Taran Zhu by Nortin

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Taran Zhu

By: Nortin
Last Updated: May 18, 2018
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Taran Zhu

Shado-Pan Grandmaster

Current version: 2.0

Taran Zhu is a melee tank who uses a unique resource to unleash a combo of abilities.

Pros:
    Chi allows Taran Zhu to recast his most important abilities more often
    Decent damage, mobility, and durability
    Has a variety of crowd control
Cons:
    Timing is important to make full use of Chi
    Relies on consistent engagement, but has no sustain
    Misuse of Chi can cripple him in fights
Statistics:
Health: 2,440 (+4% per level)
Regen: 5.00 (+4% per level)
Atk Speed: 1.40 per second
Damage: 82 (+4% per level)

Combat Trait

1
Chi / Hit Combo
Passive:
Taran Zhu does not use Mana. Instead, his abilities cost Chi. Taran Zhu starts with 3 Chi, and after using one all charges refresh after 16 seconds. Any ability that uses Taran Zhu's last Chi is upgraded.

Additionally, dealing damage to an enemy hero with basic attacks or abilities grants Taran Zhu 1 stack of Hit Combo for 2 seconds, granting him 1 Armor, 1% increased movement speed, and causing Chi to refresh 5% faster, stacking up to 10 times total.

Note - With full stacks of Hit Combo, Chi refreshes every 12 seconds.

Primary Abilities

1
Blackout Kick / Rising Sun Kick
Cooldown: 2 seconds
Cost: 1 Chi

Taran Zhu performs a roundhouse kick on a target enemy in melee range, dealing 104 (+4% per level) damage and Slowing them by 15%, decaying over 2 seconds.

If Blackout Kick consumes Taran Zhu's last Chi, it is upgraded to Rising Sun Kick.

Rising Sun Kick:
Taran Zhu performs an uppercut kick on a target enemy in melee range, dealing 208 (+4% per level) damage and Stunning them for 0.25 seconds. After the Stun ends the target is Slowed by 30%, decaying over 1.75 seconds.
2
Spear Hand Strike / Power Strike
Cooldown: 2.5 seconds
Cost: 1 Chi

Taran Zhu strikes an enemy in melee range, dealing 110 (+4% per level) damage. After casting Spear Hand Strike, as long as he remains in close range of his target, Taran Zhu prepares to counter their next ability cast within 1.5 seconds, dealing 110 (+4% per level) bonus damage, Countering the ability (it spends its resources and goes on cooldown, but the ability isn't cast), and Silencing them for 1 second.

If Spear Hand Strike consumes Taran Zhu's last Chi, it is upgraded to Power Strike.

Power Strike:
Taran Zhu strikes an enemy in melee range, dealing 165 (+4% per level) damage. After casting Power Strike, as long as he remains in close range of his target, Taran Zhu prepares to counter their next ability cast within 1.5 seconds, dealing 165 (+4% per level) bonus damage, Countering the ability (it spends its resources and goes on cooldown, but the ability isn't cast), and Stunning them for 1 second.
3
Roll / Flying Serpent Kick
Cooldown: 1 second
Cost: 1 Chi

Taran Zhu rolls a short distance in a target direction.

If Roll consumes Taran Zhu's last Chi, it is upgraded to Flying Serpent Kick.

Flying Serpent Kick:
Taran Zhu launches a flying jump kick in a target direction, moving a significant distance through units. When Taran Zhu reaches the end of its range, he lands, dealing 136 (+4% per level) damage to all enemies around him. Flying Serpent Kick can be recast to land early.

Secondary Abilities

1
Diffuse Magic
Tier 6 Active Talent
Cooldown: 50 seconds
Cost: N/A

For 2 seconds, Taran Zhu gains 50 Spell Armor and redirects 50% of all ability damage dealt to nearby allied heroes to himself.

Heroic Abilities

1
Dampen Harm
Cooldown: 30 seconds
Cost: 1 Chi

Taran Zhu braces himself, setting his Armor to 75 for 2 seconds. When Dampen Harm expires, if he took any damage during its duration, Taran Zhu refreshes all Chi.

Taran Zhu's Armor cannot be increased or decreased during Dampen Harm.
2
Tolling Bell
Cooldown: 70 seconds
Cost: 1 Chi

Taran Zhu strikes a target enemy hero in melee range, dealing 50 (+4% per level) damage, Stunning them for 0.25 seconds, knocking himself and his target back a short distance, and marking his target for 2.5 seconds.

When Tolling Bell's mark ends, Taran Zhu charges at his target, dealing 100 (+4% per level) damage, Stunning them for 1 second, and granting Taran Zhu 10 stacks of Hit Combo on collision. This second strike's damage and Stun are increased proportional to the total distance travelled, up to 200%. Taran Zhu is Unstoppable while charging.

Tolling Bell's maximum damage and Stun increase is achieved at about the distance between both team's front gates and towers at the start of the game.

Talents

Tier 1


VOID -
VOID -
VOID -

Tier 2


VOID -
Opportunist - While waiting to Counter an ability after casting Spear Hand Strike or Power Strike, Hit Combo is generated twice as fast.
VOID -

Tier 3


Blessing of Xuen - While at 10 stacks of Hit Combo, Taran Zhu deals 30% more basic attack damage.
Blessing of Niuzao - While at 10 stacks of Hit Combo, Taran Zhu gains an additional 5 Armor.
Blessing of Chi-Ji - While at 10 stacks of Hit Combo, Taran Zhu refreshes Chi an additional 25% faster (Chi refreshes in 10 seconds).
Blessing of Yu'lon - While at 10 stacks of Hit Combo, Taran Zhu heals for 2.5% of his maximum health when damaging an enemy with an ability.

Tier 4


Dampen Harm - See above.
Tolling Bell - See above.

Tier 5


VOID -
VOID -
VOID -

Tier 6


Shado-Pan Resilience - Being Stunned, Silenced, or Rooted grants Taran Zhu Unstoppable for 2 seconds. This effect has a 40 second cooldown, which recharges 10% faster for each stack of Hit Combo Taran Zhu has.
VOID -
Diffuse Magic - Adds Diffuse Magic to the secondary ability bar.

Tier 7


Aspect of the Ox - Dampen Harm's cooldown is reduced by 3 seconds for each instance of damage that Taran Zhu receives during it.
Reverberation - Tolling Bell's maximum damage scaling is increased to 300% (for the same distance). Additionally, Tolling Bell's second strike applies 50% of its damage and Stun in a small radius around its target, with the radius increased by the charge distance.
VOID -
VOID -

Changelog

v2.0
-Big rework! Replaced Energy with Chi, giving Taran Zhu a unique resource with extra interaction with his abilities
-Hit Combo causes Chi to regenerate faster instead of increasing energy regeneration
-Basic abilities completely overhauled; some new, some changed, plus all have an empowered version when consuming the last Chi
-Dampen Harm now refreshes Chi instead of Energy. It can no longer be recast to jump to enemies, but its cooldown is reduced slightly
-Started reworking talents

v1.1
-Added talents
-Changed Dampen Harm to set Taran Zhu to 75 Armor instead of gaining 75 Armor
-Changed energy costs
-Attempted to make some abilities more clear

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1
[-]
Schokoscheise (2) | May 21, 2018 4:11am
Good concept so far but I would like to know if he's supposed to be any special role and if yes, which.
1
[-]
Nortin (2) | May 21, 2018 6:00pm
Thanks for the comment!

I'm not sure what exactly you mean by special role, but he's pretty much supposed to be a core tank similar to Muradin or Diablo, with crowd control, durability, and some mobility, but with a unique resource that would give him a distinct play style.
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