Rise of Immortals Tatiana Guide

Rise of Immortals Tatiana Guide by Oyxl

This is a Rise of Immortals: Tatiana Guide, not meant to give you one distinct direction to take, but rather give you a few options to consider.

Tatiana is classified as a Ranged DPS Disabler. Whether that’s meant to be “Ranged, DPS disabler”, or “Ranged DPS, Disabler”, I do not know, but both could apply and agree to meet in the middle.

Tatiana can dish out some heavy damage across the entire length of the game, but is rather squishy early on. Her damage won’t be superb until you upgrade her skills in the Champion Skill Tree, which you can access from “the Hub”(RoI’s center of commerce (cash shop) and safe zone). Once you’ve upgraded her damage spells, you’ll find yourself capable of smashing over half of a targets HP, unless you are facing a Tank type of player/Immortal.

Tatiana has a rather weak auto-attack, making it only suitable for creeps, or hit and runs on towers and players, unless you decide to invest in one of the items (Sorcerer’s Seal) that boosts your auto-attack with an extra, 10 second cool down, 100 damage in an area of effect. The item in question will be mentioned later on. Her auto attack is usually automatically triggered after her spell combo’s, which is also the best moment to utilize any additional auto-attack damage, but you should never rely on it. Her strength is not in auto-attacks, so it’s likely better to focus on her expertise.

And she has quite an expertise. Being able to Stun targets with Stasis(W), dealing damage with Spiritual Blast (E), reducing their mana regeneration by 50% and spell reflection by a certain amount, makes her a champion that’s perfectly suited for any lane composition with another magic user, although she can perform in any comp. She can bring opponents to a halt in a situation they’d rather be running, making her skills more effective than a simple movement speed reduction. In the heat of battle. Tatiana tends to get overlooked and she can sneak up to her opponents to severely damage them with Elemental Vortex (R.). One should note, that most of Tatiana’s abilities are of medium range, forcing her to get uncomfortably close to opponents.
Last but not least, Tatiana can tactically use Cleanse (Q) to save herself or teammates from certain death in a multitude of situations. The key about Cleanse (Q) is, be clever.

Good compositions for “laning”

Early game
Depending on your play style, or purpose, Tatiana can team up with just about any Champion. If you are there for the early (player)kills, you might want to team up with a burst character that complements your own.

– Vezin.
o Vezin has a wide range of AoE spells, that deal an amazing amount of damage. He’s the Creep king, so expect to get less money and XP, but if you are there purely for player kills, his skills are pretty much an extension of your own. Being able to suck in players to a central point, allows you to get in closer and stun-burst the target. Any spells that were being cast by the opponent get interrupted, so you can count on 1.5 seconds of free play on the target. If it doesn’t kill them, it will leave them bleeding badly.

– Tzai.
o Tzai is the melee “glass cannon” and can die rather quickly when ambushed or swarmed, but the opponent also takes a huge risk when doing so. As easy as he seems to die, he can, just as swiftly, turn the situation to his advantage and completely mutilate the opponent. If your attacks are timed properly, a Tzai –Tatiana comp can annihilate any foe in half a second, leaving no room for retaliation, even from the opponents teammate.

– Balak/Nyssus.
o Both Balak and Nyssus can put holes in concrete walls and will turn opponents that risk too much into Swiss Cheese. Balak deals high damage with auto and skill attacks, Nyssus deals a tad more damage with auto-attacks due to her passive abilities, but slightly less with magic attacks (or so I personally experience). Their attacks are deadly, but their range is still limited, so any Tatiana that forces a foe to stand still for a few seconds, is a welcome addition. Not to mention that Tatiana herself can put quite a dent in any opponents HP pool.

– Kyrie.
o Like Tzai, she’s a deadly machine that can charge her opponent and lock him in a skill chain. She’s deadly both ranged(medium) and in melee, but just like Tzai, she’s easily subdued during an ambush or swarm.

Late Game
Once Tatiana gathers some gear, she starts to really become powerful. The way I personally play her, she can singlehandedly drive back assaults of 2 or 3 opponents, depending on their composition. Even though she won’t kill (more than) one opponent with her Stun-Burst, she can still severely damage one, run in and trigger her Elemental Vortex (R.), which makes most players run out of range. Ranged characters can still assault her outside this range, but once caught in, will usually choose their own safety first.

