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Taric Build Guide by KotSBereP

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Not Updated For Current Season

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League of Legends Build Guide Author KotSBereP

Jungle Gem

KotSBereP Last updated on July 25, 2012
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Aura Tank, True Tank

Ability Sequence

2
8
10
12
13
Ability Key Q
1
3
5
7
9
Ability Key W
4
14
15
17
18
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
3/
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21


Guide Top

GEMS

Hello all, and thanks for taking the time to read this :) As an AD carry player, it is strange that one of my favorite champions in the game is a support. Personally, I am not that big of a fan of supporting, so when I cannot carry, I play junglers. While this build is nothing new in terms of originality, it allows you to get his support items much quicker than you would if he was supporting.



Pros/Cons

Pros


+ Amazing mana and hp sustain
+ Decent ganks with stun, heal for ally
+ Lots of armor for jungling
+ Shatter reduces jungle creeps armor

SPACE

SPACE

Cons


+ Relatively slow jungle clear
+ First clear MAY leave low health
+ Susceptible to counter jungling
+ Your role may overlap with the support


Guide Top

Introduction

Hello all, thanks for taking the time to view this. This is my first attempt at a guide so please give me ANY criticism you can!



Okay, so for starters you may be wondering why Taric for the jungle:
Taric, while not having the best clear time, is in my opinion, a very viable option for the jungle. His passive Gemcraft allows for him to have almost infinite sustain in the jungle when paired with Imbue. I would argue that he is very similar to some champs in terms of utility, such as Maokai so it comes down to preference. If you are a support player who has to jungle in a solo queue game, you could pick Taric because you want to play someone familiar.





Champion Comparisons

SPACE SPACE

  • Alistar CC support jungler, good ganks, tanky lategame.
    Spoiler: Click to view
  • Maokai Tanky or AP, with strong ganks, and good team utility.
    Spoiler: Click to view
  • Shen tanky, slow jungle, but picked for his strong utility.
    Spoiler: Click to view


Guide Top

Masteries

Explanation: I chose 0/9/21 for a variety or reasons. Taric has no offensive capabilities (with this build) so no points in offense are needed. The 9 points in defense are the bare minimum needed to survive the jungle. Taric is a utility tank, so putting points there make sense to me. He is naturally tanky, so no need to spec far into defense. I have seen TheOddOne run heavy support masteries on Nunu on stream before. Same idea here.

Masteries
1/5
3/1
4/1
1/1
1/5
3/1
4/1
4/1
1/1
4/5
3/1
1/

Defensive Tree:

  • 10 gold for using smite Extra gold when using smite? Yes, please!
  • 6 armor 6 extra armor is always nice in the jungle. Especially with Shatter on cooldown.
  • Scaling hp/lvl 6-108 Health per level 108 at level 18. I am a fan of high health.
  • +30 flat hp The extra health in the jungle is nice. Personal preference

Alternatives: iintoi iwithi or

Rather than speccing to the +30 health from Veteran's Scars you may choose Tough Skin and Bladed Armor . This does speed your jungle up by a little bit too, but the extra health from Veteran's Scars is for ganking. Personal choice, both work.

Since you are not speccing in to Veteran's Scars , you need just two points in the second tier to unlock Bladed Armor (plus two points in Tough Skin ,) so you have a choice of putting 2 points into Vigor or Durability . The result is either 54 health at level 18 or 2 hp/5 regen. The choice also depends on your opener. If you open my regen opener, you won't need the extra regen, but if you chose to open boots or cloth, the extra regen is nice, even though it isn't alot.



