Taric Build Guide by mobirelia
Champion Build: Taric
| Health | 3918 |
| Health Regen | 26.1 |
| Mana | 1463 |
| Mana Regen | 11.3 |
| Armor | 201.79 |
| Magic Resist | 240.55 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 410 |
| Gold Bonus | 0 |
| Attack Damage | 192.75 |
| Attack Speed | 76.14 |
| Crit Chance | 20%S |
| Crit Damage | 0% |
| Ability Power | 100 |
| Life Steal | 10% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 30% |
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Mastery Tree Is Outdated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
Introduction: why jungler, why?
Jungling:
Imbue health-sustain meanwhile jungling;
Gemcraft mana-sustain meanwhile jungling;- Attack Speed has synergy with
Imbue and
Gemcraft.
Ganking:
Shatter deals AoE damage+debuff;
Shatter and
Radiance give AoE buff to teammates;
Dazzle is a stun to initiate.
Goals
A good start is to see the skillset of a champion and try to understand the possible synergies between abilities and then to decide what to do to improve them.
1) It's the case of Taric,
Gemcraft and
Imbue have a synergy with Attack Speed, so one goal is choose masteries and items with Attack Speed.
2)
Gemcraft synergies well also with Attack Damage, and having attack damage and mana-sustain for a jungler is good, eventually at the beginning. Attack damage can be added with masteries and runes.
3) Like other ap-champions, there are 2 weakness: first one, magic resist doesn't scale on level (but with the new patch, YES!); second one, meanwhile the skills are on cooldown, the champion is useless and easily target-able cause his nature of melee.
I'll try to cover these weaknesses with runes and items, it's a problem of survivability.
Goals:
- Attack Speed, covered by runes, masteries and items;
- Attack Damage, mainly covered by runes and masteries;
- Survivability, itemization.
Runes
With runes, it's possible to improve the jungling clear and survivability.
Jungling Survivability:
Greater Seal of Armor*9: unmovable runes, they give enough armor to safely clear the jungle.
Jungling Clear:
Greater Mark of Attack Speed*9: Attack Speed with marks, help a lot to clear and sustain the mana;
Greater Quintessence of Attack Damage*3: chosen instead of
Greater Quintessence of Ability Power because they synergy well with
Gemcraft and with the clearing. Starting from wraiths, these quintessence kill each minion with a hit less.
General Survivability:
Greater Glyph of Scaling Magic Resist*9: Taric's magic resist, NOW, scale on level, but these runes are still viable.
Greater Glyph of Magic Resist*9: regular flat mr runes for any jungler, now Taric can use them.
Greater Glyph of Ability Power*9: help in damage output for a faster clear and good early burst damage with spells.
Masteries
Taric needs mainly attack damage and attack speed, good mobility like any jungler. The trees that can add these features are the offense and utility one.
First, in defense tree there's an unmovable point to set:
-
Summoner's Resolve
, 1 point: +10 gold smiting is duty and law for a support jungler;
20 points to spend in offense tree:
-
Brute Force
, 3 points: synergy with
Gemcraft and jungling; -
Butcher
, 2 points: faster clearing; -
Alacrity
, 4 points: core points cause of Attack Speed; -
Sunder
, 3 points: needs to clear faster, if you have the right runes, it permits to take different routes and kill minions with fewer hits; - the 8 points left are free, but in order to get
Sunder
it needs to spend them in offense tree; i use them for
Deadliness
Vampirism
and
Weapon Expertise
, but early game aren't that important, maybe
Sorcery
is better.
The 9 points left are going to be set in the utility tree:
-
Summoner's Insight
, 1 point: having reduction in
Flash is always good; -
Improved Recall
, 1 point: I like to spend 1 point to recall faster and save time; -
Swiftness
, 4 points: core points, easier chase. -
Good Hands
or
Expanded Mind
, 2 points: are both pretty viable. -
Runic Affinity
, 1 point: must for a support jungler.
Items
Starting items, and early items are chosen to have a faster clear and survivability.
1) Starting items:
Cloth Armor + 5
Health Potion: classic start, with this set-up it's possible to start from wraiths->wolves->blue;
After some recall, you need to have this set-up:
Cloth Armor: from the start;
Kindlegem: health and cooldown.
Boots of Speed, or early
Ninja Tabi or early
Boots of Mobility;
Dagger: Taric's jungle-sustain;
2) At this point it's possible to upgrade the boots.
Viable options:
- Boot's of mobility: lately I'm using these boots and, believe me, they are really great, they make insanely everything: movespeed, chases, ganks. Maybe they'll become core-item really soon.
Mercury's Treads: best (!!!no more sure about that!!!) choice for magic resist and tenacity;
Zeal: my choice, yes, you can skip and upgrade later the boots for it, it's nearly a core item for Taric because synergy well with everything, more Attack Speed, more Damage after
Shatter
Radiance and mobility.
3) Time for core items:
Mercury's Treads: if delayed their upgrade;
Zeke's Herald: time to finish Zeke's Herald, it's the best item on Taric, attack speed and life steal for teammates + cooldown;
Aegis of the Legion: cheap, another aura item for Taric.
Closing the core items, Taric'll have good defense between armor and magic resist, with about 2300 hp.
4) From now on it's possible to focus on defense or health with end game items:
Abyssal Scepter: another nearly core items, makes Taric's aoe damage impressive.
Randuin's Omen: not that cheap but gives health and brings Taric's armor over 200.
Trinity Force: after buying
Zeal, this item can be an end-game item.
5) Remember to take
Skill Sequence
Take
Maximize first
The second skill to maximize is
Why
Because his mana-cost is high at rank 5, and you just need that to sustain your jungle at the beginning.
Summoner Spells
One summoner's spell is a must:
Smite: clear faster, more gold, ability to steal important dragon or baron.
The second spell can be:
Flash: really good in defense to back over a wall, in attack to follow someone over a wall, to make some tricks like
Flash +
Dazzle /
Shatter /
Radiance combo;
Ghost: viable spell to improve speed and chasing better, but remember to put a point in the mastery offense tree
Summoner's Wrath
.
Summary
Taric isn't a high tier jungler but i think that his skillset is average to jungle.
His passive
Gemcraft seems to be done properly for jungling and also his cool-down reduction on
Imbue.
Shatter makes him tanky, meanwhile
Dazzle is good to gank/initiate.
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