Taric Build Guide by Carrot
Champion Build: Taric
| Health | 3668 |
| Health Regen | 36.1 |
| Mana | 1963 |
| Mana Regen | 21.3 |
| Armor | 373.4 |
| Magic Resist | 110.55 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 425.76 |
| Gold Bonus | 0 |
| Attack Damage | 116 |
| Attack Speed | 0.84 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 320 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 66.8% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Intro:
HEY
I love Taric
I have used many builds
Made for support
This is my first guide
So read
along
Runes:
Runes are not too important to ME, though I am max level, but if any, I highly recommend cool down reduction marks and magic resistance glyphs, armor seals, and Swiftness Quintessences.
I chose these because for Taric since cool downs mean more heals, and stuns, which is VERY important for Taric, and since he is tanky, why not give a boost to them in armor and magic resist. The Quintessences are there so just in case you cant escape, or can't kill a champion with your stun, you are more likely to get away or pick up the kill.
Masteries:
Well, I don't really care too much about this either, but I did 8/11/11, ending with the cool down on offense, indomitable on defense, and spell vamp on Utility. Just as I have said, Cool down is very important, and the AP boost before it is also useful to increase the level of heal you have. Indomitable is very useful starting the game, since you will take a lot less damage. Though, primarily, Taric is a lot more utility. Prioritize that first, then Defense, then offense. Remember, many champs can be tanks, but you are special, you are Taric.
Summoner Spells:
This will explain which spells to use, and which to not use.
Great
Good
Meh
Not really :/
STAY AWAY
Flash- If you are getting ganked, this allows for easy getaway and makes CC useless. This is a must have. This is Taric's best spell to escape with.
Clairvoyance- This skill is pretty much a 5 second ward wherever. This is useful if you don't want to buy a ward(though you probably should), if you need to check undetected areas, and to get the opposing teams item information so you know what they are building(use this at the beginning of the game on their spawn). At first I couldn't see the use of his skill until I used it every opportunity I could, and then it was very useful, for enemies in the brush would always be found, and they would get ganked!
Heal- This is good for mostly having squishy laning partners, and it can make a large difference especially if you don't have enough mana to cast your regular heal. This also can win team fights, so I recommend it.
Teleport- Well as Taric you should be in as many team fights you can, and this maximizes the chance you will be in one. Therefore, it is a good skill.
Cleanse- This is good against playing ranked games with high CC. It will serve more better than flash, but this is only to be used if you can see on the other team that they have high CC.\
Rally- I have won many teamfights with this ability, so I recommend trying it out, many people don't like this, but I think it is very good for team fights.
Surge- This is a good skill to supercharge your laning partner, use mostly for AS champions or AP casters. Yet again, many people do not like this, but using this in a team fight really makes a difference. Use it MOSTLY for long range AS champs.
Promote- So imagine this, you are about to have a team fight 5v5, so you promote a minion, and go off to help. When the enemy team is (hopefully)dead, they will have 2 turrets destroyed! That is why this skill is good. Even if they win the team fight, 2 turrets were just knocked down, which will be a weak spot in the future, possibly even winning the game!
Exhaust- This is not very recommended, but I can see why you would use it. If that first stun doesn't kill them, then the Exhaust will! It is useful, but possibly not necessary, so use it when you think you are going against ranked teams, so you know that Ex. Mundo always gets away and he is on the other team. So does Master Yi and Shaco and they are on the other team too.
Knowing this will mean you might as well get Exhaust so your partner will guaranteed pick up the kill.
Ghost- High CC teams will have a ball with you.
Revive- I could see why you would pick this(to be in all team fights) however Teleport does so better, and Revives cool down is quite low, AND sometimes you won't even get there in time, so it is very bad.
Clarity- With this skill you get a lot of mana back, and so does your laning partner, so you might want to get this if you have an AP caster in your lane. Though you can get mana by hitting minions(which is what you should do) your partner usually can't. HOWEVER, your item build should be geared toward
giving your partner what you can. This is only useful in team fights when no one has mana. HOWEVER people have plenty of mana mid and late game, so it is only useful for beginning game when there are relatively NO TEAM FIGHTS.
Ignite- Ignite makes sure you pick up the kill... I don't reccomend this. You are trying to make your laning partner OVER 9000 and you should be getting assists. Using this usually means your partner won't get the kill, and besides, most carries (champs you will mostly lane with) HAVE Ignite, so why 2?
Items:
SO there are many beginning items you can buy, but it all depends, and I mean
ALL
depends on your laning partner,your team, and the opposing team.So this is how I organized it. FIRSTLY, establish with your partner what they are going to build, and possibly remind them to base it off the other team. Yes you are trying to defeat the other team, but it is more important to do what you can to fit into your laner's role and help him or her as much as possible. SO find out, then this what I build for THE FIRST ITEMS and here they are:
AD/Tanky: If they fit into this category, go for an
Vamp/AS: If they fit into this, go for a
AP: Go for a
Mana Regen/cool down: Go for a
Squishy: This depends more on your team, not your partner. If your whole team is squishy, get the
To explain this section further more, choose the item best suited for your partner, and pretty much your starting items will be based off of it. I.E. My laning partner is Garen. He tells me he is going AD tanky (which is assumable I guess). I will then build for an
AGAIN this will determine your first buys and what to build for. As shoes go, here they are:
Other team got CC?
They got high hp champs with high dmg?
They got low hp champs with high dmg?
They got NOTHING ON YOU?
MID-GAME
So now you got those helpful buys, now its time to think how you can use the power of gems to nullify the opponent's power or how to screw them in any aspect. Also, try to think about what to buy that will increase survivability, since you don't want to die, or AP, since your heal and shatter scale off it.
