Taz, the Devout of Death

Axolotl Dreams·4/27/2018, 2:16:41 AM·1 votes·1,403 views

NUMBERS ARE SUBJECT TO CHANGE. IF YOU HAVE FEEDBACK, PLEASE MAKE IT PRIMARILY ABOUT MECHANICS RATHER THAN NUMERICAL BALANCE.

Race: Yordle

Region: Unknown

Class: Bruiser / Mage

Play Style: Aggressive AD Combo Caster

Appearance: [Based on Kno by Esben Lash]

STATS

Health: 545 - 2060 Attack Damage: 50 - 90 Health Regen: 9 - 21 per 5 Attack Speed: .62 - .90 Mana: N/A Armor: 28 - 56 Mana Regen: N/A MR: 30 - 55 Range: 215 Move Speed: 330

ABILITIES

P: Claws of Khren

Tazz controls massive skeletal Claws. Her resource bar is based on the availability of the Claws [# of claws available/# of claws total]. Claws become reusable after 12-5 second(s) after they are used. If she hits two abilities within 4 seconds, one Claw immediately becomes usable. Her abilities have altered effects based on what ability came before it. [200 Range; not part of passive]

P: Sacrifice

Upon getting two kills or assists, Tazz gains 5-10 armor, 5-8 AD, heals 50-150 Health, and gains an extra Claw of Khren. All of these bonuses fade 3 seconds after combat ends. [Maximum of 5 Claws]

Q: Umbral Raze Cost: 1 Claw | Cooldown: None Tazz sends a Claw forward 600 units in a target direction, dealing 55/60/65/70/75 (+50% Total AD) physical damage to all enemy units hit. [600 unit length, 250 unit width] This ability deals 50% bonus damage to minions

If Umbral Raze is cast after Umbral Raze, the Claw, in addition to usual effects, deals 10 (+10% Total AD) bonus physical damage to all enemy units hit.

If Umbral Raze is cast after Wraith’s Wrath, the Claw sweeps perpendicularly in front of Tazz, additionally slowing enemies hit by 30% for 2 seconds. [600 unit length, 300 unit width]

If Umbral Raze is cast after Crushing Claw, the Claw strikes affected units upward, knocking them up and dealing 35/35/55/55/75 bonus physical damage.

W: Wraith’s Wrath Cost: 1 Claw | Cooldown: .25 seconds Tazz dashes forward up to 200 units and sweeps a Claw forward, dealing 85/95/105/115/125 (+70% Bonus AD) to all enemy units hit. [200 unit radius, 180 unit angle] Tazz gains 5/5/7.5/7.5/10 bonus Armor and MR per enemy champion hit for 5 seconds, refreshing when additional casts hit, caps at 100 Armor and MR.

If Wraith’s Wrath is cast after Wraith’s Wrath, it can dash an additional 100 units and deals 10/20/30/40/50 (+10% Bonus AD) bonus physical damage.

If Wraith’s Wrath is cast after Umbral Raze, Tazz dashes to the furthest point of the Claws path, in addition to the usual effect, Tazz deals 10/20/30/40/50 (+15% Bonus AD) bonus physical damage and slows enemies hit by 30% for 2 seconds.

If Wraith’s Wrath is cast after Crushing Claw, Tazz dashes to where the Claw slammed, and spins both claws in a 225 radius area around her, dealing 10/20/30/40/50 (+15% Bonus AD) bonus physical damage. Tazz only gains 2/2/4/4/6 bonus Armor and MR per enemy champion hit.

E: Crushing Claw Cost: 1 Claw | Cooldown: .75 seconds Tazz slams a Claw down at a target location within 450 units dealing 100/125/150/175/200 (+65% Bonus AD) physical damage in a 300 diameter area. Any airborne units hit by this ability are brought down and take 25 bonus physical damage.

If Crushing Claw is cast after Crushing Claw, Tazz slams both Claws down, dealing 20/22/24/26/28 bonus physical damage and stunning all units hit for 1 second. If an enemy has been stunned by this ability within the last 4 seconds, they cannot be stunned again by this ability.

If Crushing Claw is cast after Umbral Raze, Tazz leaps to the furthest point of the Claws path and slams, dealing 20/25/30/35/40 bonus physical damage and stunning all units hit for 1.5 second. If an enemy has been stunned by this ability within the last 4 seconds, they cannot be stunned again by this ability.

If Crushing Claw is cast after Wraith’s Wrath, Tazz slams both Claws into each other, dealing 100/125/150/175/200 (+65% Bonus AD) physical damage to units hit, units at the impact of the Claws take 175/200/225/250/275 (+70% Bonus AD) physical damage and are stunned for 2 second. [600 unit length, 300 unit width, 150 unit length impact] If an enemy has been stunned by this ability within the last 4 seconds, they cannot be stunned again by this ability.

R: Multis Mortis Cost: None | Cooldown: 180/160/140 seconds Tazz summons 2 more Claws from the ground for 15 seconds or until combat ends, whichever one is longer, and refreshes all unavailable Claws. Additionally, while the effect takes place, Tazz benefits twice as much from Sacrifice.

PLAYING AS TAZZ

Tazz is an incredibly aggressive teamfight oriented bruiser. While she can dish out a huge amount of damage in an area, she is also very close ranged and must be in the heart of the fight to do so. She lacks natural tankiness, but can gain large amounts in teamfights. Her one on one fighting is weak, but her lane pressure is prominent due to being able to maneuver quickly and poke rapidly.

