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Taric Build Guide by Dexiron


Jungle Taric <> The True Power of Gems <>

By Dexiron | Updated on April 4, 2019
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Runes: Glorious

1 2 3
Glacial Augment
Hextech Flashtraption
Future's Market
Approach Velocity

Presence of Mind
Legend: Alacrity

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Flash


LoL Summoner Spell: Smite


LeagueSpy Logo
Support Role
Ranked #3 in
Support Role
Win 52%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies


Shards: Season 9 gave us the ability to mix any Stat Shards with any Rune Pages. This is a huge benefit to Taric Jungle since he has such unique scaling and abilities. I take the Axe / Diamond / Shield shards, which give the highest clear speed, DPS, and still allow scaling.
                                                                                                 • From Keystone
                                                                                                 * Delayed Use
• Crowd Control
• * Engage
• Damage
• Durability

                                                                           Take Highlighted Runes for Secondary.

Primary//Secondary: Each combination works best in certain situations. The key takeaways are that Glacial Augment buffs Righteous Glory and your early game, Resolve buffs Redemption and your survivability, and Presence of Mind buffs Cosmic Radiance and your mana bar.

Matchup: Easy (ex. Kha'Zix, Evelynn, Xin Zhao)
Enemy Mobility: Any
Team Needs: Engage ( Righteous Glory first)

Matchup: Easy
Enemy Mobility: Any
Team Needs: Engage/Healer ( Redemption or RG)
Resolve//Precision or Resolve//Inspiration
Matchup: Hard (ex. Udyr, Master Yi, Jax)
Enemy Mobility: Low (or laners engage/cc Alistar, Camille)
Team Needs: Frontline Tank/Healer ( Redemption)

Precision//Inspiration or Precision//Resolve
Matchup: Any
Enemy Mobility: Low (or laners engage/cc)
Team Needs: scaling DPS (counter Tanks)

                                            Full Rune Breakdown


L3gislacerator's Pink Diamond is a fantastic and much more comprehensible guide on Taric jungle as well! His guide currently features the Aftershock playstyle.
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P - Bravado: This gives Taric his insane early damage. It gives two empowered autos that also reset your cooldowns and grants a stack of Starlight's Touch. We optimize our damage by using one spell then two autos. If all your abilities are on cooldown or you run out of mana, your damage plummets. Sometimes it is best to just attack the nearest target for stacks of Starlight's Touch and to reset Dazzle instead of trying to hit something you can't catch and dropping your reset.

Bravado's damage can be very unexpected. Here I get invaded by Graves going Red to Red. I see him place a ward and immediately start autoing him down, Smiting for HP. Then I need Red to switch aggro, so I set a stun and Flash away. Luckily my last auto goes through and I survive.

Q - Starlight's Touch: Your most used ability because 2 empowered auto attacks reset its cooldown and add charges. Since it also costs the most mana, we want to use it the least. You actually power spike at level 4 (sometimes 3) with your second point in Q. Leveling Q only gives you more maximum charges, so put 2 points in it and max E (and a couple more points in W) before finishing. If you're ever out of range to attack an enemy, you can always just auto the nearest target and Q spam to heal your allies.

Starlight's Touch

W - Bastion: Small shield and an armor buff to an ally, huge utility. Since all your abilities also get cast from your Bastion target when in range, you can pull off some crazy ganks, saves, and teamfights. Proxy stuns, long range healing, and guarantee your ult on a single target. Ganks are much easier with W already cast on your laner. You can prep a gank by casting it in base as well.


E - Dazzle: Your only damaging spell. With enough practice, you can get hit a good 80%+, making ganks easier and easier. Double Stunning also takes a lot of practice, and you can't expect a non-Taric player to know how to micro with it. During a gank you often want to just wait to stun. Let them 'cc themselves' by trying to dodge. Then get a Glacial Augment auto off and practically guarantee at least a Flash. Learn how to zig-zag, and you can force enemies to dodge a certain direction by shooting it slightly off target.


R - Cosmic Radiance: There are so many uses for 2.5 seconds of invulnerability: tower dives, counter engage, turning off of Baron, objective steals, even ending a game without minions. Be sure that your enemy can't just run away when they see it come down. Use Righteous Glory, Flash-E, Chilling Smite, anything to teamfight on your terms. Using this spell offensively is always the best situation. Run down carries, tower dive, counter engage, turn off Baron, etc. Since there is also a 2.5 second channel, sometimes it's best to cast R without W on a target you're trying to save and just running for them.

Cosmic Radiance
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Core Items                                                                

These are my standard items. If you have Glacial Augment, look to rush Righteous Glory. If you have Revitalize, rush Redemption. If you have both, you can start Crystalline Bracer and delay your decision.

