Savior of the Templar
Tassadar isn’t your typical support – though he is possessed of quite a few utilites, his damage outclasses his ‘healing’ element. This makes him a sort of support/damage hybrid and forces proficient Tassadar players to keep tabs of a lot of things. Between shielding allies, psionically blasting foes, granting vision with Oracle, and sneaking in Achon’s auto attacks, this Executor tends to have his four-pronged hands full.
With a full Psionic Storm build, Tassadar can be built as an AoE damage machine with brutal auto-attack damage. Alternatively, he can choose things Healing Totem, Promote, Calldown: MULE, and Shrink Ray to counter an enemy or supplement a weakness of his team. While Tassadar can’t be relied on to sustain a team throughout a fight, he brings an array of other utilities that lend his team an advantage.
Cooldown: 30 seconds
Greatly increases your vision radius and allows you to detect enemy Heroes. Lasts for 5 seconds.
Vision is a subtle core element of Heroes of the Storm. Bushes, stealth, and the fog of war all play a huge role in the unfolding of any game, and having a way to see through all of that is invaluable. Tassadar has exactly that with Oracle, his trait. Every 30 seconds (15 if Mental Acuity is picked up at level 4), Tassadar can reveal everything around him for five seconds. Oracle is incredible before and during teamfights, and will almost always give a Tassadar’s team a strategic leg up.
Plasma Shield (Q)
Cooldown: 8 seconds
Give an ally a Shield that absorbs 1000 (240 + 40 per level) damage over 8 seconds.
Plasma Shield is the reason Tassadar was given the label of Support. This ability can preemptively mitigate damage on a fairly short cooldown, giving Tassadar and his affected teammates some breathing room throughout the game. This should be use a little bit before a fight if possible, so it is up again for another cast earlier.
Psionic Storm (W)
Cooldown: 8 seconds
Deal 240 (50 + 10 per level) damage per second to enemies in target area for 3 seconds.
Psionic Storm is an AoE damage spell comparable to those belonging to ranged assassins like Jaina or Kael’thas. The damage pings three times over 3 seconds, making it especially useful against slowed and stunned targets. This ability makes Tassadar a fearsome laner, as he can both push and harass effectively with it. Talents towards Psionic Storm add things like increased range, extra auto-attack damage, and even the ability to cast two consecutive storms.
Dimensional Shift (E)
Cooldown: 20 seconds
Become invulnerable and fully invisible for 1.5 seconds.
Tassadar’s sole escape mechanism also happens to be a good one, when used correctly. Dimensional Shift allows skilled Tassadars to dodge big chunks of damage and juke pursuers. Because at base it grants no movespeed, a fleeing Tassadar shouldn’t simply use this and run in the same direction. Instead, he should play with his opponent’s expectations and find an opportune spot to make a sudden turn and disappear.
Cooldown: 100 seconds
Transform into an Archon, gaining a 1000 (240 + 40 per level) point Shield, causing Basic Attacks to deal 304 (76 + 12 per level) damage and splash for 152 (38 + 6 per level) additional damage. Lasts for 12 seconds.
Archon turns Tassadar into an angry laser-spewing overlord, churning up his damage output up by an impressive margin. The single-target and AoE damage on these enhanced attacks are fixed, making increases to damage speed (a la Raynor, ETC, Rehgar) a big bonus. The shield Tassadar gets coming into this form is likewise big, and helps to mitigate the focus that tends to fall on him once Archon form is assumed. This heroic gives Tassadar a lasting teamfight impact.
Force Wall (R)
Cooldown: 12 seconds
Create a wall that blocks all units from moving through it for 2.5 seconds.
A repeatable roadblock is an annoying and potentially deadly thing. While this heroic causes Tassadar to lose out on some damage, it is a great pickup if his team’s damage is already through the roof and he wants to provide more utility. Force Wall creates a sizable wall that can zone enemies and manipulate their movement to Tassadar’s advantage. This is good for splitting enemy teams, catching overextended enemies in tower range, and a slew of other situations.
Level 1 Talents
Recommended: Overload or Conjurer’s Pursuit
Psionic Storm is a powerful ability, and Overload allows Tassadar to cast it from safer distances. Against teams with good engage or in situations where Tassadar wants to stick to the back line, Overload is a good pick. It also allows more supportive Tassadars to be in range to shield any ally whilst still tossing damage into the mix.
Conjurer’s Pursuit and Psi-Infusion are both good sources of mana return that have different applications. Over the long-term, Conjurer’s Pursuit will yield more consistent mana gain. When Tassadar is in lane and in early fights, Psi-Infusion will give him an extra mana boost that Conjurer’s Pursuit can’t provide. Mana is a crucial resource for Tassadar and needs management; the selection of one of these talents will help with this, albeit in different ways.
Minion Bulwark could work in a heavy split-push composition, but even then mana regeneration would likely prove more valuable.
