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Spells:
Ghost
Flash
Ability Order
Bravado (PASSIVE)
Taric Passive Ability
Introduction
This is a AP Nuke\Support Taric (Maybe even tank, if it goes REALLY well)
It helps your team by a huge amount, but also doesn't leave you completely nothing without a team.
Magic Pen Marks: for extra damage with our spells.
Mana Regen \5 per level Seals: Taric's mana costs are huge, so that helps us bit.
Cooldown Reduction Glyphs: makes spamming a bit easier, especially if you last hit minions a lot.
Ability Power Quintessances: Raw Imbue and Dazzle AP-ratios early game.
Mana Regen \5 per level Seals: Taric's mana costs are huge, so that helps us bit.
Cooldown Reduction Glyphs: makes spamming a bit easier, especially if you last hit minions a lot.
Ability Power Quintessances: Raw Imbue and Dazzle AP-ratios early game.
Rod of Ages, Rylai's Crystal Scepter and Abyssal Scepter - gives us the survivability, not forgetting about our burst damage and AP-nuking abilities.
Nashor's Tooth for even more burst, and trying to make the best out of Taric's Passive, replenishing mana with attacks.
Rabadon - just AP. Even more nuke, even more damage.
Nashor's Tooth for even more burst, and trying to make the best out of Taric's Passive, replenishing mana with attacks.
Rabadon - just AP. Even more nuke, even more damage.
Maxing out Dazzle first gives us some damage coming with a stun for an enemy.
Taking Imbue next doesn't let our teammates die.
Shatter last for increasing our AD-carries damage (can take after Dazzle, if enemy team starts building armor, and your AD-teammates are having a hard time)
Radiance when can - use it when your team is pushing a tower, or in the middle of enemy team.
Taking Imbue next doesn't let our teammates die.
Shatter last for increasing our AD-carries damage (can take after Dazzle, if enemy team starts building armor, and your AD-teammates are having a hard time)
Radiance when can - use it when your team is pushing a tower, or in the middle of enemy team.
Ghost and Flash:
Awfully good summoner spells, making us almost uncatchable.
Also can take:
Clarity - mana spikes early game.
Clairvoyance - a nice support spell, rarely taken.
Rally - synergize with our Ultimate, helps pushing.
Ignite - if you want kills early game for better equipment.
Awfully good summoner spells, making us almost uncatchable.
Also can take:
Clarity - mana spikes early game.
Clairvoyance - a nice support spell, rarely taken.
Rally - synergize with our Ultimate, helps pushing.
Ignite - if you want kills early game for better equipment.
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