Builds - Siege & Hero Damage
So Many Storms
This build is all about bringing the pain in lane and in team fights by maximizing the amount of damage
Tassadar can deal with
Psionic Storm. Whether you're facing a wall of towers or a conglomerate of enemy heroes, this build is going to completely raze whatever stands in front of you. If your team has enough damage and siege potential, then consider using the utility build to offer alternative forms of support to your team besides endless death and destruction. Despite being a damage build, you can still do a great amount of healing because of how good the base value of
Plasma Shield is.
Level 1:
Psi-Infusion is the gift the keeps on giving. Its base form refunds mana for every enemy unit hit (exluding structures), and then grants increased range and damage as the quest is completed. All non-structure targets contribute to the total quest count, as does each tick of damage. You can complete the quest rapidly by laning early game to gain an advantage in early team fights. This talent is the greatest increase to your damage.
Level 4:
khala's celerity increases movement speed on your
Plasma Shield target by 25%; a very respectable boost. Use the speed increase offensively to chase down fleeing enemies, grant it to your allies to do the same, or use it to escape from danger. This talent is the greatest increase to your damage.
Level 7:
psionic projection increases the range on your storms and shield, making it the most useful talent for aggressive and defensive builds. Easily hit the enemy team's backline from a safe distance and finish off fleeing opponents without the need to go deep and chase. Use
Oracle to get vision before casting and land clean hits on enemy heroes for max damage. This talent is the greatest increase to your damage.
Level 10:
Archon is like the equivalent of going super saiyan in the StarCraft universe, giving
Tassadar a fat shield and increased damage that splashes to surrounding enemies. While the shield is nice, it won't make you immortal - that's a completely different SCII unit - so it's important to keep playing safe and take advantage of the range that
Tassadar has. The cooldown is 100 seconds, so your ultimate is best reserved for team fights, not to escape or finish off an opponent in lane.
Level 13:
Nullification briefly reduces the amount of damage an enemy hero can do by 75%, physical or spell damage. This is an incredibly potent ability to use against heroes that rely on melee damage because of their close proximity that they'll have to you and your healers. For the greatest effect, wait for a melee assassin to go to engage on your team before casting, then they'll have wasted their burst by only getting one fourth of their damage out before getting melted by your dank storms.
Level 16:
phase disruption is an incredible tool for increasing your own damage while in archon form and for increasign yoru team's overall damage. Once you inlock this talent, basic attacks from archon mode are devastating, dropping even then bulkiest of foes in three to four autos. Alternatively, you can go with
Psionic Echo which adds two more options to
Tassadar's primary form of dealing damage: increase the duration of the storm in a single location, or cover twice as much area at once. You can also chase down enemy heroes by casting a storm on them, and then casting the second one in their path so that they walk through two storms if they try to run.
Level 20:
Twilight Archon makes
Archon form last indefinately so long as you continue to auto attack literally anything; all targets, including structure, will contribute to the refreshed duration effect. Psotion yourself wisely to maintain this form throughout the entire duration of a team fight to do absolutely ridiculous amounts of damage. Nothing else in this tier even compares in regards to increasing your damage.
Post-Game Stats
Builds - Utility
Air Support
This build trades all of
Tassadar's damage for utility to support the rest of his team. By no means would I clasify
Tassadar as a healer, but he has many unique abilities and plays that truly deem him worthy of the "support" classification. I'm aware that the popular builds for
Tassadar tend to spec into self-preservation at later levels, but I believe that he has enough mobility and self-sustain in his base kit without taking additional talents like
Prescience and
Dimensional Warp to survive dangerous situations; I like to avoid life-jacket talents that cushion bad plays.
Level 1:
khaydarin resonance makes every single regen globe nearly as good as a drink from the fountain of life, increasing their effect by 50%. However, the real benefit of this talent is the lingering shield aspect that is gained from collecting those little green life spheres. After collecting twenty globes, half of your
Plasma Shield will remain on the target indefinitely after the timer expires, and retains it's full value after collecting forty globes. This means that you can maintain shields on your team as they lane clear, you can pre-shield before team fights, and keep shields on your walls, towers, and keeps. This is the ideal talent for a support build.
Level 4:
khala's celerity increases movement speed on your
Plasma Shield target by 25%; a very respectable boost. Use the speed increase offensively to chase down fleeing enemies, grant it to your allies to do the same, or use it to escape from danger. khala's light is a viable alternative if your team already has a good amount of mobility and would benefit more from increased armor.
Level 7:
psionic projection increases the range on your storms and shield, making it the most useful talent for aggressive and defensive builds. The increased range means that you will never be too far away from your team to shield them and the increased range on the storm allows you to do cool tricks like dismount distant opponents. Cast
Oracle to reveal enemy stealth and then cast a
Psionic Storm from afar to break that stealth.
Level 10:
Force Wall can be used to trap enemy heroes in with the rest of your team, cutting them off from their own, or to prevent the enemy team from chasing your own. The cooldown is an incredibly short twelve seconds, so feel free to use this ability liberally. Also remember that the wall can be lowered by re-clicking R shoudl the situation turn.
Level 13:
Nullification briefly reduces the amount of damage an enemy hero can do by 75%, physical or spell damage. This is an incredibly potent ability to use against heroes that rely on melee damage because of their close proximity that they'll have to you and your healers. For the greatest effect, wait for a melee assassin to go to engage on your team before casting, then they'll have wasted their burst by only getting one fourth of their damage out before getting melted by your dank storms.
Level 16:
phase disruption adds physical vulnerability to all enemies caught in its wake, making each team fight an easy hunting ground for your melee assassins. Place your storm under enemy heroes that your assassins will be targeting; making the backline vulnerable when they're not the target is a storm wasted. The other talents in this tier and not ideal for a support build.
Level 20:
Force Barrier adds a crazy huge range to your
Force Wall and reduces the cooldown to only six seconds. This means one thing: walls for days. The application of this talent is straightfoward as it allows a potent ability to be used frequently.
Shield Battery is a possible alternative if you feel that the increased range isn't being utilized as often as it could be and I may actually recommend it as the go-to talent after further testing.
Quick Comment (3) View Comments
You need to log in before commenting.