Taric Build Guide by Slappiz
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Champion Build: Taric
| Health | 3608 |
| Health Regen | 53.1 |
| Mana | 1663 |
| Mana Regen | 42.3 |
| Armor | 234.1 |
| Magic Resist | 123.31 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 425.76 |
| Gold Bonus | 12.25 |
| Attack Damage | 116 |
| Attack Speed | 0.84 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 50% |
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Mastery Tree Is Outdated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
Welcome to my build for
Taric.
Taric is one of my favorite support for ranked games and he is my second most played champion in ranked for both season 1 and 2. This is a brief template of how I build him and I might add some more information/sections if it gets popular.
My IGN is Slappiz, I play on the European server Nordic East and I have been playing League of Legends since the beta.
My top rating for each season (solo que),
Season 2: 1918
Reservation for possible spelling or grammatical errors
Pros / Cons
Pros
- Extremely tanky with health items.
- One of the best single CC in game (
Dazzle). - Decent heal.
- Awesome debuff/buff.
- Strong burst damage.
Cons
- Damaged by his "long" cooldowns.
- Mana problems in the early stage of the game.
Skills
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Gemcraft: Pretty lame passive, but comes in handy a few times during the laning phase. I usually hit a minion, preferably the tank minion if I find myself low on mana.
Imbue: Decent heal, for a little extra sustain in lane. Overall it's kinda lame but the passive effect on this one synergies with
Gemcraft quiet well. Make sure to hit your enemies during team fights to shorten your cooldown.
Shatter: Really useful passive effect against strong physical poke champions like
Caitlyn. The active effect is really powerful combined with a burst champion,
Graves or
Corki etc.
Dazzle+
Shatter is an excellent exchange combo, but always make sure that your ADC is following you when you use it.
Dazzle: Medium range stun, works perfectly with your item kit,
Dazzle-->
Radiance-->
Shatter and is a really powerful combo. This spell is the reason why we take
Quintessence of Movement Speed,
Initiator
and start with
Boots of Speed, for always being able to secure the stun in lane. This is highly appreciated by your jungler, trust me :P
Radiance: I love this ultimate, it has decent damage, low cooldown and gives you and your allies (50% of your buff) a massive buff for 10 seconds. Make sure to use this early in a team fight and always use
Radiance before you use
Shatter in your combo, for maximal damage.
Masteries
Offence
: Reduce the targets armor and magic resistance by 10. Combine this with your
Shatter and you have pretty much allowed your AD carry to deal true damage for a short period of time.
Defense
: 6 extra magic resistance, simply because we need some extra resistance against early poke spells.
: 6 extra armor, adds some extra armor before we start taking skills in
Shatter.
: 108 extra health at level 18, suits us perfectly since we are going to act as a soak end game.
: 30 extra health at level 1.
: reduce all damage by 1, pretty much a free point, put it wherever you want.
: 3% increased movement speed when above 70% health, we takes this for the exact same reasons as it was named for, initiating.
Utility
: 15 seconds reduced cooldown on
Flash, comes in handy sometimes.
: 216 Mana at champion level 18, so we don't find our selves OOM in the middle of a team fight.
: +3 Mana Regen per 5 seconds, well needed since we got 0 mana regen from seals and we start with
Boots of Speed
: Increase vision range of wards by 5%, we ward, a lot.
: Generates 2 gold every 10 seconds, we need this since we wont be getting a lot of minion kills.
: 40 extra gold from start, that's one
Health Potion or
Mana Potion.
Runes
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SPAAAAAA | Best choice for us since we want to help our ADC to get kills. Makes all our offensive spells slightly more effective. | SPACE |
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SPAAAAAA | These allow us to have a decent cash flow since we won't be getting any minion kills. | SPACE |
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These are the unique part of this build. I play |
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Summoner Spells
Recommended
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Exhaust: Pretty much standard for the current meta, since most ADC use |
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SPAAAAAA | Flash: Pretty straightforward, mostly for survivability or for securing stuns on fleeing enemies. | SPACE |
Viable
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Clairvoyance: Good when counter warding and to keep track on the enemy jungler. Great spell, but I find |
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Ignite: I never use this in ranked, but I've done a few normal games with a friend playing |
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Items
Core
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Boots of Speed: Our first item, always. We need the extra movement speed for early game aggression
Philosopher's Stone: Standard support item and it also solves our mana issues.
Heart of Gold: Standard support item, adds a bunch of hp and makes us a lot more tanky in the lane phase. Builds into 2 useful items for
Taric,
Locket of the Iron Solari or
Randuin's Omen
Recommended
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Mercury's Treads: Tenacity and magic resistance, boots our lack of magic resistance and some tenacity is always good for extra survivability.
Aegis of the Legion: One of my favorite item for
Taric, extremly good item for mid game, allowing you to act as a tank in small fights. Also boosts your teams defensive stats.
Shurelya's Reverie: The activate is one of the most useful in the game, a must for all supports.
Locket of the Iron Solari: Underused item, but it's a awesome item for tanky supports, the activate is mediocre but can save people from dying, rarely. 300hp is really nice on this relatively cheap item.
Situational
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Frozen Heart: Great item against strong AD based enemy champions who rely on auto attacks and 20% cdr is really helpful for
Taric.
Guardian Angel: Good defensive stats but you won't this item as often, since you won't be the one your enemies focus on.
Soul Shroud: High health item with a decent aura.
Zeke's Herald: Great support item, nice aura and adds a few extra hit points to your health bar. Good choice if your team has more than one attack damaged based carry.
Will of the Ancients: Not a fan of it for supports, but it sure does qualify as a decent support item.
Banshee's Veil: Great item if you need some extra magic resistance, and the passive shield has it's moments.
Brief info: Laning Phase - End Game
- Lvl 1-3 : Our lame phase, sit back and enjoy your XP, and be ready if your jungler comes for a gank.
- Lvl 3-6 : Now we have
Shatter and can start harassing with
Dazzle+
Shatter combo, make sure that your ADC is able to reach your target when you use your combo, ALWAYS.
- Mid game, 6+: Now we have
Radiance and will most likely be able to kill the target who you use your
Dazzle+
Radiance+
Shatter combo on, assuming your ADC does his/her job.
- Late game:
Taric gets really tanky with health items and can act like a soak in team fights. Stand in the middle of things, block those skill shots and keep your auto attacks going for shorter cooldown on
Imbue. None will focus us but the reason why we should build tanky is to be able to act as a frontline for our team. Leading them through tower dives and to soak up poke damage etc.
Warding
This guide pretty much covers it all
I'll maybe add some personal pointers here in the future, but the linked guide is pretty awesome.
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