Umbral Raze is Tazz’s bread and butter ability. Its functions as poke and its combos both assist in initiation and chasing.

Wraith’s Wrath is both Tazz’s mobility and tankiness. The way it interacts with other abilities allows for a high amount of mobility very quickly

Crushing Claw is Tazz’s Damage and Utility. It has the highest damage out of all of her abilities and deals even more when it is used as a follow up. All of its follow ups additionally stun and its combo into Umbral Raze knocks up, allowing you to keep an enemy grounded for longer.

Playing Tazz requires creativity and thinking in the moment in order to execute the correct ability combos and outplay your enemies.

COMBOS

Q>E>W.

Q>E sends Tazz into the heart of the fight and provides protection in the form of a stun. E>W deals AoE damage and grants Armor and MR for Tazz to soak damage.

Q>E>Q. While this combo does not provide Armor or MR, it locks a target in place longer than other combos, both stunning and knocking the enemy up, and deals more damage.

Q>W>E.

Q>W serves the same purpose as Q>E, but can deal damage in a line rather than an area. W>E can provide impactful stuns and a good amount of damage, but only in a small area.

Q>W>W.

Q>W>W is essentially the same as Q>W>E, but it provides more armor rather than a stun and can be used to chase as well.

Silly Combos:

Q>Q>[Claws of Khren Refresh]>Q>R [RESET+2]>Q>Q>[Claws of Khren Refresh]>Q>Q>[Claws of Khren Refresh]>Q>Q>[Claws of Khren Refresh]>Q.

This combo is probably not an efficient use of her ultimate but it does allow her to skirt the edges of a fight, while dealing up to ~2610 damage (calculated at 200 total AD) in a line.

W>W>[Claws of Khren Refresh]>W>R [RESET+2]>W>W>[Claws of Khren Refresh]>W>W>[Claws of Khren Refresh]>W>W>[Claws of Khren Refresh]>W.

Also a pretty bad use of her ultimate. It will, however, keep a consistent armor/MR buff and provide a lot of mobility.

E>E>[Claws of Khren Refresh]>E>R [RESET+2]>E>E>[Claws of Khren Refresh]>E>E>[Claws of Khren Refresh]>E>E>[Claws of Khren Refresh]>E.

This combo can deal a lot of damage and stun a couple of times, but it relies on a somewhat small hitbox to land multiple times.

1 Comments

Raxistaicho4/27/2018, 4:10:01 AM1 votes

Hey there, thought I'd give you a little help with your concept :)

Passive - unique resource type, rewards skill combos in two different ways. In actuality, her claws ARE her cooldowns, since her basic ability cooldowns are small as to the point of meaninglessness. This is an interesting concept, but would be very difficult to balance. Personally, I don't like it. Casters, which Taz is, are meant to be gated by their mana costs and ability cooldowns, but she cheats at both of those (especially since her claws have a reset mechanic). I think the idea of having a central resource as your cooldowns is a nifty concept (I did something similar myself once), but not in this form. At the very least her abilities need some cooldown so she can't just button spam.

Q - Especially once we get to this. This ability would straight up make her a monster in melee matchups by allowing her to rapidly poke an enemy down since she can literally cast this 5 times in less than a second, with each second shot refunding her a claw. As the ability itself goes, it's a highly standard ranged poke ability. Range is pretty short for a skillshot, but there's a reason for that.

(I'll get back to her combos in a minute, I need to see the rest of her kit to get a good idea on them :) )

W - Her W does actually let her build up a pretty hefty amount of armor after a few casts, but she'd need to get in first to even make use of that and the individual dashes are very short (for good reason). This ability might make her obnoxious to gank, though.

E - Pretty standard close-range ability, knockup interaction is nifty but could actually screw up her allies depending on how she uses it.

Most of her skill combos aren't terribly interesting since they usually just empower her aoe damage, but some noteworthy ones:

QE - Gives her some very longish range to get in and gives her a stun as well, also allows for an extremely easy followup EQ. EQ - Enables her E knockdown to matter. Needs an on-target cd like her stuns. EE - Obnoxiously good burst at close-range while also controlling enemies hit. 'Nuff said.

One major issue I have with her abilities in general and her combos in particular is that her Claw mechanic and their general structure (all aoe non-blockable short-range abilities) just encourages her getting close to enemies and spamming her skills as fast as she can. She'll usually spread some obscene aoe damage and lockdown before she runs out of claws, and people who actually master her combos would make her pretty ridiculous.

The problem with her combos is that they should be Giving-Skill specific, not specific to both the skill being given AND the skill received. Her Q should empower her next ability in a specific way regardless of whatever that ability is, as should her W, and her E. That would enable you to focus more on empowering them in specific ways, because as-is, usually her combos are just "more aoe power".

Her ultimate is surprisingly basic, mostly just empowering her passive. There's no real thought behind using it, just turn it on when you need a boost in battle.

She actually comes across as more of a Juggernaught (Darius, Illaoi) than an AD Caster (I was thinkinkg more like Jayce or Ezreal when I read that part) from her abilities, was this intentional?

I hope this was useful, if you need any more advice, don't hesitate to ask :)