[Champion Concept] Tack - The Crusader of Balance

Komikasi·7/15/2015, 7:03:37 PM·5 votes·762 views

Tack’s appearance: Tack is a light armored Crusader. He carries a maul. Tack is a spitting image of the ideal crusader: holy look, light colors, armor of both cloth and steel.

I’ll start with his abilities and look:

R – Mind/Might (Cooldown: 13/11/9/7): Tack starts with 1 point in Mind/Might. Tack switches between using his mind to help his team and his might to hurt his enemies. When using Mind, his mana becomes his life and his life becomes his mana. When in might, his life and mana are normal.

R look: Stance changes between upright and agile to closed down and aggressive and his colors become different. When Mind is active, he is bluer tint. When might is active, he is more red tint.

Passive – Well Rounded: When switching between Mind/Might, for the following 2 seconds, any damage taken will be split between his mana and his health. Damage is calculated as normal.

(Mana 60/70/75/80/90) Q – Call to Battle (Cooldown 15/14/13/12/10): Tack will gain a movement bonus that decays over 2 seconds (40/50/60/70/80 movespeed). Call to Battle has a different secondary active based on Mind/Might:

Mind – During the speed bonus, Tack can activate Call of Battle on a nearby ally champion to switch spots will them and give them the same movement bonus.

Q Mind Look: Tack charges to the ally, grabs them, and throws them behind him so they can run.

Might – During the speed bonus, Tack can activate Call of Battle on a nearby enemy champion to hit them with his maul and deal (70/95/110/140/165 + bonus ad) physical damage and stun them for 1 second. Applies on hit.

Q Might Look: Tack charges to an enemy and swings his maul in a downward axe chop motion.

(Mana 30/35/40/45/50) W – Holy Imbue (Cooldown 8/7/7/6/6): Tack asks the gods for help.

Mind – Tack used the holy presence on his maul to case an ally in a heavenly state becoming invisible, untargetable, and prevent all damage for .5 seconds.

W Mind Look: Tack points his holy imbued maul toward an ally and it moves to the ally and encases them. When the encasing leaves the ally will have some golden sparkles around them for a short time.

**Might **– Tack uses the holy presence on his maul to empower his next basic attack to continues in a line past the enemy it was used on dealing the same damage to any enemy hit (400 range).

W Might Look: Pushed his maul outward and holy light continues through the strike outward.

(Mana 70/90/100/110/120) E – Maul Might (Cooldown 13/12/12/11/10): Tack slams his maul on the ground causing a shockwave.

Mind – The shockwave shakes the ground around where Tack hit causing it to slow enemies moving through the zone by (40%+.2 AP) and dealing (20/35/55/70/90 + .4 AP) magic damage (250 range) per second that lasts for 4 seconds.

E Mind Look: Slams the ground and the ground shakes. This will be shown by little rocks bouncing and a pulse.

**Might **– The shockwave deals (85/110/130/150/170 + .3ad) physical damage around Tack and any enemies in the inner circle are knocked into the air. Anyone in the outside circle takes the same damaged but is slowed for 30% for 3 seconds (250 range, 100 for knock up).

E Might Look: Slams the ground with his maul and one shock wave comes out and gets smaller toward the edge.

Strategies: Depending on the stance preferred will help determine where to play Tack. He can be a great support, solo top lane, and even jungler. Well timed switches between stances can really help reduce damage and assist in helping the team and dealing major damage. If Mind/Might isn't on cooldown, plan the best ability combo for the situation (Run up to ally, switch spots, switch stances, knock up team with Maul Might, then line up his Holy Imbue empowered attack to hit multiple champions).

Don't forget that Holy Imbue empowers the basic attack and his Call to Battle applies on hit. This will cause his empowered attack to continue in a line stunning any enemy hit and dealing extra damage.

Balance: His passive is designed to be a balance of health and armor. It can be very helpful when about to take lethal damage. However, if EITHER stat reaches 0, he dies. This means saving mana is necessary. Also, a poorly timed Mind/Might switch can cause you to have lower life than before and possibly kill you. Balance the two for maximum effect.

Since most life and mana items are in the AP item line, his skills mostly scale off AD. That means sacrificing damage for more sustain.

Since the spell is a general spell and the effect is just different based on stance, he can't cycle forms to use 6 spells (Nidalee). He gets 3 spells. This will separate the good Tacks from the bad. Knowing which combo of skills to use for the situation can be a game changer.

Solo lane his Mind stance is very weak. Without an ally to speed or use Holy Imbue on, he really only have the Maul Might to do damage. However, using his Holy Imbue and Call to Battle in might stance and throwing out a Maul Might in Mind stance can be very helpful to avoid ganks. Be careful switching stances though as the follow two seconds deal damage to his mana and health. If you use 2 spells then switch stances you will have significantly lower health as you spent it on the spells. However, on the flip side, if you have more mana than life and there is a powerful spell flying at you, switching stances can be a life saver.

6 Comments

DeynaTaggerung7/15/2015, 7:09:12 PM2 votes

Seems interesting, especially the ultimate. His w mind/might abilities should probably be thematically closer so it's identifiably doing the same type of thing (i.e. E is slamming the ground either way, Q is about speed).