Utility Tree:

  • Flash cooldown -15seconds The game is balanced around flash. Having it up 15 seconds faster is worth it.
  • Scaling mana/lvl 12-216 Extra late game mana is nice. Since no ad is built, only your base amount scaling will affect Gemcraft
  • 4% Movespeed One of the most valuable, and hardest stats to itemize. +12.6(base), +14.6(lvl 1 boots), +15.4(lvl 2 boots).
  • 2 gold/10 seconds Take these on all tank jungle's. philosopher's stone, Heart of Gold, Greater Quintessence of Gold, and Greed total 15 gold per 10.
  • 20% increased neutral buff duration Increases crest of the ancient golem and blessing of the lizard elder duration from 2:30 to 3:00. Does not affect exalted with baron nashor
  • 5% extra experience gained Benefits all junglers. More so for "gank" junglers than "carry" junglers. Awareness plus the 15 gp/10 make up for slow initial clear, and time spent ganking.
  • 6% cooldown reduction Not alot, but it adds up. Need Intelligence to finish Mastermind .
  • 15% Summoner Spell cooldown reduction Great 21st point. Reduced smite allows wraith to red with no down time. 15% reduced cooldown on flash is great. Synergizes with Summoner's Insight .
These are the masteries I have crafted to work best. You are welcome to try anything you want, however. If you find something that you think works better, please let me know!


Guide Top

Runes

These are pretty standard jungle runes. I use these for most jungle tanks. They provide the protection needed for jungling, and they lead into late game via scaling, and gold generation.

Runes

Greater Mark of Attack Speed
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Gold
3




Other Options

Marks


Seals


Glyphs


Quintessences


Guide Top

Summoner Spells

Summoner's are a pretty no-brainer here. Nothing compares to Smite and Flash.


Flash is your all in one offensive and defensive positional spell. It goes over most walls. The possibilities are endless. Flash offensively with a Dazzle. Defensively to save yourself from abilities like Soul Shackles or Cataclysm. Or even a combination like flashing to be in range to stun an enemy to allow a team mate to escape.

You are jungling. Take Smite. I don't care if you "can" jungle with out it. Although in this case you really cannot. Its importance goes past early clears, it also provides excellent dragon and baron control.



Other Choices


Ghost has a shorter cooldown than Flash, and can be used to chase very effectively. But you have no way to get over a wall with it to escape. Also, it is easier to see someone ghosting, but a quick flash Dazzle can really catch someone by surprise.
A viable choice on some junglers such as Lee Sin or Shyvana but not Taric. Taric does not have another ability to jump walls like Lee Sin or Shyvana, but he does have CC to lock someone down, and they do not.
An excellent summoner that is great to have on a tank. The only issue is since you have Smite you cannot afford to take Teleport over Flash.


Guide Top

Spells

Overall I would say Tarics kit is not very synergized to fit a particular role. His passive and the passive on Imbue fit with jungling, which is the only role where you can consistently auto attack and not worry about pushing the lane. But Shatter seems to be 100% for supporting. The rest of his kit works well for both, but not stellar in each.

Gemcraft:(Innate): Taric loves to socket magical gems into all of his weapons, resulting in his basic attacks replenishing his Mana based on the damage dealt. Taric's autoattacks replenish his mana for 7.5% of the damage dealt.

A nice little passive for jungle sustain. It is a small amount, but it is noticable. This portion of his kit does not fit with supporting but rather jungle or even top.




II
II
II
II
Imbue: Taric brings forth earthen energy to heal a target ally and himself for 60/100/140/180/220 (+0.6). If he targets himself, the heal increases by 40% restoring 84/140/196/252/308 (+0.84) health. Taric's basic attacks reduce Imbue's cooldown by 1 second (3 seconds if attacking an enemy champion).
80/95/110/125/140 Mana
Range: 750
Cooldown: 20 Seconds

II
II
II
II

A very nice heal for a jungler to have. It has many uses. Early on he uses it for jungle sustain. When ganking, if a team mate takes more damage than you had expected, you can heal a good chunk of it and yourself in the process. If he is using on himself, it is a 140% heal. And the base amount is high so you can use it to help allies in a team fight.