Because you want to chain Stasis(W), Spiritual Blast (E) and Elemental Vortex ® against large groups, your best bet as a comp would be:

– Vezin.
o Late game, combined with your Elemental Vortex (R.), the abilities of Vezin become even more complementary to yours. Vezin’s Vortex pulls opponents in, while Arena of Death keeps them inside. If properly placed, one Tatiana and Vezin can take out the entire enemy team with just these abilities, completely ignoring their signature skills up to this point. That is, if you survive the onslaught of up to 5 players.

– Netheurgist
o While Netheurgist is a DOT champion and thus less suitable for early kills on careful players, his signature ability is definitely on the list of combinations that you want utilize. With a 5 minute cool down, it’s not a combo you can rely on, but the combined power of Elemental Vortex (R.) and Netheurgist’ Death Rift (D) can just as easily decimate groups of players as a Vezin – Tatiana comp.

– Trovoc
o Early in game, Trovoc cannot really be relied upon, but as the game progresses, Trovoc can take quite a beating and spam his skills much more frequently than any other player (focusing only on Cool Down Reduction and HP/Armor, due to his lack of a mana pool and his Champion Skill Tree). Trovocs wide range of abilities can knock players back into your Elemental Vortex (R.) while silencing them, reducing their resistances and even completely disabling auto-attacks, leaving them completely harmless at your feet, inside the range of your Elemental Vortex (R.).

Items
I’m not going to tell you which items to carry. It’s obvious that items with magic resistance penetration will automatically increase the amount of damage you deal with spells. Your item set-up also partially depends on how you build your skill trees and how you feel you should be playing.

You can find all items here:
http://www.riseofimm…tle-items-list/

The stat cap has been documented here:
http://www.riseofimm…1875#entry21875

You can literally be a glass cannon, or you can be a menacing tank. You will never tank as much as a pure tank champion, but you could be able to walk out of nearly any assault with only a few bruises and a nasty cut.
As you probably guessed, I’m a big fan of a heavily defensive build. In most games, you will carry both Armor and Magic resistance items, although you base your choice on early items on the opponents in your lane.
The core of any Tatiana build, is mana. It doesn’t really matter which items you pick, as long as they work for you, but these are my personal favorites:

Defensive Build
Lytle Locket 340, 850
• +100 Mana
• +200 Mana,
+2 Mana Regen, Effect: Every time the wearer activates an ability, all allies around the caster restore 80 Health and 40 Mana (over 10 seconds), including the caster. This Item cannot stack but will refresh.

Kircher Boots 400, 760, 1020
• +10 Movement Speed (Unique), +1 Mana Regen
• +15 Movement Speed (Unique), +2 Mana Regen, +75 Mana
• +20 Movement Speed (Unique), +4 Mana Regen, +150 Mana

Mageward 300, 400, 620
• +4 Magic Resistance
• +6 Magic Resistance
• +8 Magic Resistance, Unique Aura: Increases Magic Resistance by 10 for 5 seconds. This effect cannot happen more than once every 10 seconds

Penman Reflector 600, 800, 915, 1240
• +3 Armor, +2 Health Regen
• +5 Armor, +3 Health Regen, Effect: All incoming physical damage has a 25% chance to be reduced by 20 damage.
• +7 Armor, +4 Health Regen, Effect: All incoming physical damage has a 35% chance to be reduced by 30 damage.
• +10 Armor +5 Health Regen, + 400 Health, Effect: All incoming physical damage has a 45% chance to be reduced by 40 damage.

Ring of Shielding 400, 1040, 1320
• +3 Armor, +3 Magic Resistance
• +6 Armor, +6 Magic Resistance, +10% Critical Strike Avoidance
• +9 Armor, +9 Magic Resistance, +20% Critical Strike Avoidance

Bloodstone Pendant 600, 1120, 1200, 1260
• +3 Health Regen
• +6 Health Regen, +2 Armor
• +8 Health Regen, +200 Health, +4Armor
• +12 Health Regen, +600 Health, +6Armor

Upgrade and purchase cycle

Usually I follow the following chain.
1. Buy Lytle Locket
2. Upgrade Lytle Locket
3. Buy Kircher Boots
4. Upgrade Kircher Boots once .
5. Decide between Mageward or Penman Reflector
6. Upgrade Mageward fully, or upgrade Penman Reflector twice.
7. Purchase Ring of Shielding
8. Purchase Mageward or Penman Reflector, depending on my previous choice
9. Upgrade Mageward fully, or upgrade Penman Reflector fully, or upgrade Ring of Shielding fully.
10. Upgrade Kircher Boots.
11. Upgrade everything else.

