Taric Build Guide by barfcat
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Champion Build: Taric
| Health | 4398 |
| Health Regen | 46.1 |
| Mana | 1563 |
| Mana Regen | 26.3 |
| Armor | 134.1 |
| Magic Resist | 226.89 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 410 |
| Gold Bonus | 5.25 |
| 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 | 0 |
| Cooldown Reduction | 0% |
Recommended Runes + Notes
Ability Sequence





Masteries
Introduction
Welcome friends, to my very first guide.
Taric was the first champ that I ever played or bought and I used him for probably 75% of my games from 1 to 30. Since then I have broadened my horizons but have continued to play
Taric as my main support. He is truly outrageous!
This build is focused around building an early game gold advantage for you and your carry, translating into a mid game where you can dominate the map with more gear and more wards becoming an unbustable map control god. If the game goes late then you can transform once again into an immovable fortress capable of buffing, debuffing, healing, and controlling that ever so vicious crowd.
Because I see this disclaimer on a lot of other builds, I'll just say here please, PLEASE try this out before voting. Let me know what you think, good or bad, because I'm always wanting to improve my game. I have done hundreds of games as Taric and this is the best I could come up with. I really think you'll find that it's a very effective way to play him.
Pros / Cons
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Runes
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These runes are non-negotiable for this style of playWhat is important to understand here is that the faster you get your initial |

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For Marks, I strongly suggest that you take |

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This is the most versatile rune slot in my opinion. I tend to go with the |
Masteries
Something I find annoying in other guides is when they go through EVERY mastery and basically type out what it does.
Example: I take
Expanded Mind
for the extra mana. It really helps to have more mana.
So I am going to make this section very short, but also very useful at the same time. The only three masteries that *actually matter* for this build are the following:
-
Intelligence
-
Sorcery
-AND OF COURSE- -
Greed
The 10% CDR here, combined with the 5.85% CDR from your runes is very necessary for my needs.
All of the rest of the points are honestly completely up to you. I'm a big fan of mobility for the romaing phase, which is why I take
For the few points that are left, you can move stuff around in the utility tree. Taking three points in
Summoner Spells
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The summoner spells I choose in over 90% of my games are |
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The option that I choose second most is |
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There is a new meta trying to emerge in the way of double |
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down spacehere |
I only recommend |
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Skills / Skill Sequence
The Skill order for
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VS. AD carry
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SPACESPACESPACESPACESPACESPACESPACE |
VS. AP carry
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Note: If you are facing an AP lane bot, it's possible that the other team just has a ton of AP to begin with. If this is the case you probably should have chose a different support ;)
Taric's passive is not incredibly useful in a support/tank build as you end up getting no attack speed and very little damage. (The new
If creeps get to your side of the river, and there are more RED creeps than GREEN creeps you should help your carry to keep them out of turret range. Auto-attacking creeps without getting last hits is an effective way to provide zone control and cs for your carry.
The exception is when there are two creeps that need to be last-hit and your
Not a whole lot to say here.
In addition, the burst that
Items
DISPEL THE MYTH THAT MR AND AC HAVE DIMINISHING RETURNS.
(Please note: The following equations assume an AC/MR value of greater than or equal to zero.)
Now, lets suppose that we have that same 1000 hp and 50 armor. Now the equation would turn out like this:
Lets suppose now that we have that same 1000 hp and 100 armor. Now the equation would turn out like this:
Now that we all understand how AC/MR work lets go back to the above example and see what items have the best effect on our effective health per gold when building
Armor: 42
Magic Resist: 39
Since AC/MR scale based off of health, we need to calculate our current effective health. The easiest way to calculate actual effective health is to use the value of the average of your AC and MR values.
Some simple subtraction and division will show us that the
The
Because the gold-to-resist ratio is actually the same for
I hope this has helped you understand better how health and resists work in LoL. If you are still confused feel free to make a comment and I will attempt to explain it better. And, of course, if I am doing something wrong then please let me know!
