Taric Build Guide by thatsnotmypirate
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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.
Base attack speed increased to .625 from .613
-Ability power ratio reduced to .6 from 1.1
-Cooldown increased to 20/19/18/17/16 seconds from 16/15/14/13/12 seconds
-Basic attacks now reduce Imbue?s cooldown by 1 second (from 2) but the reduction now
increases to 3 seconds when attacking an enemy champion
Classic skin splash art adjusted.
Classic skin splash art updated.
Fixed a bug with Radiance where it would cause performance issues while on.
-Heal reduced to 60/100/140/180/220 from 70/110/150/190/230.
-Mana cost increased to 80/95/110/125/140 from 70/85/100/115/130.
Radiance now has a brief cooldown when activated with the goal of preventing quick cancellation after initiation.
-Base heal reduced to 80/120/160/200/240 from 100/145/190/235/280.
-Ability power ratio increased to 1.1 from 0.9.
Imbue heal reduced to 100/145/190/235/280 from 100/150/200/250/300.
Fixed a bug where Dazzle could stun for longer than 2 seconds.
Base damage increased to 58 from 56.
Damage per level increased to 3.5 from 3.3.
-minimum stun duration increased to 1.0 seconds from 0.5.
-Cooldown reduced to 16/15/14/13/12 from 20/19/18/17/16.
-Base heal amount increased to 100/150/200/250/300 from 70/120/170/220/270.
Fixed a bug with Dazzle that was incorrectly calculating minimum damage.
Radiance no longer heals surrounding allied units.
Upkeep mana reduced to 4/7/10 from 10/15/20.
Startup mana cost increased to 20 from 10.
Fixed a bug with Radiance where it was providing too little damage.
Radiance is now a true heal and should now be affected by healing reduction effects.
-cooldown increased to 20 from 15.
-heal reduced to 70/120/170/220/270 from 90/135/180/225/270.
-Heal increased to 90/135/180/225/270 from 90/130/170/210/240.
-Self heal component increased to 40% from 25%.
-Cooldown reduction on hit reduced to 2 from 2/2.25/2.5/2.75/3.
-Cooldown reduced to 20/19/18/17/16 from 20 at all ranks.
-It now always yields +10/15/20/25/30 armor to Taric, regardless of if it is on cooldown.
While available, the skill provides a +10/15/20/25/30 armor aura to allies and himself.
Activating the ability deals damage and reduces opponents armor by -10/15/20/25/30.
-Cooldown increased to 14/13/12/11/10 from 13/12/11/10/9.
-Damage now scales by range (more damage the closer you are).
-Increased damage to 80/160/240/320/400 from 80/130/180/230/280.
-Max stun reduced to 2 from 2.5.
Made tooltip easier to understand.
-Mana cost modified so it now costs 10 + a cumulative 10/15/20 per second it is on.
-Now instant cast.
Made tooltip easier to understand.
-Taric channels earthen energy to heal his target. As the magic flows through him he is
-healed for the same amount. If Taric heals only himself, the total effect will be 1.25X
-the base heal amount.
-Taric increases the armor of his nearby allies. He may choose to activate this
-ability to deal damage and decrease the armor of his nearby enemies at the cost of this
-Taric emits a brilliant ball of prismatic light from his gemmed shield, dazzling his
-Taric emits a brilliant light, healing his allies and increasing their physical damage.
-Taric loves to socket magical gems into all of his weapons, resulting in his melee attacks
repleneshing his mana for 7.5% of damage dealt.
So the first build is the new one and the other one is old.
**Also I have not changed the Text to my build yet because I need to mess around with the new taric before adding new information**
Taric was pushed into combat this patch. His heal was nerf from 110% AP to 60% Ap. Also his cooldown on his heal was upped. What does this mean? It means taric has to be fighting alot more then before. So he is going to have to be even a Tank AP with burst. Or a tanky DPS hybrid.
I do tank with taric but my build is made so you have good burst damage early game and then have great heals till end game. Taric is so tanky end game and with 500+ HP heals, he almost never dies, even with a whole team on you. I go for cooldowns and AP but making sure to have enough item for survivability. People know know your tanky till they see you heal about 50% or more of your own hp, every 4 secs lol.
**KEEP IN MIND, that the items shown above change depending on if they are AP heavy or AD Heavy teams
New Taric and Why
The Talon patch is making taric more action like. The reason I got more AD and not just AP is because his heal isn't amazing and his AP damage isn't the best burst other then his stun.
Also this build makes taric's ult really useful. When max it gives 90 AD! Also this build doesn't add in manamune's damage but you will end up with over 200 AD and with your ult on maybe around 300 AD easy. With his new attack speed buff and Rageblade you will have cooldowns on your heal like no other and you will hit like a brick.
Also I gave him a good amount of magic resist and armor to be tanky like the taric we all know and love.
His nerf heal isn't amazing on others but it will surely be great still on yourself. Making you a Tanky DPS. Welcome to the new taric.
Pros / Cons
-Very Hard to Kill
-Amazing early game burst damage
-Great harassment at lvl 3 and 4
-Can Heal 60-70% Of his own hp at end game with just one skill..
-Hard to get away from with Short Cooldown Stun.
-If player is next to you, Stun becomes Burst Damage.
