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Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Bravado (PASSIVE)
Taric Passive Ability
Introduction
This is the page i normally run for Taric 1/10/19.
Offence Tree
Summoner's Wrath lowers the Armor and magic resist on who ever you use exhaust on so that you and your team mates can deal extra damage to that target
Defense Tree
Three points into Resistance and 2 points for Hardiness for a little extra defense early.Maxing out Durability to go into Veteran's Scars allows you to be more healthy through out the game. it may not seem like much but grabbing this has let me escape death more then a few times.
Utility Tree
I do not grab Good Hands for one reason death is not one of my goals. Summoner's Insight and Improved Recall is better then Good Hands unless you die a lot.
Swiftness really is not needed on Taric in my eyes but, I will grab if my team is lacking good engage. Expanded Mind with Meditation gives you some extra Mana with a tiny bit of Mana regeneration. Greed should be self explanatory. Wealth has points put into so i can grab an extra Health Potion or a Vision Ward.
- Greater Mark of Armor For extra "Manly Manness".
- Greater Seal of Armor For Going in Bawls Deep.
- Greater Seal of Replenishment if you are being a Mana hungry pig you may grab these.
- Greater Glyph of Magic Resist To stop Early ap damage from scumbag supports on the other team.
- Greater Glyph of Scaling Magic Resist Gives magic resist per level and scales better into late game better then Greater Glyph of Magic Resist
- Greater Quintessence of Gold For extra Gems (cuz gems are freaking outrageous)
- Greater Quintessence of Movement Speed For using your Manly powers Fast.
Gemcraft
Taric loves to socket magical gems into all of his weapons, resulting in his melee attacks replenishing his mana for 7.5% of damage dealt.
Imbue
Taric brings forth earthen energy to heal a nearby ally and himself for 100 / 150 / 200 / 250 / 300 (+60% of ability power). If Taric heals only himself, the heal will be 40% more effective. Basic attacks reduce Imbue's cooldown by 1 second, but the reduction increases to 3 seconds when attacking an enemy champion
Cooldown 20/19/18/17/16 seconds
Cost 70 / 85 / 100 / 115 / 130 mana
Range 750
Shatter
Passive: Taric's gains 10 / 15 / 20 / 25 / 30 bonus armor and provides an aura that increases the armor of himself and nearby allies by 10 / 15 / 20 / 25 / 30.
Active: Taric deals 60/105/150/195/240 (+60% of ability power) magic damage to nearby enemies and decreases their armor by 10 / 15 / 20 / 25 / 30 for 4 seconds. The passive portion is not in effect during the cooldown.
Cooldown 10 seconds
Cost 50 / 60 / 70 / 80 / 90 mana
Range 400
Dazzle
Taric fires a sphere of prismatic light at an enemy, dealing 40/70/100/130/160 (+40% of ability power) to 80/140/200/260/320 (+80% of ability power) magic damage (lower damage the further the target is), and stunning them for 1.5 seconds.
Cooldown 14 / 13 / 12 / 11 / 10 seconds
Cost 95 mana
Range 625
Radiance
Taric slams the ground dealing 150/250/350 (+70% of ability power) magic damage to nearby enemies. For the next 10 seconds, Taric gains 30/50/70 Attack Damage and Ability Power and grants nearby allies half the bonuses.
Cooldown 60 seconds
Taric loves to socket magical gems into all of his weapons, resulting in his melee attacks replenishing his mana for 7.5% of damage dealt.
Imbue
Taric brings forth earthen energy to heal a nearby ally and himself for 100 / 150 / 200 / 250 / 300 (+60% of ability power). If Taric heals only himself, the heal will be 40% more effective. Basic attacks reduce Imbue's cooldown by 1 second, but the reduction increases to 3 seconds when attacking an enemy champion
Cooldown 20/19/18/17/16 seconds
Cost 70 / 85 / 100 / 115 / 130 mana
Range 750
Shatter
Passive: Taric's gains 10 / 15 / 20 / 25 / 30 bonus armor and provides an aura that increases the armor of himself and nearby allies by 10 / 15 / 20 / 25 / 30.
Active: Taric deals 60/105/150/195/240 (+60% of ability power) magic damage to nearby enemies and decreases their armor by 10 / 15 / 20 / 25 / 30 for 4 seconds. The passive portion is not in effect during the cooldown.
Cooldown 10 seconds
Cost 50 / 60 / 70 / 80 / 90 mana
Range 400
Dazzle
Taric fires a sphere of prismatic light at an enemy, dealing 40/70/100/130/160 (+40% of ability power) to 80/140/200/260/320 (+80% of ability power) magic damage (lower damage the further the target is), and stunning them for 1.5 seconds.
Cooldown 14 / 13 / 12 / 11 / 10 seconds
Cost 95 mana
Range 625
Radiance
Taric slams the ground dealing 150/250/350 (+70% of ability power) magic damage to nearby enemies. For the next 10 seconds, Taric gains 30/50/70 Attack Damage and Ability Power and grants nearby allies half the bonuses.
Cooldown 60 seconds
Flash
Exhaust
Clairvoyance
Heal
Teleports your champion a short distance toward your cursor's location. This is rather op(even with the nerf after season 1). Flash can be use defensively to get away or offensively to land Dazzle.
Exhaust
Exhaust slows movement speed by 40% and reduces auto/basic attack damage by 70% and ability/item damage by 35% for 2.5 seconds. Exhaust allows you to secure a kill if someone tries to run away. Also it can be used if you or a friendly is being chased down to escape.
Summoner's Wrath
also reduces armor and magic resist by 10.
Clairvoyance
Reveals an area of the map for 4 seconds. There are many uses for CV. one of which is tracking the enemy jungler. another way CV is used to see into a bush so you don't have to waist a ward or face check the brush. Although you may not see it as much as you used to but if someone is using it be very wary of what you do the enemy has it.
Heal
Heal heals oneself for 75 + 25 × level and every allied unit for half the amount. This can be used to bait an opponent into thinking they can kill you. This is countered by ignite so watch out. Also this better on your AD carry.
Starting items you may or may not choose
sight wardsight ward
sight wardsight wardsight wardsight ward
sight wardsight wardsight ward
Early items to buy
philosopher's stone
Default item that lets you sustain in lane and extra gems
get this if you are not going for Mobility Boots because it just slows you down from buying big items
i get this if i feel i need to land Dazzle because my team needs an initiate (cuz they are bad and not manly like taric)
i grab these if i need to spam my abilities in fights N Skirmishes more
if there a lot of wards on the map not just from bot lane i will buy this, careful though it will make you a target in all fights
Mid/late game items to pick up
i usually build this first, because it allows your team to engage and/or escape quickly from a bad situation.
buy this if your team is loosing in at least 2 lanes(I count jungler as a lane) and your jungler didn't buy one
zeke's herald
purchase this if there are 2-3 auto attackers on the team. this will benefit them by giving extra attack speed and life steal
if you feel your team is melting from some for of AOE "Wombo Combo" this will help your entire team by giving them a Bubble
If you are your only initiator and your only front line champion on your team, this will also make the other team mad when as support you have 200 Armor.
If you are melting to ap damage in team fights
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