Hunter's Talisman- mana sustain [++]
Optimal clear speed. Stay low mana to increase mana regen.

Our next starting item is basically determined by which item we build first:

Refillable Potion- HP sustain [+]
Take to build into Hunter's Potion

Hunter's Potion- mana sustain [+], HP sustain [+], (MS if you choose Time Warp Tonic [+])
7 charges is the mana of a Sapphire Crystal.

Righteous Glory- engage power [+++], CC [++], HP [++], mana [+], AR [+]
Mid game power spike. It patches mobility issues and gives another strong CC and engage option (especially with Glacial Augment). Gank, tower dive, flank or frontline, solo a split marksman; everything becomes much easier.
Faerie Charm- mana regen[+]

Forbidden Idol- mana regen[++], heal and shield [+]
4 minutes gives the mana of a Sapphire Crystal.

Redemption- healing [+++], health [+], damage [+], map presence [++]
Map presence skyrockets. This item can buy you time to catch up to faster junglers or rotators, or simply win your laners a fight. Its active scales 3x with heal and shield power, making Ardent Censer, Revitalize, and even Mikael's Crucible extremely potent.

Stalker's Blade (Chilling Smite)- jungle clear [+], CC [+], MS [+]
We use Chilling Smite to chase, land the stun more easily, and sometimes to escape. It procs Approach Velocity and greatly increases the likelihood that you will land a stun and secure a kill during a gank.

Boots of Mobility- MS [+], MS out of Combat [++++]
Ninja Tabi- MS [++], AR [+], Anti-AA [+]
Mercury's Treads- MS [++], MR [+], Anti-CC [+]
Mobis are always a good option. They enable more ganks, as opposed to giving excessive survivability early. Tank boots can be taken when there are extreme damage threats or you don't need the extra mobility.

Enchantment: Cinderhulk- HP [++], DPS [+], jungle clear [++]
If you want to finish the jungle item, this is the best choice. It's also the best component for Taric to sit on, but not very useful outside of Tank builds.

Situational Tank Items: (1 - 3)                                          

Remember, because of Taric's scaling, 70 AR has a free Long Sword and Cloth Armor built into it late game, making Taric much better into majority AD comps. My 4th item is usually MR, possibly a supportive or DPS option 5th, rounded out with another AR item 6th.

Situational Support Items: (0 - 3)                                       

Considering these items are normally built on supports, they cost very little and do a whole lot. I especially recommend taking Revitalize to further boost healing if your team needs it. This can then make Redemption viable as a first item.

Situational DPS Items: (0 - 1)                                           

You can take a DPS item if your team comp lacks damage. Because Taric doesn't have any real damage ratios (other than on-hit through insane attack speed), you don't scale into DPS builds as well as healing or tank builds.

Additional Options: (0 - 1)                                               

These are items that have significant situational utility or serious potential. However, since they fit so late in the build order, I rarely get to test them and compare them to other options.

Example Builds                                                           
Full Builds

As with any build order, these are situational. Hopefully there's enough detail above that the decision making is clear, but use these build orders as examples instead of copy pasting them into any game. In each case, we take our Boots, Righteous Glory and/or Redemption, and Stalker's Blade. I tried to make well rounded builds here, but often times you'll barely need MR or AR, DPS or healing power, so real builds could look way more lopsided than these.
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Early Game


Play Aggressive. Early invades almost always pay off. If you don't end up finding the enemy jungler at Scuttle, try to find them taking Blue Buff or clearing Raptors. Even if you trade Flashes, your Hexflash makes it a winning trade.

Stay Low Mana. Hunter's Talisman's passive means that the less mana you have, the faster you will regen.
Prioritize Scuttle Crab.
• Taric has an incredibly strong level 2 (and level 3, 4). Tough matchups are Trundle, Tahm Kench, Jax, Udyr, Warwick, Master Yi. You want to abuse every other jungle matchup and use Scuttle Crab as a catalyst for fights.
• Scuttle gives mana. It is extremely useful for enabling your first gank or invade.
• Map control and Exp.

Video: Scuttle Aggression

First Clear                         

      Below are the most common paths I take and the reasons for each one. This includes Intel on the enemy jungler, which lanes have Priority to follow up, and the 1v1 jungle Matchup itself. As you can see, Taric is an incredibly versatile early game jungler. This is because of his explosive 1v1 (to the point that allied Priority is not as important as other junglers), fast clear (on par or faster than meta junglers), ability to power farm or solo dragon, and moderate early gank potential. All [Times] displayed are leashless.