By the time I’m done with these, I’ll have about 30 Armor and Magic resistance. My mana is finite, but usually only after a push. Once my mana is out, I stay behind the lines and try to interrupt whatever comes at me, or shield my team with Cleanse (Q). I usually don’t run out of mana exceptionally faster than any of my team, so normally we decide to regroup when we are met with a respawn of the opponent team (with full mana).

I can’t claim to be invincible, especially not before tactical lvl 20, but I can guarantee you that any game that allowed me to level to 20, ended with me walking away from some significant damage. I once stood in an enemy Vezin’s Signature ability, in the center of the enemy base, with their entire team on defense and lost a total of 30% of my hp. I’ve had the entire enemy team on my back, while walking away with only a few scratches and bruises, regardless of slows or stuns.

It’s a team game, so I cannot claim that all of this was purely my own doing. I expect that’s not the case and could never be the will of the development team. So I guess you will always depend on your own performance as well as that of your team. You cannot solo the enemy team.

With the defensive build, you will be a pain in the ass. You cannot be two shot in a sudden rush, you can walk out of most slows and you can circle around the enemy, chasing them in your teams claws, without having to fear for your life as soon as you are ambushed or surprised. You will be the thorn that hurts like hell, but cannot kill (yes you can, but the metaphor, you know). Yet you are like a weed they can’t exterminate. You will gloriously stack assist on assist, until you find yourself being targeted by the entire enemy team, just to get rid of you.

Middle Ground Build
Lytle Locket 340, 850
• +100 Mana
• +200 Mana,
+2 Mana Regen, Effect: Every time the wearer activates an ability, all allies around the caster restore 80 Health and 40 Mana (over 10 seconds), including the caster. This Item cannot stack but will refresh.

Wildrunner’s Boots 300, 960, 1465
• +15 Movement Speed (Unique)
• +20 Movement Speed (Unique), -10% Ability Cooldown Reduction
• +25 Movement Speed (Unique), -20% Ability Cooldown Reduction

Mageslayer Gloves 735, 1070, 1550, 1290
• +100 Mana, +2 Mana Regen
• +200 Mana, +3 Mana Regen, +3 Magic Resistance Penetration
• +250 Mana, +4 Mana Regen, +4 Magic Resistance Penetration
• +300 Mana, +5 Mana Regen, +5 Magic Resistance Penetration, Effect: Gain 0.5% of Max Mana as Mana Regen

Penman Reflector 600, 800, 915, 1240
• +3 Armor, +2 Health Regen
• +5 Armor, +3 Health Regen, Effect: All incoming physical damage has a 25% chance to be reduced by 20 damage.
• +7 Armor, +4 Health Regen, Effect: All incoming physical damage has a 35% chance to be reduced by 30 damage.
• +10 Armor +5 Health Regen, + 400 Health, Effect: All incoming physical damage has a 45% chance to be reduced by 40 damage.

Ring of Shielding 400, 1040, 1320
• +3 Armor, +3 Magic Resistance
• +6 Armor, +6 Magic Resistance, +10% Critical Strike Avoidance
• +9 Armor, +9 Magic Resistance, +20% Critical Strike Avoidance

Sapphire Amulet 500, 760, 1025, 1090
• +150 Mana
• +225 Mana, +3 Magic Resistance
• +400 Mana, +5 Magic Resistance, +10% Spirit Vamp
• +600 Mana, +7 Magic Resistance, +20% Spirit Vamp

Upgrade and purchase cycle

1. Buy Lytle Locket
2. Upgrade Lytle Locket
3. Buy Wildrunner’s Boots
4. Upgrade Wildrunner’s Boots once .
5. Buy Mageslayer Gloves
6. Upgrade Mageslayer Gloves once or twice.

After this point, it depends on where you stand, how you progress. The amount of mana you have with these 3 items, should be enough for early game, but if you feel the need to invest in more, get Sapphire Amulet. It’s cheap to buy and upgrade and adds to your Magic Resistance double, due to your Champion Skill Tree.

