Build Guide by alphaJackal

Not Updated For Current Season

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League of Legends Build Guide Author alphaJackal

Experimental Hybrid Taric

alphaJackal Last updated on December 22, 2010
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 21

This build is an attempt to confer to Taric more damage output while still maintaining the usefulness of his support abilities. I aim to use Manamune in conjunction with several other items to give him decent AD, while in the process making his heal more useful as well due to the mana items also having AP.

Early game:

I start off with a Sapphire Crystal because I feel that the larger mana pool is more useful than the early mana regen. The goal is to keep yourself in the lane for as long as possible.It'll be a little harder to survive without the early items, but staying in lane for a long time really makes awareness shine. Your goal is not to secure kills, so much as lane dominance...with a heal and a stun, Taric paired with a burst DPS can really put fear into enemies. Note, the reason I did not take improved healing is simple: Having the heal spell is simply a holdover until your heal becomes more useful. It might still come in handy in a pinch, though, but its mostly there to keep the early game Taric and his lane partner alive. Don't be afraid to use the summoner spells...they are 90% for support, and you won't need them much by the time mid game rolls around, with some pretty crazy mana regen. The best laning partner for you is a ranged nuke(Lux is nice), and the worst is an agressive melee DPS(like Olaf). You won't be able to support the latter much, and since Taric by nature is a slow-and-steady champ, their aggressive playstyle will keep you from synergizing well, and its a lot harder to keep a melee character alive in a fight than a ranged. Note that alone, Taric is pretty helpless as a hybrid because most more specialized characters can keep you in check in the early game, before your mana catches up to your needs.

Mid Game:

This is where Taric begins to strut his stuff. With Manamune you'll do pretty decent attack damage, and your heal will be invaluable to your team...keeping the squishies alive means that more damage is dealt, and you can really help keep taunters alive to take the damage for the team...Note that even though this build is tanky, you're still not a pure tank. What I like about this build is that it allows you to lane with anyone effectively. You can lane with a tank, and slowly creep toward the enemy tower like an unstoppable plague, or you can lane with a squishy and stun them so that the enemy gets nuked into dust. Hybrids tend to have versatility like that. Since you aren't a pure tank, you need to be careful of ganks, because healers are very high priority targets. Don't be afraid to use your stun to get away. You need to be especially aware of Nunu, Zilean, and other champs with powerful slows. Note that your stun is a good stun, and is great for ganking.

Late Game:

Things start to get hectic, and it might be hard to keep track of who needs healing the most. Use the sidebar to keep track of everyone if needed. Your stun is great for picking off people who are retreating, and also pretty good for initiating, but even though you have decent damage, your main purpose here is stunning and keeping people alive. Your ult is wonderful for pushing, and you should use it whenever you attack a tower. Aside from that, just keep your team alive, use your stun for ganking, initiating, picking off retreating people, and helping your team retreat(target disablers who are closing in). Hybrid Taric retains his usefulness as a healer while still being durable(especially against physical damage) and putting out decent damage.

Note that if you're a against a particularly magic-heavy team, you can substitute the berserker's greaves for merc's treads. The former is just for a little bit more mana regen and damage output, but isn't vital. You can also choose to get banshee's veil earlier if needed.