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Tai-Rul by FATDOTABOY

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Tai-Rul

By: FATDOTABOY
Last Updated: Aug 6, 2018
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Tai-Rul

The War Monk

Tai-Rul was taken in as a young orphan by the enigmatic Order of Kyu'tin, a martial sect of ascetics who practice the warrior art of Kyu'tin'ra, which teaches that only through conflict and combat can one truly find the heart of being, and achieve a true enlightenment. Secreted away in an imposing monastery deep within the Mountains of Aznor, Tai-Rul took to his training under the monks of the Kyu'tin with vigor and passion. He excelled under the brutal physical tests of the Battle-Abbots and was praised for his devotion to the spiritual pursuit of the Kyu'tin by the High Proctor himself. However, as time went by and he began to outstrip even his masters in skill and strength, Tai-Rul's rumination on Kyu'tin'ra lead him to dark and mortal conclusions. Convinced that the restricted and regimented environment of the monastery was preventing him from realizing the supposed enlightenment preached by the monks, Tai-Rul turned his deadly hands on those that had taken him in and raised him, slaughtering his way through the entire priesthood of Kyu'Tin. He was convinced that this act of excessive fratricide would finally bring him to some greater understanding, and though he felt that he was close as he beat the life out of the High Proctor, Tai-Rul would ultimately leave the lifeless monastery disappointed. Now he wanders through the wide world, the last and greatest of the Order of Kyu'Tin, searching for greater and greater conflicts to throw himself into, hoping one day to at last reach the final enlightenment promised him.

STR (Primary): 24 + 3.0
AGI: 19 + 2.1
INT: 17 + 1.5

Base HP: 200 (740 @ lvl 1)
Base Armor: 0 (3.04 @ lvl 1)
Base Mana: 80 (284 @ lvl 1)
Move Speed: 295 (298 @ lvl 1)
Base Damage: 39-43 (63-67 @ lvl 1)
Base HP Regen: 2.8 (3.2 @ lvl 1)
Base Mana Regen: 1.1 (1.43 @ lvl 1)
Attack Range: 150 (Melee)
BAT: 1.6

Primary Abilities

Resounding Blows
Tai-Rul's basic attacks apply Resounding Blows to enemy heroes, slowing them by 9/18/27/36% for 2 Seconds and adding a stack of Resounding Blows debuff. The slow is reapplied each time Tai-Rul hits the enemy hero, and the stack debuff renews duration and tracks the number of times the hero has received the Resounding Blows debuff. If an enemy hero gains 4 stacks of Resounding Blows, they become stunned for .5/.75/1/1.5 seconds and take additional Pure damage equal to 40/60/80/100% of Tai-Rul's primary attribute.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?

Slow Duration
Stun Duration:
Slow:
: Passive
: Pure
: NO
: 2s
: .5/.75/1/1.5
: 9/18/27/36%
Stack Debuff Duration:
Bonus Pure Damage:
MANA
COOLDOWN
Dispellable?:
: 5s
: 40/60/80/100% Primary Attribute
: N/A
: N/A
: NO
Tai-Rul's blows can shatter stone and warp steel. Mere flesh and bone stand no chance.
Rings of Battle
Tai-Rul leaps up and slams the ground beneath him, sending out 4 concentric rings of force around him in .2 Sec intervals, maximum AOE of 450. Enemies hit by at least one circle are slowed 100% for .8 sec and take 50/120/190/260 magic damage. Enemies hit by more than one ring take only 30% damage from rings after the first. Enemy heroes hit by the center ring gain a stack of Resounding Blows.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: Castable, No Target
: Magic
: NO
Damage
MANA
COOLDOWN
Dispellable?
Cast Point:
: 50/120/190/260
: 75/90/105/120
: 20/17/14/11 Sec
: NO
: .3 Sec
In war, no quarter must be given. This is the only way to know oneself.
Warding Palms
Tai-Rul adopts a supreme defensive stance. Creates a small impenetrable barrier in front of Tai-Rul, perpendicular to the direction cast in. The Barrier blocks projectiles and all basic attacks coming from opposite the barrier for .6/1/1.4/1.8 Sec, following the caster but facing the same vector for the duration. If an enemy hero is hit by the barrier when it is cast, they take 50/100/150/200 physical damage, are knocked back, and gain a stack of Resounding Blows.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?

