Tazar

"During the six-month border war with Krewold, Tazar led a small force in a Tatalia outpost and held back the Krewold army, which was five times larger as his, for eight days until reinforcements arrived."
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=How to obtain=
=Specialty=
=Spells=
Spell	School	Type	ManaCD	Description
=Adjutant=
=Masteries=
==Recommended by the game==
==Recommended by players==
Lawlygagging:
Tazar is pretty new so there is still experimenting to be done. But for now I would go with the true and tested bonuses: mana regeneration, ways to cast your spells faster, ways to reduce spells costs. I also wouldn't be upset with a purple-tier Scouting for my Offensive units.
==Recommended spellmark by players==
Lawlygagging: Rush Tactic.
Again, with Fortress being rather new it's still early to say what would be the best spellmark for Tazar. I am planning to come out of the gate with Rush Tactic equipped. With how many attack units (including the SSR Hydra) Fortress has, I imagine it's going to be a very aggressive tribe, so the attack buffs (and magic resistance) seem to be a good complement.
=Strategy=
==By Lawlygagging (2nd August, 2020)==
1. What does Tazar play like and which players would enjoy him the most?
This might surprise you, but I feel like Tazar and Fortress is going to feel a lot like fielding a Crag Hack team. Very heavy-melee compositions. I would recommend Fortress to anyone that likes aggression, who likes to run into battle and say "try and stop me"!
2. What are Tazar's biggest strengths?
Hard to say so far. The debuffs might end up crippling a lot of awakened units or units fielded for specific abilities. The damage output, even with a team that isn't caught up to my others yet, is arguably comparable if not better already. It's kind of a scary thought if you've seen my Necro team.
3. What about weaknesses?
Again, hard to say so far. I feel like a very defensive Astral composition will still give Tazar fits though. If he can't aggro his way past the frontline, the Genie healing over the course of a match can get ridiculous.
4. Which would you say are the core creatures and why?
Definitely the Hydra primarily. It has wicked damage outputs and gets buffed for every other Fortress unit fielded.
Basilisks are Fortress' tribe Earth Elementals.
We've also yet to see if its base R-Unit (Gnoll) can dish out relevant damage. If it does, a cheap, farmable, attack unit is always great for any tribe.
5. What is your recommended formation for Tazar?
I would always try and field 6 Fortress units if possible. It provides maximum benefit from the hero, Tazar, and maximum buffs from the Hydra. 
With how little he has been hplayed, it is hard to say what flexes are necessary. He might need help in the form of a 3rd tank for Battle of the Gods, so you can really stack the attackers behind them. So little is known, so excited to find out.
=Lore=
Not yet available
=Skins=
Skin 	How to Obtain	Bonus	Quote
Classic 	Acquire Tazar	- 	You will be the prey of wild animals if you fall for your instincts.
Peak Trial	Purchase 	ALL+1	Only a warrior who relies on their body to resist the Mighty Gorgon and kill it alone can be called the Swamp Overlord!
=Community videos=
TBD
=Galleries=
==Concept Arts==
Tazar.png|Classic Tazar|link=File:Tazar.png
Tazar2.png|Peak Trial Tazar|link=File:Tazar2.png