As for any tank, the next items you build are very team dependent. Personally, I like stacking health since your base AC is relatively high.
The above is what I normally build if we are up at least 3 kills. Stacking massive amounts of health is extra efficient against underfarmed opponents. These aren't the 4 highest health items there are but they give a good mix of AC, MR, utility, and of course tons of health. Simply making your health bars teenie tiny while their
Health is also one of the more effective ways to counter turret damage and allow dives to take place and have nobody die. Normally you should build
Obviously these are just guidelines and you should pick what makes sense for the situation your in. Normally there will be one champion sticking out with the most kills and you simply need to identify what kind of damage they are doing and counter accordingly.
IMPORTANT!: Early Game (Laning phase)
The main reason that I even decided that this guide was needed is because I feel that I play the early game different than most
Taric players.
The over-arching theme for the support role, in general, is that you should be able to stay in lane as long as possible without using
recall
. I, however, don't think that this maximizes the value for either player. I believe this actually hurts the carry in a small way.
You probably noticed that in my initial items I only bought 1x
Health Potion and 1x
Sight Ward. This is because I buy
Philosopher's Stone AS SOON AS POSSIBLE. I then scoot back to lane and buy
Heart of Gold AS SOON AS POSSIBLE. These first two buys are non-negotiable and time is of the essence.
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Here is the reasoning behind this strategy that I have come up with:
- I start generating gp/10 items faster, thus putting more gold on our team than theirs. In theory I will be a more effective support than theirs due to the extra items and wards I will get throughout the game.
- The carry, assuming he can survive on his own for about a minute, will get the solo lane exp while I am gone. This will get them to level 6 about half a level faster than our opposing lane members. Taric stun + level 3 shatter + ult from
Graves,
Miss Fortune,
Ashe,
Vayne is very often a kill.
- You'll notice that I have, perhaps, the weakest level 1 Taric ever due to the gp/10 quints/seals/masteries. Going back to get that [item="Philosopher's Stone"] Goes a long way towards making up for the missing mana-regen that you would get from your Greater seal of replenishment. Same goes for the HoG which, in part, makes up for your lack of health from
Greater Quintessence of Health.
After getting my two gp/10 items, I will usually buy my
Again (this was mention in the abilities section) if your lane is getting pushed, try to hit minions without killing them. You don't want your creeps being killed by your tower if you can avoid it. This takes gold away from your carry.
Mid Game (Ganking and Roaming)
-
Mid Game starts when the following two things become true:
- You have your
Boots of Mobility
-AND- - There is a tower down (hopefully theirs).
At this point you should have at least started making your
Aegis of the Legion. This, along with the fact that your
Shatter is now higher up in rank makes you fairly tanky. Your 446 Move speed will make it so you can go from lane to lane pretty quickly and not lose out on much experience.
Fly into lane, dazzle/shatter somebody and hope for a kill. If you don't get it then stick around for a few seconds until the minion wave is cleared up and then go do it again in any lane that looks to make sense.
Things to REMEMBER when roaming.
1. The biggest mistake that I consistently see with roamers is that they end up 2-4 levels behind even the bottom lane carry because they are simply missing out on too much experience when they are betwixt lanes. To avoid this, try to keep an eye on when the minion waves are going to meet. Wait for your carry to push your minion wave and THEN go.
2. Ward! You bought 5x
Sight Ward's so you should use them! It's better to ward on your way to doing something else instead of taking trips into the jungle for the sole purpose of warding.
3. Don't stay in any one place for too long, except bottom lane. The other lanes will need that solo exp in order to keep up with their opposing lanes. The exception in this case would be if there is no enemy jungler.
End Game (Tanking)
Since you have no real taunt, you have to think of other ways of getting the enemy to attack you. Here are my favorite ways:
Boots of Mobility your butt right into the thick of things. Lesser opponents will just start hammering on you. When the rest of your team comes in a second later they will continue hammering on you for no raisin! :D
- Pop your
Radiance and your
Randuin's Omen activations. The
Radiance makes you a threat and the activation makes the team slow enough to where they can't reach anybody but the melee characters anyway.