-Game Changing Heals.
-Very Very VERY hard to kill if they don't have alot of CC
-Shatter is one of your burst skill so it will remove the armor you get from it.
-Ignite and Executioner's Calling are your nightmare. (QuickSilver and fix this problem)
-CC heavy teams can make you almost useless.
-If stunned with your ult on, it is possible to lose all your mana.
-Ult is useless other then taking down towers and tanking for short time. Even when tanking the team its never a good idea to leave your ult on.
- I use this because when you have your ult on it burns up a lot of mana. There for even at end game this skill will help you out. It will save you a lot. Also early game its needed to stay in lane long enough to get your first item.
- I find this a must. Even when your stunned as long as your Ult is on you can heal yourself after. You will live sometimes even with there whole team is on you. But after all their CC and slows are gone you ghost out save and sound. Just remember to stun and run the one you fear the most. Also when running keep Shatter on to make you tanky.
- Love this skill on Casters but I don't like the way it feels on Taric. I find the others more useful.
- Good spell for getting away and chasing. But because your stun has a short cooldown late game I find ghost will keep you able to stun them more and stay in range.
Laning with your skills
Remember how to use Dazzle, if they are far from you it does a higher stun. If they are close to you, it does more damage.
At level one, Use your heals to let the your opponents burn some of there mana on you. You have Clarity so you should be fine. Remember to always heal your allies first because it heals you both
At level 3 and 4 is when you want to start harassment.
Hide in the trees and run out and the one with lower hp, run out to them and then run back into the trees. Try to get both of them in your AOE each time. You can always heal so in the end they will end up taking more damage then you.
- - Repeat
Try to get back to town when you have enough money for your boots and HP item.
You should be able to farm pretty well once Shatter is level 3 or 4.
Start by Hitting each caster minions in the back once, Then use Shatter to kill them all. Your minions should do enough damage to their melee minions that you should kill the whole wave, or at least getting them so you can one hit them.
At lower lvls you may have to hit the casters 2 or 3 time to kill them with shatter.
This is how you should farm. When Shatter is max, with blasting wand you should be able to just use shatter to kill them all.
In team fights you are pretty tanky. Also you can heal yourself more then you can heal others so its ok to take some hits before the fight starts. Just keep healing yourself and allies. Sometimes its best to heal and allies and use to heal yourself.
When the fight starts, remember to use to help your allies. Keep an eye on their pictures on the left side to heal see their hp (Also best to use that to heal them if your having problems clicking them in team fights). Also turn on Radiance if they start to force you. Just heal yourself and Dazzlethe carries. Use shatter to AOE damage in teamfights if it looks like you have the upper hand. This build uses shatter more for a damage spell then a buff.
****Remember Dazzle does A LOT more damage if your right next to them, so only use it as a ranged stun for runners and to gank someone with your team.****
The 2nd build is more support. This build makes you tanky but at the same time it gives you high heals and dazzle becomes a burst damage spell because it does 100% of your AP. Its a great build and I love using it. It does make you less tanky but your self heals will make up for it. But CC can really be your down fall with this build.
- If they have alot of magic resist and your AP carrys need help, this item is really good. It ups your magic resist, lowers theres, and gives you ap all at the same time. Pretty awesome.
- Good if you like to have a big mana pool and more AP/
- Really good to replace abyssal sceptter if you want faster cooldowns and heals.
- Good to make you Harder to kill while giving you a big AP boost. You can use your Ult and use this to heal while no one can hurt you. Beast, Also good if your about to die and waiting for one more cooldown to win the fight. (R + Active combo ftw)
- Awesome for AD heavy Teams. It will make them think twice before attacking you. Even more so when you can just heal that hp back.
- With Lichblade and this item, you will be one fast Taric. Awesome for AP heavy teams.
This item I haven't put in the build and I haven't put it in other items cause i wanted to make a little place for it.
Now I bet your thinking WTF NOOB.
Well that's cool but lets think about this.
(keep in mind when you have 8 stacks it gives you 32% attack speed and 48 AP for a total of 90+ AP)
Taric is awesome for taking down towers, but he would be better at this with the damage from Guinsoo's Rageblade along with the attack speed passive.
But it doesn't stop there.
His heal gets 2 sec cooldown from attacks, so by making your attack speed faster, the cooldown on the heal is faster, along with the extra ap you get from the item and passive. Pretty epic all together.
But thats not all?!?!
Taric passive, useless late game. Or is it? With Guinsoo's Rageblade, your attack damage goes up meaning pre attack your getting around 10-30 mana. With the attack speed you get from the blade also you get mana alot faster.
-Faster attack speed for Heal's Cooldown
-Faster attack speed for Passive
-Faster attack speed and damage for towers
-Your Ultimate becomes more useful because the AD you get from it has attack speed behind it.
-Higher Damage for Passive
-Higher Ap for Heals and skills
-Costs a good bit of money
-Sometimes it will make you less tanky.
-Trolls will bug you, mostly cause they don't know how it works with all of your skills.
-Other items can replace this one pretty easily.
-Once its done being built you sometimes will find the tanky item would have been the way to go first.
Also Lich Blade can be added to this combo for some good burst attacks.
My Other Hero Guides
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My Swain Build