Level 4 Talents
Recommended: Mental Acuity
Tassadar’s trait is insanely good. Therefore, cutting its lengthy 30 second cooldown in half is a good thing. Mental Acuity will allow Tassadar to have his trait up far more often in ganks and fights, and will yield much intangible value throughout the game.
Healing Totem is a reasonable pickup if Tassadar’s team desperately needs healing, but the high cooldown and limited area of this talent make it a sometimes risky pickup.
Promote is a good pickup for a calculated split push Tassadar, and works well with coordinated teams working alongside him.
Reinforce Structure is generally a weak pickup. Being able to shield structures in the first place is incredibly strong, but improving that at the cost of a talent is inadvisable except against the most aggressive of push strategies.
Leeching Plasma is nice to toss on top of a hero with high basic attack damage like The Butcher or Thrall. The life gain from it is rather paltry, however, when compared to the utility that other talents in this tier can provide.
Level 7 Talents
Recommended: Static Charge
Static Charge brings a lot of damage to Tassadar’s kit and helps him better fulfill the ranged DPS role. This forces Tassadar to be smart and precise with his basic attacks, but grants him a lot of damage and makes him very difficult to trade with 1v1.
If on a map with an objective built around gradual pushes, or against a heavy split-push team, Calldown: MULE can repair structures that weren’t quite destroyed in a push. With a coordinated team who defends well against pushes, Calldown: MULE can be a clutch talent choice.
Deep Shift‘s duration increase isn’t generally worth it. Dimensional Shift is a bit tricky to use correctly, and Deep Shift helps with that. Practice and familiarity with the hero will allow a Tassadar to pick up a better talent at this tier.
Khala’s Embrace is cool for shielding things in advance. Having half of a shield linger on a minion, hero, or structure can help shore it up against future assaults. If this is picked up, Plasma Shield needs to be used more than liberally to make it worthwhile.
Level 10 Heroics
Archon puts Tassadar’s damage through the roof – simple as that. Between his Psionic Storms and Static Charge/Archon enhanced basic attacks, Tassadar can shred through enemies as long as he stays out of their clutches. The AoE splash on Archon‘s attacks isn’t negligible, and with a few well-placed Psionic Storms and basic attacks Tassadar can chunk down the entire enemy team.
Force Wall has its uses. On a team where Tassadar needs to focus more fully on being a Support hero, or when his team’s damage is already abundant, Force Wall can be great for zoning enemies, securing kills, and disengaging.
Level 13 Talents
Recommended: Prescience or Shrink Ray
Escaping from death is a beautiful thing, and that’s exactly what Prescience gives Tassadar the chance to do, on a measly 45 second cooldown. The cooldown of Prescience is separate from that of Dimensional Shift, making it a second means of escape if things get dire. This will help Tassadar survive through the remaining game.
Shrink Ray is always a strong pickup. It can render an enemy threat harmless by neutering their damage and movement speed for 4 seconds. This bit of breathing room can help Tassadar and his team to clean up the remaining heroes without worrying about the Shrink Rayed target’s presence.
Distortion adds a cool, continuous animation to Tassadar’s basic attacks and makes them slow enemy heroes. This is a good pickup in ganking compositions, but is rather useless against heroes with good disengage (i.e. blink).
Scryer‘s additional 3 seconds of vision is rather inconsequential compared to the value brought on by these aforementioned talents. The movement speed can be helpful, however.
Spell Shield can help against abilities with high burst, but Tassadar should generally be using his positioning to mitigate such damage.
Level 16 Talents
Recommended: Second Strike
Second Strike allows two consecutive casts of Psionic Storm, making it a huge damage boost. The damage doesn’t stack, so overlapping the storms is a bad move. Tassadar should either spread them over an area or use the second one just as the first is ending in order to achieve maximum damage.
Dimensional Warp is a good pickup if the enemy team is focusing Tassadar and he is having a hard time surviving long enough to get off his skills. Coupled with Prescience, this makes him nigh unkillable.
Evasive Shielding can help Tassadar and his teammates with escapes and chases, but he wants to be doing more by this point in the game.
Resonation‘s slow is quite cursory and won’t do much to hinder enemy heroes. This has its uses, but the slow is generally not advisable over casting two Psionic Storms in a row.
Level 20 Talents
Recommended: Twilight Archon
Twilight Archon improves Tassadar’s offensive and defensive capabilities, making him an even stronger teamfighter than before. With this upgrade, the initial shield is such that Tassadar can potentially off tank for some time.
Rewind also improved Tassadar’s damage, but less so than Twilight Archon. With no significant slows or stuns to renew, Rewind is generally not the optimal choice for the level 20 talent. If Force Wall was picked up instead of Archon, this can be a good way to scale Tassadar’s damage into the late game.
Storm Shield is good on a team who is still struggling to dominate teamfights, and who have high health pools to begin with.
Force Barrier does so very little for a level 20 talent that no serious Tassadar should pick it up, but if one wants to further enjoy the Force Wall shenanigans, then this is certainly an enhancement.