Fast Scuttle (Blue Side) [2:20]: Red-Top Scuttle
Intel: none (good against leashless enemies)
Priority: both enemies
Matchup: losing
Fast Scuttle

Fast Level 3 [2:50]: Buff-2 Small Wolves-Buff-Scuttle
Intel: enemy 3 camps start
Priority: any
Matchup: any
Fast Level 3

Red Invade (Blue Side) [2:25 R...]: Blue-Enemy Red-(Ambush)-Scuttle
Intel: enemy starts Blue and possibly takes Wolves (ward), watch your own Red
Priority: ally, position towards closer laners
Matchup: any (win with Red steal)
Red Invade
2 Buff [2:48 B-R][2:40 R-B]: Buff-Buff-Scuttle
Intel: minimal (watch enemy laners)
Priority: even or enemy (risky)
Matchup: winning or even
2 Buff

3 Camp [2:40](2:56): Blue-Wolves-Red-(Scuttle)
Intel: enemy 3+ camp start (ward bot Scuttle blue side or Raptor brush red side)
Priority: ally or even
Matchup: winning
3 Camp

Power Clear [4:00]: Blue-Gromp-Close Scuttle-Wolves-Raptors-Red-Krugs
Intel: wards on your Red side to watch for invades
Priority: enemy or even
Matchup: any, especially losing
Power Clear

Video: 2 Buff, Countergank
Video: 2 Buff, Scuttle, Mid Gank
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Mid Game


1. Identify Allied and Enemy Win Conditions
Make use of your game knowledge. Which champions and matchups make a lane an easy target? Having Varus and Alistar bot lane means plan to gank when they hit 6. Try to snowball a split pusher like Nasus early. Don't give an enemy Shyvana alone time bot side. Coordinate with a roaming mid... etc.

2. Watch the Waves
This is the easiest way to know where you should be pathing. Always keep an eye on the positions of the lanes. If your bot lane shoves, the wave will bounce back, and you could head there for a gank. If your top laner's wave gets frozen on the enemy side, you might want to look to countergank.

3. Track the Enemy Jungler
As soon as they show on the map, you should count the number of camps they cleared. You will be able to guess where they still have camps up, and what their next path will be. Make use of Scuttle and Buff timers as well. You then can choose to match their pressure or counter it cross-map. Invades are also an option, but be sure your laners can get to you in time if it goes wrong.


E-Flash engage: Always an option when the cooldowns are up. If they are in kill range, this is usually the way to go. Otherwise, you can almost guarantee to at least trade an enemy flash for yours. This is always good because you have Hextech Flashtraption, which opens up other opportunities. OR Hexflash Engage: Either to avoid a ward, pop out of a brush, or get a better angle. My favorite locations to do this are: Raptors to mid, through tower range to bot/top, and the utility wolf hexflash.

Flashless Engage: the optimal "full combo" is (Time Warp Tonic if taken) > Chilling Smite > Auto-Attack (Glacial Augment) > Dazzle. We use our soft CC to land our hard CC. Use the Zig-Zag technique to hit more stuns. You may want to throw in a Bastion if your ally is in range just to have your first Auto-Attack empowered and to heal immediately.

Proxy Engage: If your laner is baiting or engaging already, get your W on them ASAP. This is to immediately proxy a stun in combination with their engage or to start healing.

Just Auto: If your gank target is caught way out of position, the best way to secure a kill is to hold onto your stun and let the threat be what CC's them. As long as they continue to dodge (path inefficiently) and you can stay in range to auto, there is no need to try and potentially miss a stun that could secure their escape. Let Glacial Augment and Approach Velocity do their job.

Video: E-Flash Gank, Proxy Countergank

With Cosmic Radiance, you can easily turret dive as well. It's best to cast it right before you take the first tower shot, as it's better to block the later, stronger ones. Additionally, if your laner is the one in position to finish the kill, you can auto minions or even the tower in order to spam heal.

Once Righteous Glory is completed (at the end or after laning phase), this becomes your go button (in addition to Flash and Hexflash).


You really want to prioritize objectives because you have such a strong 1v1 and skirmish. Stay on top of Scuttle Crabs, Dragons, and Rift Herald. All of them are very useful for Taric. The key to good objective control is to budget your mana. Going oom in this context isn't optimal (as opposed to your first clear) because there is a greater chance the enemy can contest. Your neutral objective control also benefits from Hexflash because you can Hexflash in (to avoid vision and solo) or out (if things go poorly).