- Stick on their carry! Many times this won't make everybody fight you (They should be focused on YOUR carries). What it can do though, distract their
Caitlyn into targeting you instead of your
Brand.
But Barfy! Taric can't TANK.
I disagree with you completely! I decided to go look at a featured
Caitlyn guide and it included a very good section on teamfighting. With permission from the author Luther 3000 I am going to use that section. Here it is:
Teamfights
Your role in teamfights is fairly simple in theory - deal as much damage as possible to the enemy team.
Firstly, you should stay right at the very back of your team. The worst thing you can do is get caught out by the enemy team, because your team is relying heavily upon you and it will generally lose the fight or even the game. Harass the enemy team with Piltover Peacemaker from long range until your tanks or offtanks engage with the enemy (or someone gets caught out).
During a fight the most important skill on an AD carry is positioning. Stay AS FAR from the enemies as possible while still dealing damage. Don't let them get to you, kite by running away slightly and continuing to shoot, and if this isn't enough use your 90 Caliber Net to escape if enemies begin to close in and focus you. Use Flash as an emergency escape from a situation where you would otherwise die, and use Exhaust either on the biggest AD threat on the enemy team, or anyone who's trying to get to you to kill you.
In general, you want to kill enemies in something like this order:
-AD Carry
-AP Carry
-Tanky DPS
-Support (mostly because they are easier to kill than tanks)
-Offtanks
-Main Tanks
This is not always possible however, because the enemy carries will be trying to stay behind their team in the same way you are. It's not worth running into the middle of the fight in order to be able to target them - if you have to attack a tank because you can't get close enough to attack a carry, then so be it. That's actually one of the main reasons for buying Last Whisper in your build.
Basically, remember that positioning and staying alive is the most important thing. Your team needs your damage, and you can't do any if you're dead. It's not worth taking a risk and dying, especially later on in the game. When in doubt, just attack whatever is the biggest threat to you.
What this means is that by getting in the face of their carry, you can become an effective tank. At the very least you should be able to get them to focus on the bruisers who are coming with you.
You can find the complete caitlyn guide here: Caitlyn: Death from afar
Summary/Thanks.
A huge thanks to Jai for making the guide to making a guide! Without it, I would have never had the fortitude to make one of my own. <3 The title of the guide is also an alliteration which is a tribute to Jai and all she has done for the community.
Thanks to Luther 3000 for letting me quote his guide:Caitlyn: Death from afar
Thanks to Taneren for taking a vested interest in my guide and helping to make it better!
Thanks to everybody who looks at this guide, and don't forget to +REP me if I have helped you out :D
Changelog
02-13-2012
- Build published!
- Added Changelog section to end of build.
02-14-2012
- Updated item list putting
Banshee's Veil as the 2nd item after
Aegis of the Legion. This better depicts when the item is bought. - Updated quick item build to only show 5 items as this is more usual for a support role.
02-15-2012
- Added section: "But Barfy! Taric can't tank! To try and quell some opposing views.
- Updated Thank you section adding Luther 3000 and Taneren.
02-16-2012
- 1000 views! I think 250 are so are from me though haha. Thanks for looking. Hopefully some people have tried this out and were successful :)
06-26-2012
- This guide never really got off the ground, I'm back from Diablo III and going to see if I can make this guide more useful for people somehow.
09-27-2012
- Changed verbage for the MR marks as the value has changed.
- Been downvoted by a few people that have other taric guides or that made accounts specifically to just grief people. Added an appeal in the introduction to please upvote to counteract this.
- Added
Exhaust to the list of summoners per comment.
01-12-2013
- Broke up the quick view buy order for easier buying while alt+tabbing during a game.
- Changed boot upgrade to
Enchantment: Homeguard as I think that is the only reasonable one to get now.
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