 13/12.5/12/11.5/11 seconds.

R: Taran splits his sword into two, gaining increased attack speed, movement speed, and attack damage, as well as entering his Daarkin form. While in this form, his spells have added effects at the cost of 5% of his maximum health every time he casts them.

Duration: 10 seconds

Buffs: 50/60/70% attack speed, 20/30/40% movement speed, 30/35/40 attack damage.

Cooldown: 120 seconds

Q: Every successful hit will heal Taran by the bonus damage dealt.

W: The heal on the mark's trigger is doubled.

E: Taran can dash to the bleeding enemy with a basic attack. Will only trigger the health cost when he dashes, and he can only dash once per time he lands his E on the target.

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