Taric, The Last Gemknight
REWORK Introducing a new Champion; Taric, The Last Gemknight. Taric is new difficult to kill fighter who focuses on bring out the inner good and power in Allies.
Lore Taric is originally from Shadow Isles before it fell, he was a high ranking Knight, essentially one of the King's right hand men, who opposed the King's continous and ultimately devastating research into Magic. Taric had always felt that Gemcrafting, a none magical form of getting pseudo magical effects has always been more effective. However as more and more of his friends and fellow Knights became entranced and corrupted by Magic, with time there was nothing he could do to stop it and the Shadow Isles eventually became too corrupted. Now Taric wanders Runeterra attempting to find a cure for his people and his land. He weeps for his former allies that have joined the League of Legends.
Quotes vs Mordekaiser "We were brothers, once"
vs Hecarim "You can lead the others to freedom, Hecarim"
vs Elise "My heart weeps"
Abilities
As a Tank Taric scales mostly on his defenses and cooldown reduction however he caries a small amount of AP and AD ratio to make variety of builds available. Overall he slightly revolves around his passive which scales mostly of cooldown reduction that allows him to constantly use his abilities in battle. Overall Taric is meant to have steady damage and little burst as he focuses on interrupting and disabling enemies.
Appearance - Taric fights with a Hammer and Shield, he is clad in heavy armor but it should be covered in Gems, making it functional but stylish. In general Taric should gleam with overwhelming fabulousness.
Passive - Gemcraft After using an ability, Taric builds up energy in his gems, upon Taric's next basic attack he deals magic damage around him equal to 25% of his armor and his cooldowns are reduced by 1 second.
Q - Mineral Smash -Mineral Smash is an offensive positioning & repositioning ability, it will have a duality nature to provide versatility for Taric. If Taric merely presses Q he will leap a short distance and knock up opponents while if he charges for a short duration he will instead knock back nearby enemies. This will provide Taric the ability to go either aggressive or defensive. As well as assist in initiation tho Taric in general won't be the best at initiations.
Taric leaps forward in the direction of the cursor and smashes the ground briefly(0.25s) knocking up enemies and dealing 20/45/70/95/120 damage (+1.0 AD). If Taric charges Mineral Smash for 0.5 seconds Taric will instead knock away nearby enemies.
-9 second cooldown, The damage dealt is the same regardless of which option Taric chooses to use. The distance hopped should be ratehr short overall, only around 250, maybe 300. Similarly, the knockback swing range should also be around 300 and also only knock them back around 300. The knock back will probably have 0.5s stun for smoother animation.
W - Imbue -Imbue will be a bit of an overloaded ability, but it will be kept simple. Passively it makes Taric tankier, upon activation it protects his allies and turns into a new ability "Shatter", Shatter will be an offensive ability that debuffs enemies
Passive - Taric reinforces his Armor with Gemstones, increasing his armor by 6/12/18/24/30%.
Active - Taric shines his Armor brightly granting nearby allies half the bonus Armor granted by this ability and shielding himself and nearby allies for 30/60/90/120/150(+30% Armor) for 4 seconds. For the next 4 seconds Taric can activate Shatter.
W - Shatter - Taric shatters the Gems reinforcing his armor losing his passive armor bonus and dealing 30/60/90/120/150(+30% Armor), reducing enemy armor by 6/12/18/24/30
-11 seconds cooldown, Bolster goes on cooldown instantly after it is activated regardless of when or if Shatter is activated as well. The amount of Armor allies gain is equal to half the amount of Armor that Imbue is granting. So let's say Taric has 250 armor before Imbue, Imbue increases his armor by 30% placing Taric at 325. Imbue will grant allies 37.5 Armor (75/2) for 4 seconds. If he Shatters, enemy armor will also be reduced by 37.5.
E - Dazzle - Cone AoE 600700 range, Thin 300400 wide
Dazzle is a dynamic ability to assist in Taric in both CCing and chasing targets. The further away they are from Taric the stronger the slow and targets that are very close will be stunned instead. The stun is short duration because this ability should and will be spammable with 40% CDR and Gemcraft passive. The ability should place emphasis that the shield is creating the effect
Taric shines a magnificent overwhelming light infront of him, enemies hit by it are slowed for 1.5 seconds. Enemies within ~250 range of Taric are stunned for 0.75 seconds.
Dazzle deals lower damage to targets further away but slows a greater amount, enemies within stun range always take the max damage.
10 seconds cooldown, deals 50/80/110/140/170 (+0.6 AP) Magical damage minimal, max range deals 75/120/165/210/255 (+0.9 AP) Magical damage at stun range Slows Target for upto 40% at max range
R - Radiance - Small AoE offensively, large AoE Aura Radiance combines all factors that make Taric who he his, it has AD, AP and Armor Scaling. It begins with a small physical damage burst, followed by a small short duration aoe burning. As well as Taric and allies will get boosted AD and AP during this effect and Taric will be healed a small amount based on his armor.
Taric slams the ground with his Hammer dealing 60/120/180(+1.5 AD) physical damage to nearby enemies. For the next 5 seconds Taric radiates a powerful aura healing him for 150/400/650(+1.0 Armor) and dealing 75/150/225(+1.0 AP) magical damage to nearby enemies. In addition Taric gains 30/50/70 AD and AP and grants half as much to nearby allies.
While at first this ability may seem like it may be slightly overloaded, its really not. While it has 2 damage components, they are both quite low damage as well as the greater part is dealt over 5 seconds. 225(+1.0 AP) over 5 is actually less than Phoenix Udyr's radiating damage. The initial Physical damage needs to be only just high enough to feel an impact to give it an ultimate feel. I am considering changing the initial physical damage from a base value to being a % of the target's hp.
Items Taric is meant to primarily be a Tank, so focusing on defenses will always be his key stat. Taric scales especially well against physical damage and Gemknights especially specialize in fighting against Physical. This fits perfectly well with his lore as Magic was what corrupted and destroyed the other Gemknights. Taric has the option of building pseudo AD or AP, and either option should be decently viable without being his primary goal. Finally building hybrid should also be accessible as long as it is not overwhelming. Hybrid Penetration is recommended regardless if Taric decides to be slightly more aggressive.