get
prime

Taric Build Guide by Bob_easy

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


13K
Views
0
Comments
2
Votes
League of Legends Build Guide Author Bob_easy

AD/AP/AS Taric DPS

Bob_easy Last updated on August 24, 2011
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

2
14
15
17
18
Ability Key Q
3
4
7
8
10
Ability Key W
1
5
9
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
3/
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Guide Top

Introduction

After the latest patch I decided to take my whack at a new build for Taric. Seeing that they made his base attack speed faster, I thought that going AD/AS/AP hybrid type build could be viable.

This guide will not involve much other than the usual stuff you see in guides today.

This is my first guide.

THIS IS JUST FOR FRIENDS VIEW, HENCE WHY IT SUCKS.


Guide Top

Skill Sequence

MAX your W and E, Heal is not worth it early game and it scales enough with your AP so you are still able to heal quite a bit with it being level one.

STUN>SHATTER>AUTO ATTACK= WIN


Guide Top

Abilities!!

Ability Explanation:


Gemcraft: Mediocre passive that is a bit counter-intuitive. To make use of this you either have to push the lane, steal last hits from the carry, put yourself in range of harass, or put yourself in a bad teamfighting position. This synergizes with attack speed and your ultimate decently.



Imbue (Q): A decently strong heal on a medium cooldown, it can really deplete your mana early though. It is always preferable to heal another person as it will heal 200% compared to 140% on just yourself. You may heal yourself for a burst heal if needed though. The cooldown of this ability is reduced by autoattacking, so attack speed will help refresh the cooldown, making you a candidate to buy Stark's Fervor.



Shatter (W): A great aura for both you and your team, making you anti-AD. This will provide your carry a huge advantage against the opposing physical carry. Generally, I shatter the aura only to deal out harass in the lane, but in teamfights, I usually leave it on unless I am sure I can hit the entire enemy team with it. Otherwise, only shatter the aura if the enemy team is really AD-light or your team is extremely AD-heavy.
Dazzle (E): This is probably one of the best stuns in the game. It is exceptionally easy to land and is on a decently short cooldown. It is nearly always better to use this at max range for the 2 second stun, unless you are close range and need extremely quick burst damage (very very rare). Landing one of these babies in lane can almost ensure a kill if they are a bit below full health. Chaining this together with other CC's such as Caitlyn Yordle Snap Trap is usually a guaranteed kill, so try to maximize the duration of the crowd control (trap right after stun wears off and vice versa).



Radiance (R): An ultimate that isn't all that powerful, and NOT AT ALL FABULOUS!!!! It is a bit of a yawn, however I generally will use this in very clumped up teamfights, and then turn it off as the fight starts to spread out. It is also exceptional for pushing towers and other buildings, so don't be afraid to toggle this when taking down a tower. Other than that, it has a scaling mana cost, so the longer it is on, the more mana it costs per second, so DO NOT LEAVE THIS ON TOO LONG! Or else you will run out of mana.


Guide Top

Ability Explanation

Ability Explanation:


Gemcraft: Mediocre passive that is a bit counter-intuitive. To make use of this you either have to push the lane, steal last hits from the carry, put yourself in range of harass, or put yourself in a bad teamfighting position. This synergizes with attack speed and your ultimate decently.
Imbue (Q): A decently strong heal on a medium cooldown, it can really deplete your mana early though. It is always preferable to heal another person as it will heal 200% compared to 140% on just yourself. You may heal yourself for a burst heal if needed though. The cooldown of this ability is reduced by autoattacking, so attack speed will help refresh the cooldown, making you a candidate to buy Stark's Fervor.
Shatter (W): A great aura for both you and your team, making you anti-AD. This will provide your carry a huge advantage against the opposing physical carry. Generally, I shatter the aura only to deal out harass in the lane, but in teamfights, I usually leave it on unless I am sure I can hit the entire enemy team with it. Otherwise, only shatter the aura if the enemy team is really AD-light or your team is extremely AD-heavy.
Dazzle (E): This is probably one of the best stuns in the game. It is exceptionally easy to land and is on a decently short cooldown. It is nearly always better to use this at max range for the 2 second stun, unless you are close range and need extremely quick burst damage (very very rare). Landing one of these babies in lane can almost ensure a kill if they are a bit below full health. Chaining this together with other CC's such as Caitlyn Yordle Snap Trap is usually a guaranteed kill, so try to maximize the duration of the crowd control (trap right after stun wears off and vice versa).
Radiance (R): An ultimate that isn't all that powerful, and NOT AT ALL FABULOUS!!!! It is a bit of a yawn, however I generally will use this in very clumped up teamfights, and then turn it off as the fight starts to spread out. It is also exceptional for pushing towers and other buildings, so don't be afraid to toggle this when taking down a tower. Other than that, it has a scaling mana cost, so the longer it is on, the more mana it costs per second, so DO NOT LEAVE THIS ON TOO LONG! Or else you will run out of mana.