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Threats & Synergies
What is Taric?
Healers are champions that have some way to heal other champions or themselves often.
Tanks are champions that have some sort of tanking ability to lock down a target for your team to focus. They also have higher than normal armor and magic resist scaling as well as a high health pool. Tanks generally have some sort of tanking ability in there kit to mitigate damage
Support is a role for bottom lane. Supports protect the team's ADC and provide them a means to stay in the lane and get CS. Supports provide the team with vision control and activatable items that have an effect on other players. They can provide support through sustain, crowd control, or even burst damage. Support is a role that requires an understanding of every other role. Supports must also support their entire team and create an environment where his/her team can prosper.
Carry's are class's of champions that become very strong near the end of the game. They are champions that if are allowed to build their items can win large fights on there own. They are a class of champion that can generally solo other champions or provide a great threat to the enemy team. Carries are generally weaker in the early parts of the game because they are dependent on items and Levels.
◉ Armor Penetration Debuff
◉ Armor Aura
◉ Ad and AP aoe team buff
◉ Cooldown Reduction on Hit
◉ Tanky stats
◉ High Burst
◉ Late game
|Taric has a single targeted Stun at a medium range. A single targeted Heal that also heals himself. A passive aura that grants armor to allies that scales off Maximum armor. An aoe Armor penetration Debuff. An AOE temporary group buff to AD and AP. high burst damage. He has very good scaling and is powerful in the end game.|
◉ Item Dependent
◉ Not overwhelmingly powerful
◉ No Escape
◉ Requires Melee Range
◉ Not one single spell has a tremendous impact
|Taric doesn't have a spell that you max and gain an immediate threat from, His kit requires you to utilize all spells and abilities to be effective. He also must get into melee range to do his thing. He has no escape and his cooldowns are long if you do not proc his passive on enemies. He is very easy to kite and neither his heal, his stun, or his shred or aura are very powerful.|
After using an ability, Taric's next basic attack deals 20% armor bonus magic damage and reduces his abilities' cooldowns by 2 seconds.
RANGE: 750 COST: 60 / 70 / 80 / 90 / 100 MANA COOLDOWN: 18 / 17 / 16 / 15 / 14
HEAL: 60 / 100 / 140 / 180 / 220 (+ 30% AP) (+ 5% bonus health)
ACTIVE: Taric heals the target ally or himself. If he targets an ally, he heals himself for the same amount, and if he targets himself, the heal is increased by 40%.
Note: Heal can be cast on allied minions or Pets. Heal has a cast animation
RANGE: 375 COST: 50 MANA COOLDOWN: 10
BONUS ARMOR: 10 / 15 / 20 / 25 / 30
MAGIC DAMAGE: 40 / 80 / 120 / 160 / 200 (+ 20% armor)
ARMOR REDUCTION: 5 / 10 / 15 / 20 / 25 (+ 5% armor)
AURA: Taric and nearby allies gain bonus armor equal to 12% of Taric's armor.
PASSIVE: While Shatter is on cooldown, Taric loses the flat bonus armor
ACTIVE: Taric shatters his gemstones, dealing magic damage to all nearby enemies and reducing their armor for 4 seconds.
Note: You also gain 12% bonus armor from the aura (like some kind of Rabadons Deathcap for Armor)
RANGE: 625 SPEED: 1400 COST: 75 MANA COOLDOWN: 18 / 17 / 16 / 15 / 14
STUN DURATION: 1.2 / 1.3 / 1.4 / 1.5 / 1.6
MINIMUM MAGIC DAMAGE: 40 / 70 / 100 / 130 / 160 (+ 20% AP)
MAXIMUM MAGIC DAMAGE: 80 / 140 / 200 / 260 / 320 (+ 40% AP)
ACTIVE: Taric fires a prismatic sphere at the target enemy which stuns them and deals them magic damage, which increases with the target's proximity to him.
Note: This is considered a projectile and will be blocked by Braum wall/Yas wall. The damage goes up the closer you are to the target when the stun hits
RANGE: 375 COST: 100 MANA COOLDOWN: 75
MAGIC DAMAGE: 150 / 250 / 350 (+ 50% AP)
BONUS STATS: 30 / 50 / 70
ACTIVE: Taric slams the ground with his hammer, dealing magic damage to all nearby enemies. For the next 10 seconds, he also gains bonus attack damage and ability power, while also generating an aura that grants half of those bonuses to nearby allied champions.
Note: The aura will grant you assists
Balanced Set upNote: This setup maxes Dazzle first and Imbue second. Maxing Dazzle gives it a longer duration, a shorter Cooldown, and Higher Damage. Ranking up Imbue second gives you survivability from a variety of damage sources.
Armor Set upNote: This setup maxes Shatter first and Imbue Second. Maxing Shatter gives you bonus armor and gives you allies more bonus armor from the aura. Maxing Imbue second gives you survivability from a variety of damage sources.
Offensive Set upNote: This setup maxes Dazzle first and Shatter Second. Maxing Dazzle First gives you More damage and stun duration and maxing Shatter second gives you more damage and Armor pen.
Ad Carry Burst SetupNote: This setup maxes shatter first and Dazzle Second. Maxing Shatter first inceases armor Pen for the adc and Maxing Dazzle second increases stun duration and damage.
Sustain SetupNote: This setup maxes Imbue First and Shatter second. Maxing Imbue first gives you higher heals in lane and maxing Shatter second gives you passive armor increase to mitigate damage.
◉◉◉ 4.5 % Hp
Note: Percentage based health Runes will give you more value from all of the health items you purchase. Health is a main stat for scaling on Imbue
◉◉◉ 8.19 Armor
Note: Armor scales with Shatter.
◉◉◉ 3.69 Mana/5
Note: Mana is used by all of Taric's spells, We do not build any mana Regeneration Items. Mana Regeneration Runes synergism with Mastery choices. This will help you lane without running out of mana.
◉◉◉ 12.06 Magic Resist
Note: Magic resist protects you from magic attacks. Taric doesn't gain magic Resist from Shatter, so we can take more Magic resist in our runes to balance our Defenses.
Note: Exhaust is a multipurpose spell. Use it to Make a champion take more damage from both Magic and physical Attacks. Use it to reduce a champions movement speed. use it to Reduce a champions damage output.
Note: Flash is a multipurpose spell. Use it to flee from enemies. Use it to suddenly engage on an enemy. use it to finish a fleeing enemy. use it to dodge abilities. use it to travel over terrain. use it to get in range of an ally to heal them.