II
II
II
II
II
Shatter:Passive: Taric's gemstones increase the Armor of nearby allied champions by 10/15/20/25/30. Taric gains an additional 10/15/20/25/30 Armor for himself.
Active: Taric shatters his armor, dealing 60/105/150/195/240 (+0.6) magic damage to nearby enemies and reducing their Armor by 10/15/20/25/30 for 4 seconds. Taric loses 10/15/20/25/30 Armor while Shatter is on cooldown.
50/60/70/80/90 Mana
Range: 400
Cooldown: 10 Seconds

II
II
II
II
II

TL;DR: Long explanation short, max first, reliable dps. Lower jungle creep armor. Double passive armor, but half when you use skill. Important decision for team fight to shatter or not.
Spoiler: Click to view




II
II
II
Dazzle: Taric fires a prismatic sphere at a target enemy, stunning them for 1.5 seconds and dealing between 40/70/100/130/160 (+0.4) and 80/140/200/260/320 (+0.8) magic damage. Dazzle's damage increases the closer Taric is to the target.
95 Mana
Range: 625
Cooldown: 14/13/12/11/10 Seconds

II
II
II

Dazzle is the trademark skill that comes to mind when you think of Taric. It is a targeted stun that is impossible to miss with a respectable range of 650. It is your tool for setting up easy ganks, especially if the lane has another cc of their own. It is rather slow moving so it is great for blowing flashes as well. The damage is nice if you are right next to the target, so stunning a squishy carry at point blank range in a team fight is ideal.



II
II
II
Radiance: Taric slams his hammer into the ground, dealing 150/250/350 (+0.7) magic damage to nearby enemies. For the next 10 seconds, Taric's gems radiate energy, granting him 30/50/70 Attack Damage and Ability Power and his nearby allies half of the bonuses.
100 Mana
Range: 400
Cooldown: 60 seconds

II
II
II
Radiance is a nice ultimate to round out the kit. It was changed almost a year ago, but it remains a strong ability. At levels 6 and 11 it is a nice little damage boost to yourself, and adds a small amount of burst damage. Other champions around you recieve half the bonuses as well. At level 16 it hits 350 damage, which is respectable and gives your team 35 AP and AD, which is just 5 less than baron buff gives. Nice boost for your team.


Guide Top

Skill Sequence and Combinations

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Skill Priority for Jungle



> > >
  • Radiance when available at levels 6, 11, and 16.
  • Shatter for the extra dps, armor, and armor shred in the jungle.
  • Imbue for the higher heal. Sustain for you, and allies in lanes you gank.
  • Dazzle last because it improves the damage and cd by one second, not the stun duration.


Guide Top

Tips and Tricks

  • Use Radiance first in your combo as the bonus AP will affect all your other spells.
  • Radiance extra AP actually affects it's own ratio, doing more damage.
  • When jumping on a squishy target, your full combo does a suprising amount of burst damage.
  • Don't be afraid to use Radiance when taking Dragon, Baron, or even an important turret if needed. The cooldown is low enough where it can be used.
  • Taric synergizes with CC and burst in lanes. Stun locking someone during a gank is an almost guaranteed kill.


Guide Top

Items

In this section I will be going into the item build for jungle Taric, explaining why I chose those items, and alternatives. One important thing to note: I have two "builds" in this guide, both involving the same opener, but branching off from. Upon further thought, I decided it is always smarter to go for the items in build 1 first, but if the game goes on long enough, sell some of those items for the more expensive tank items in build two.

Starting Items




You have three choices here:


This is the best opener for getting your gold per 10's up. With this build you focus on gp/10, and getting philosopher's stone up as early as possible is ideal. This also let's you comfortably clear the
jungle.

Cloth Armor with 5 Health Potions is the safest route in terms of health. This is the "common opener" for many carry junglers for the sustain,and because it turns into Madred's Razors into
Wriggle's Lantern, but Taric is not building those or Ninja Tabi.

A solid opener for ganking, as the speed helps. Only having the 3 Health Potions and not having the 18 armor from Cloth Armor or rejen from Regrowth Pendant will require a better pull to open this
route, so it is not recommended for solo queue. Also, it set back your philosopher's stone.





Core Early Game Item set


philosopher's stone


Your "core" before choosing one of the build paths will always be philosopher's stone, Heart of Gold, and Mercury's Treads. The boots in the middle are listed to show that you should get Boots of Speed before finishing Heart of Gold but upgrading to Mercury's Treads after. This sets up a good gp/10 value, and gets you the regen, health, and MR you need for the early game One of the few times I will say there are no alternatives. On tank, jungle tank Taric, open this. Just do it.