Taranis the Bolt Regent guide: skills, build and team roles
Overview
Taranis the Bolt Regent is a Legendary Wind Ranged Attacker from the Eldrin Faction in Invokers: Titan Legacy. He combines damage with wide debuffs: area ATK Down and Accuracy Down, a Shocksphere that keeps attacking, debuff extension and a way to transfer a debuff off himself. He's at his best when your team can use several of those jobs at once.
Fully Awakened and before Gear, Taranis has 1,071 ATK, 829 DEF and 9,131 HP. His ATK is about average for a Ranged Attacker and his HP is one of the highest.
Energy Squall hits up to ten enemies with low current HP within eight metres of the target you pick. It places Accuracy Down and ATK Down together, which helps against enemy debuffs and ATK-based damage. They are two different defences, and neither stops all damage.
Lambent Halo ties his Skills together. Critical hits reduce the cooldown of Energy Squall, and existing debuffs on the target generate Ultimate Mana up to a cap. Allies who place useful debuffs improve his cycle, and so do his own, but a target with few effects gives less Mana than a heavily debuffed one.
Skills To Prioritize
Pulse Singularity creates a Shocksphere that lasts ten seconds. It attacks a random enemy every second within its area and places Shock when it can. It can't Shock the same enemy twice within seven seconds, so don't treat it as continuous lockdown on a single target. Shock lasts two seconds at Level 1, three seconds at Level 9 and 3.5 seconds at Max Level. The Shocksphere deals 50% more damage to Shock-immune targets at every listed level, which gives the Ultimate a damage role when Shock fails against an immune enemy, but it doesn't get Shock past that immunity.
Its Mana cost begins at 1,100 and drops to 1,075 at Level 5, 1,050 at Level 8 and 1,000 at Max Level. The cooldown is 15 seconds, but you also need the Mana to cast it again.
Energy Squall places 50% Accuracy Down and 25% ATK Down for 12 seconds at Level 1. Level 6 reaches 70% and 30%, each for 14 seconds. Level 10 reaches 90% and 40%. Max Level reaches 100% Accuracy Down, keeps 40% ATK Down and extends both to 16 seconds. Its cooldown falls from 30 to 25 seconds across the full path. That's a big improvement for a role built around enemy effects, but 100% Accuracy Down is a stat debuff, so it doesn't mean every enemy Skill fails.
Lambent Halo's Mana cap rises from 200 to 300 at Level 7, 400 at Level 9 and 500 at Max Level. Reaching the cap still depends on how many debuffs the target has. Max Level also improves the fifth Combo hit from extending one random debuff to extending up to two by three seconds.
If you want Taranis to protect your team with debuffs, prioritize Energy Squall, as Max Level raises Accuracy Down to 100% and lowers its cooldown to 25 seconds. If you want him to cast his Ultimate more often, consider upgrading Lambent Halo first, as Max Level raises its Mana cap to 500.
Build And Team Support
Taranis places Accuracy Down, ATK Down and Shock and extends debuffs, so put Accuracy on his Chestplate and Flask and stack as much as the build allows. He has 23 Accuracy fully Awakened and before Gear, so it has to come from the build. After that, build ATK and Crit Rate to about 75-80%, then as much Crit DMG as the build allows. Past that point, Crit DMG is worth more than more Crit Rate. Crit Rate also speeds up Lambent Halo's cooldown reduction on Energy Squall. Add enough HP and DEF to survive. He has native Frost and Mindfog Tolerances.
For Relic Sets, Accuracy Relics help his debuffs, extension and Shock land more consistently, and Crit Rate Relics help you reach the Crit Rate threshold. For more damage once those are covered, Predator Relics add ATK and, at five pieces, Crit DMG.
He has no heal, Shield or revive, so bring protection and sustain so he can keep placing effects and finishing Combo chains. Focused Flux transfers a random debuff off him. It isn't a team cleanse, and you can't count on it removing debuffs a Boss protects.
Arena, Bosses And Spires
In Arena, Energy Squall can reduce pressure from a grouped enemy team, and the Shocksphere can interrupt susceptible enemies over time. Its random targeting makes it less dependable for shutting down one specific enemy than a Skill that picks its target. Be wary of enemy Invokers with Immunity, high RES or ways to interrupt him, as they blunt his debuffs.
Against Sorgott, Taranis's area attacks help clear his Crypt Rats. He doesn't place Jinx, which stops Sorgott receiving buffs, he doesn't cleanse allies, and he has no native Manaburn or Crush Tolerance, so bring Invokers or Relics that cover those.
Against Galvos, who rewards debuffs, Energy Squall is a good fit. Against Sakiel, Mindworm freezes the cooldown of the Skill that grants his buffs and stealing his buffs is very useful, but Taranis does neither, so bring another Invoker who does. Against Ulgorim, he doesn't place Heal Reduction, so bring another Invoker who does.
Wind Omnissi needs Move SPD Down and Dark Omnissi needs Combo SPD Down. Taranis's debuff extension can help an ally keep that debuff running, but he doesn't place either himself, so bring Invokers who do.
In the Wind Spire, wide debuffs and repeated control help your team through the waves. He needs allies to protect him.
Awaken
Awakening boosts an Invoker's stats significantly. Bonuses from Relics, Accessories, the Trophy Room, Tactics and Titan leader bonuses apply to base stats and Awakening stats alike, so unlocking the Awakening nodes is critical to maximise Taranis's potential.
Unlocking each Titan node at Star 2, 4 and 6 adds a second to Titan Invokation, taking the total from 12 seconds to 15.
Review the Awakening guide for more detail.












































