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Taric Build Guide by sorcy

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.


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League of Legends Build Guide Author sorcy

Taric auradin

sorcy Last updated on August 23, 2012
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Ability Sequence

3
5
8
10
13
Ability Key Q
2
4
7
12
Ability Key W
1
9
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: 9

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
3/
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21


Table of Contents
Guide Top

Introduction

Basic Taric Guide


Guide Top

Runes

Red - You can use a few different ones here (magic pen = dmg) (armor = more survivability) (straight Ap = dmg) I would go with health for more survivability early game

Blue - Cooldown reduction (faster spell spam) you can also use AP for more dmg

Yellow - Armor = More lane survivability (Can also use Mp5 for sustainability)

Quint - Movement speed allows you to close gaps for stuns


Guide Top

Items

The items are interchangeable depending on what your team needs

Other suggested items:

Frozen Heart
Abyssal Scepter


Guide Top

Ranked Play

Tips

It's important to control the lane early and allow your ad carry to free farm. This means you have to harass the enemies while your carry farms (stun/melee/zone them as much as possible).
Make sure to counterward so your jungle can keep ganking (early oracle is great if you can live).

Early Game

Shatter/Imbue should be leveled depending on which is a greater priority, imbue if your carry is taking to much dmg. You can also melee large minions to keep your mana high when needed. When a fight is forced stun the carry and not the support to reduce damage on your carry.

Mid Game

You should at this point have an oracle and roam a bit to clear wards on the map (as well as ward their jungle to allow for team ganks)

Late Game

You are an initiator, don't be afraid to be in melee range and at all costs protect your carry.