For the first I have these items:
This is a great item countering any heavy AD teams, and slows them down, so your team can omnomnom them right up.
For the second, I chose these:
Yeah it's pretty awesome, I know. Mainly cool down ap, mana......And Dat passive... Rawr
I'm not sure about AD with Taric, however my choices for those would be the Hexdrinker, and Guinsoo's Rageblade, or a Manamune if YOU think it's neccessary, doing so you shoould not focus to much on mana regen or mana, but more on AP and AD, since Taric's Passive will go along with your AD output.
For cheap alternatives, if you have very low cash, buy a
As snowball items go,
Now...ENDGAME
SO you think you are fabulous? Well here are the items for the different situations:
YOU are very fast and can easily land a hit>
I have so much hp o_o>
I have so much Team fights(many supports usually have many assists(that I know of)and more deaths, this item causes there to be less deaths, so you can do what you have to without fear of dying!) O_O>
I WANT AP TO HEAL AND KILL MUAHAHA>
AD/AP plz? This is better than a Trinity force.>
Everything else, just have a slot open for constant Wards and Potions. K?
Skill Sequence:
Put your first point into
Dazzle, and leave it there, because the duration does not increase, leave it for the end. I chose it first because it is the most useful ans can help get first blood. Next pick either Shatter or imbue. Under most circumstances where your partner gets NO DMG (relatively) Just pick
Shatter, then
Imbue, or visa-versa if your partner is heavily damaged and squishy. Then pick
Imbue, then Shatter, And alternate between the two until
Dazzle. This prioritises utility and support the best I have found, and goes with the item builds well.
Teamwork:
This is quite simple. Every time there is a team fight, BE THERE!
You are Taric, shouldn't you be utilizing all of your utility spells? I respect human intelligence and with the information on this guide, I am sure you will do what is necessary in a team fight.
Farming CARROTS:
Let your partner farm mostly, only farm a lot if he is dead or gone,LAST HIT while laning with your partner. Always push when you can to utilize your passive. You may use your
, however if you can speculate possible fights, do not waste mana.
Using Carrotaric Well:
Alright so lets get basic
Gemcraft
This ability lets Taric have much mana. Use it as much as possible so you will have as much mana as you can, mainly used on minions.
Imbue
This is used to heal others, use it wisely. The only thing I can say is, again, hitting minions will cause the cool down to be reduced by much, which is very good to heal a lot, however it uses a lot of mana, so use it when you NEED it, yes it costs less than
Dazzle but the cost increases to be more over time.
Shatter
If any skill, try to use this to harass, if you know you can't, don't waste your Shatter, just make sure your partner is all good. This is a good harassment tool, for it deals the highest damage(besides your ult)
and lowers the opponents armor AND has the highest cooldown rate. However, try not to over do it, because in using it, you must wait a while before the aura of armor comes back, in that time if they hit you it will deal more damage! After using this I like using
Dazzle, or visa- versa if they are out of reach.
Dazzle
This spells out the death for many.You must use this carefully. If any order of priority, in team fights, go with Assassins, AD carries, since many have dashes, then AP casters, since they usually cant get away, then supports, then tanks. Usually you will get an assist from using this correctly, however, your teammates will have to use the most out of it, otherwise you will not get many.
ULTIMATE
It has a pretty good cool down so use it frequently, and use it in team fights as soon as possible to give your teammates that boost it has(at max, 35 AD and AP to allies). Yeah :P
Besides that make sure your lane is always warded, to call M I A's, to make sure your item build is helping your team, or negating the other, use your
Your Team:
I VERY VERY VERY VERY VERY VERY VERY VERY much recommend that you get friends to play with you, and to have a good one lane with you. This means, nine times out of ten, if you use your Dazzle well, you will get a kill. It is as simple as that.
Why Not Tank:
FIRST OF ALL, Taric is a good tank, but there are better champs that can tank. Secondly, look at Sona, then look at Taric, then look at Karma, then look at Taric, then look at Zilean, then look at Taric, then look..Teemo... OK I think you understand. Do those people build tanky? NO! NONE OF THEM SHOULD! Of course I'm taking into the fact that Taric is not(are not....his essence....HE IS A DIFF CHAMP!) those champs, but supports should be barely Tanky, more utility RIGHT!? If you see the pattern from champ to champ that is a support, I am sure utility is their purpose.(I.E. Zilean's speed/slow revive and quick cooldown, Sona's heal and stun, Karma's heal, slow/speed, Teemo's slow/speed invisible and blind! If this isn't proof as to what a support should be I WILL MAKE A HUGE SECTION!(quite unlikely). So, the common trait is utility, not tank, so don't yell and scream when you see I didn't put
Randuin's Omen at the item build at the top, or Banshee's, that build is for MOST situations, not counter. I put these items in my guide, so they are not useless, but in a normal game, the item build I posted should be fine. Leave tanking to the tank, not the support.
Carrotsummary:
This is my build, hope you enjoyed reading it, and thanks for any helpful comments on making this build better. This is a work in PROGRESS, I am planning to add more over time, for now use this information for your benefit.
By the way I will be adding guide update notes, since I update quite frequently.
3/3/12-Removed Trinity Force, it is not as useful as a Frozen Mallet, and is far too expensive., added No Tank Section.
3/8/12-Working on a "Which champion to lane with" section, and possibly a ward placement section. Bumped up Ghost and Clarity after some heavy review. I WILL CHANGE THEIR TEXT ASAP
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup NA June
Registration Open
|
|
Dominate Dominion #62
Registration Open
|
|
MOBAFire Community Cup EUW June
Finished
|
|
Dominate Dominion #61
Finished
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (7)