Barrier Duration
: Castable, Vector Targeted*
: Physical
: PushBack/Block YES, Damage NO
: .8/1.2/1.6/2s
Damage
MANA
COOLDOWN
Dispellable?:
Cast Point
: 50/100/150/200
: 80/95/110/125
: 22/18/14/10 Sec
: NO
: 0.0 Sec
Tai-Rul swats bullets and blades aside as if they were insects.

Ultimate Abilities

Enlightenment in Violence
Tai-Rul transcends to a higher plane of warfare, gaining 50/60/70% Evasion and Status Resistance and a 550 AOE cleave on enemy units. The cleave effect applies on-hit attack modifiers to all applicable units hit. Lasts for 10/13/16 seconds.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?

Evasion
Status Resistance
: Castable, Self Targeted
: N/A
: YES
: 50/60/70%
: 50/60/70%
Duration:
Cleave Radius
MANA
COOLDOWN
Dispellable?:
Cast Point:
: 10/13/16 Sec
: 550
: 100
: 90/65/40
: NO
: .3 Sec
For a brief moment, Tai-Rul grasps nirvana, and loses himself in the rapturous calmness of battle.

Hero Talents

+6 Seconds Enlightenment Duration
25
Rings of Battle 4 Sec Mute and Break

-3 Sec Warding Palms CD
20
+.8 Sec Resounding Blows Stun

+25 Damage
15
+35 MS

+8 STR
10
+2 Mana Regen

How to Play the War Monk

Tai-Rul is a powerful and domineering Strength hero that sticks to his opponents and crushes them over the course of dawn-out engagements. His high attack damage and lower base attack time make laning easy, with the slow and stack effects from Resounding Blows keeping other melee heroes away from him lest they feel his fury. Similarly, with an Orb of Venom, Tai-Rul can make a formidable roamer and ganker even at level 1, using the slow and stun from Resounding Blows to help his laners secure kills.

Rings of Battle is an excellent initiation ability, useful for dealing some damage and slowing a fleeing target long enough for the War Monk to catch up and apply his Resounding Blows stacks. Alternatively, Rings of Battle can be used on heroes trying to engage with Tai-Rul to quickly add another stack of Resounding Blows, as well as the 100% slow to likely allow for another melee attack, essentially getting two stacks out of the ability usage.

Warding Palms is a dual purpose ability, excellent at both protecting Tai-Rul from damage and at proc-ing more Resounding Blows stacks. The barrier protects Tai-Rul from all projectile abilities such as Wraith King's Wraithfire Blast and Skywrath Mage's Arcane Bolt, causing him to suffer no damage and avoid any other on-hit effects. Additionally, it absorbs any basic attacks that it intercepts, both melee and ranged, somewhat similar to Templar Assassin's Refraction. This allows Tai-Rul to survive near-fatal ganks and to dive enemies under tower (the barrier also blocks Tower shots), as Tai-Rul can still attack and cast normally while the barrier is active. If an enemy hero is close enough when the barrier is cast, they will be knocked back slightly, take minor damage, and receive another stack of Resounding Blows. Between his auto-attacks and two proc-ing abilities, Tai-Rul should have many different options for applying Resounding Blows stacks to his opponents, as this ability is core to his concept.

Enlightenment in Violence is the War Monk's ultimate ability, and it synergizes with his other strengths. The evasion and status resistance allow even BKB-less War Monks to engage both physical- and magic-damage heavy lineups with near impunity, and the cleave effect proc-ing ability and item on-hit effects on all affected enemies means that Tai-Rul can not only apply Resounding Blows slows and stuns across multiple bunched enemies at once, but that his itemization is very open and promotes other on-hit abilities like Desolator and MKB. The abilities low-cooldown in late game allows a War Monk to almost always have this ability available for initiation or counter-initiation, and much of his carry potential derives from good use of this ability.

Tai-Rul has viability in just about any lane, as well as in the role of a roamer. His decent stats and early toughness allow him to trade blows in the top lane, while being able to go toe-to-toe with many safe lane cores early on, especially low HP ones. However, he also enjoys quick levels, as all his abilities start someone mediocre but scale very will with both levels and farm. Thus, both mid and bottom core positions are available to him, as he is a powerful tempo-setting hero if given farm priority. Lastly, in line-ups already saturated with laning cores, his kit allows him to 4 position roam in a pinch. The slow and stun effects from Resounding Blows can give enemy heroes a headache if caught out of position, and both Rings of Battle and Warding Palms give him excellent dive potential.

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