Build Guide by Battok
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.
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.
Taric is an extremely strong champ, with high burst, high survivability and some great support skills.
This build focuses on maximizing on these three aspects of Taric.
By following this guide, you will be able to blow the heck out of enemy champs while lasting through long team battles and supporting your team with heals and attack damage increases.
Runes & Masteries
For runes we get all survivability by grabbing flat armor seals, magic resist glyphs, flat health marks and flat health quints. this gives us some pretty nice looking survivability stats early game and complements our item choices nicely mid to late game.
For masteries we take kind of an odd build 9/9/12.
This is to get only what we really need from each tree.
- AP, CDR and magic pen from the offence tree
- Armor, magic resist and health regen from the defense tree
- Mana, bonus exp, regen and imp tele and clarity from the utility tree
If you really don't like these masteries, I have had similar success with your standard 9/0/21 caster masteries and 0/21/9 tank masteries. Really this build will work with all standard mastery builds except standard 21/0/9 dps setup.
This will give you a respectable amount of your main stats (MR, Armor from , health and AP).
Because of our defensive runes and masteries, we don't need to waste gold on any survivability for the beginning of the game. You will have around 660 health, 40 armor and 45 MR (est..).
You should try not to solo. While Taric is a very strong solo, you will find that laning with another champ can be much more fruitful for your team. Let a carry take solo lane and go with another high damage champ. You will be able to keep them in lane and prevent FB in that lane, and maybe get FB for your lane partner.
Catalyst the Protector Sight Ward
Try to stay out in lane as until you can afford the items listed above. If you are farming correctly and not being starved, this will still be early game (lane phase). When you do finally go back, buy your Catalyst, boots and a ward. these items are exactly what is needed to stay in lane through early game and early-mid game. Do not underestimate the Catalyst! It is made of win during early game. Something cool to try with it is, go out an harass just before you level up. You will frustrate your enemies as you level and gain back all that health and mana you lost in the process. However, this will not be enough to 2v1 or anything, so don't over do it.
This is when you complete your core build. Your main focus at this point in the game is to be present at every battle. You will start rolling in assists within a short time.
If you are being focused a lot, feel free to swap your chalice for . Doing this will increase your personal survivability a lot while you are using your ult.
The last two item I recommend are Abyssal Scepter and Frozen Heart. At this point in the game, you really just need to finish out your survivability a little bit. So any armor and magic resist items would work (i.e. Thornmail, Force of Nature or banshees). However, I recommend Abyssal and Frozen Heart because they are very helpful to your team as well as you. Reducing your enemies MR and AS can be HUGE in a team fight. Plus the AP from Abyssal is helpful.
You are support/off tank, this means that you have not job other than ensuring the survival/success of your allied champs. Stun the attacked or attacker. Heal those that need healed (preferably not yourself).
The Team Fight
As mentioned above, You are support/off tank!
Heal the allied champs that are taking focus (keep in mind that if this is not you, you will also be healed for an identical amount). Stun the biggest threat, this could be a fed Yi or even that pesky Soraka.
Use ult when your dps engage or you are running away. By sticking to these two situations for ult, you can ensure that it is not on cd when you need it. Keep an eye on your mana though, ult can drain you quick. Something else to keep in mind is that ult heals you! So turning this on when the dps engage will allow you to spend all of your heal cool downs on them.
Jump in front of missile attacks. You have more survivability than the squishy guy behind you and your heals are much more effective on you than they are on them.
Don't use shatter unless you are not being targeted... If you do, you will reduce your armor by 60, making yourself easier to kill.
This is a must! your ult consumes obscene amounts of mana and your other spells aren't cheap either. Also it is great for team fights, using it just after your team dumps their mana into an enemy makes for a better chance of winning.
I like to take teleport because I can stay in lane for more time and Get to fights quickly. plus making a minion invincible for a short period can help take turrets and stuff.
Flash is good for any champ. It can save you from gank, put you in position for stun, etc...
Ghost is a great spell for escaping, chasing, traveling, w/e. all around good spell.
This spell goes great with a OT or support, and you are both! using it defensively to save yourself or your teammates its awesome. But so many carries take it, that I find it unnecessary in most games.
Very good support ability. Keep yourself and friends safe by checking the bushes or fog of war. not much else to be said about this spell though.
Less Good Options
Most carries take this, it is not very handy for a support champ.. the extra damage is low and the healing debuff can be applied easily enough by other champs (i.e. champ abilities or another persons ignite).
Umm.. well your team benefits from you being alive, and it is possible that you will get focused pretty hard when a team fight breaks out. So, i could see where this would be handy to come back and finish the team fight... However, if you took clarity like you should have.. then you wont have teleport and revive, which means you wont make it to the team fight in time most likely.
This spell is awesome as a support spell. However, it is immobile and killable with low health. This means that when you decide to blow that cool down.. it will most likely be in vain.
A lot of people will disagree with me on this, but the reason I say this one is bad is because it nerfs your own heal spells for a while after it is used. So I would never use this spell.