Taz, the Devout of Death
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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.