This build increases the risk against Melee opponents, but affects your Magic Defense only slightly. For every 125 mana, you gain 0.5 Magic Resistance (Champion Tree). In this build, you gain 1100 mana, which is effectively 9*0.5 = 4.5 Magic Resistance in addition to the resistance already on the Sapphire Amulet.

You will have more mana, can use your abilities more often and will deal more damage. You will still survive a typical rush, but you might suffer quite a bit of damage against melee targets, paired with the fact that your hp pool is significantly smaller.

Offensive Build

Sorcerer’s Seal 800, 1190
• +4 Armor Penetration, +4 Magic Resistance Penetration
• +4 Armor Penetration, +4 Magic Resistance Penetration, Effect: Weapon hits that cause damage explode, causing 100 Magical damage to all nearby enemies. This effect cannot occur more than once every 10 seconds.

Wildrunner’s Boots 300, 960, 1465
• +15 Movement Speed (Unique)
• +20 Movement Speed (Unique), -10% Ability Cooldown Reduction
• +25 Movement Speed (Unique), -20% Ability Cooldown Reduction

Mageslayer Gloves 735, 1070, 1550, 1290
• +100 Mana, +2 Mana Regen
• +200 Mana, +3 Mana Regen, +3 Magic Resistance Penetration
• +250 Mana, +4 Mana Regen, +4 Magic Resistance Penetration
• +300 Mana, +5 Mana Regen, +5 Magic Resistance Penetration, Effect: Gain 0.5% of Max Mana as Mana Regen

Amulet of Duality 590, 1200
• +3 Armor, +3Magic Resistance, +100 Max Health, +75 Max Mana
• +6 Armor, +6 Magic Resistance, +250 Max Health, +150 Max Mana, -5% Cooldown Reduction

Arcanist’s Orb 400, 960, 1390
• +2 Mana Regen
• +4 Mana Regen, +10% Spirit Vamp
• +8 Mana Regen, +20% Spirit Vamp, +150 Mana

Sapphire Amulet 500, 760, 1025, 1090
• +150 Mana
• +225 Mana, +3 Magic Resistance
• +400 Mana, +5 Magic Resistance, +10% Spirit Vamp
• +600 Mana, +7 Magic Resistance, +20% Spirit Vamp

Upgrade and purchase cycle

1. Buy Sorcerer’s Seal
2. Upgrade Sorcerer’s Seal
3. Buy Mageslayer Gloves
4. Buy Wildrunner’s Boots
5. Upgrade Mageslayer Gloves once or twice.
6. Upgrade Wildrunner’s Boots fully .

Since all items offer mostly mana, regen and cooldown reduction, you’ll find yourself far more vulnerable to any type of assault, magic or melee, and should stick to friendly players that can take the brunt of any offense. You are there to snipe people and catch them by surprise. If you want, you could exchange an item for:

Bermen’s Shorts 700, 920, 1230
• +10% Dodge Chance (Unique) +1 Health Regen
• +15% Dodge Chance (Unique) +2 Health Regen
• +20% Dodge Chance (Unique) + 4 Health Regen + 10% movement speed

Allowing you a slightly better defensive position and increasing your movement speed. Something you might need in this particular build.

Artifacts
I’m not going to lay out a strict regime concerning particular Artifacts. Most of it depends on how you want to gear up and what caps you want to reach or don’t want to cross.

Options are:
– Magic Resistance Penetration
– Armor
– Magic Resistance
– Cool Down Reduction
– Movement Speed
– Mana regen
– Max Health
– Magical Weapon Damage
– Health Regen
– Max Mana

Personally, I’m aiming for Armor (talisman) Magic Resistance Penetration (Totem) Cool Down Reduction (Seal), Primal Life Symbol (Symbol – 2.25% attack speed + 2.25% CDR) or Primal Air Symbol (Symbol – 1.5 Armor and Magic Resistance), Relic of Volos (Relic – 3% CDR + 1.2% Magic Resistance Penetration, + 2 Magic Resistance) or Relic of Trueheart (Relic – 2 gold/10sec + 2 Armor + 2 Magic Resistance) or Relic of Ta’amuun (Relic – 30 Mana + 3% CDR + 5% Spirit Vamp) .

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