First Back: Without enough gold for both, you could take Hunter's Machete and Hunter's Potion, or just Stalker's Blade depending on if you want to farm more or gank more. Second Back: Immediately start building towards RG. If you're falling behind, or an enemy is getting very fed, you can substitute Mercury's Treads or Ninja Tabi. Third/Fourth Back: Finish Righteous Glory ASAP. Consider the cheap swap to Skirmisher's Sabre before either finishing Enchantment: Cinderhulk or jumping to a 3rd item.

Power Spike: Righteous Glory (target 13:00)
You've come online. Be extremely aggressive with picks, and take control of objectives. Communicate that it's time to teamfight, and keep an eye out for vulnerable splitting ADC's.

Finish: Stalker's Blade - Cinderhulk (target 18:00)
It's reliable to finish Cinderhulk after Righteous Glory, as it gives efficient health. However, you can opt into an AR or MR item and further delay the upgrade in dire situations.

3rd Item: Situational (target ~25:00)
Here is where we differentiate into a pure tank, fighter, or support style. The most reliable option is to either take your primary MR item third Spirit Visage / Abyssal Mask or quickly add Bramble Vest for Grievous Wounds. Take Knight's Vow or Athene's Unholy Grail to support a fed ally. Start building towards Wit's End or Titanic Hydra if you're going the DPS route, which is better when you're fed or your team lacks damage.

Finishing a Build: Moving to mid/late game, you can clearly identify allied and enemy carries and damage profiles, which tells us how to choose resistances (when in doubt, lean towards armor). As general rules, we can't double up on DPS items or totally neglect HP. Look at the staple items I listed above, and find synergies in your current build (check out the Example Builds). I find myself building a Cold Steel item most of the time Frozen Heart, Randuin's Omen, or Thornmail. Can you establish a hypercarry with Zeke's Convergence or Ardent Censer? Would Locket of the Iron Solari or Redemption help your team survive burst?
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Late Game

Using Bastion: Carries, Frontline
Keep Bastion on your carries (ADC, Mid) especially against assassins or burst comps. In addition to the armor buff, it guarantees that they will receive invulnerability and immediate healing.
Look to swap Bastion to an ally with engage ( Gnar, Alistar, LeBlanc, Irelia). This is to proxy your stun, and give the frontline invulnerability while you follow up with the backline.

Using Cosmic Radiance: Engage, Counter, or Disengage
As an engage tool, you can give your carries confidence to get free damage off and give your frontline enough time to chunk priority targets. Using your ult in this way usually means you're taking a winning fight, so this is how you want to use it most often.
As a counter-engage tool, you're trying to make the fight last long enough to turn. Not chasing an enemy, but denying their full damage and using that time to heal allies back up for round 2.
As pure disengage, you're essentially saying that the fight is lost, and you can't turn. This is always the worst-case-scenario, and it only works if you can get to a safe position within 2.5 seconds.

Warden, Vanguard, or Enchanter?
Your playstyle will change depending on your team composition and how you've itemized in your final 3 slots (after Cinderhulk, Righteous Glory, and Boots).

+ Warden (2-3 Tank Items): Frontline engage/tank. If your team is in position to follow, look to engage with Righteous Glory or E-Flash. Soak damage and lead your team forward, using Cosmic Radiance to encourage your team to fight with you.
+ Vanguard (2 DPS Items): You are susceptible to kiting without more tank items, but you have more kill pressure against enemy carries. This generally means you are not the primary tank or healer, and you can focus on chunking the enemy backline. Mostly using Cosmic Radiance for yourself offensively to dive.
+ Enchanter (2 Support Items): Again, less a pure tank style, better against assassins and on teams with a damage support. Play farther back, follow up on safe engage, and focus on keeping your carries protected and buffed.

In every case, you excel at teamfighting and objective control, this is due to Taric's ability to Starlight's Touch everyone to full HP and use Cosmic Radiance to turn. Group with your team and look for control of Mid, Baron, and Dragon. You can full face tank turrets (with enough mana to heal). Running Presence of Mind also means that after winning a teamfight, you will always have mana to secure objectives and keep allies up (even snowball to end).
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Early Game
Best early 1v1 in the game (especially level 2).

Strong skirmish power (2v2 and 3v3). Your ability to save allies and synergy with assassins and fighters can easily get a laner snowballing.

Low health laners almost never die trying to bait because of your healing.

A-tier Scuttle control due to early game power and the stun to remove resistances.

Decent clear speed.

8.10 fixed most mana struggles in the jungle, but it still can remain an issue. Taking Hunter's Potion and Presence of Mind can almost eliminate the problem.

If you can't land the stuns, which take time to learn, you look like an idiot. I believe it's one of the hardest CC abilities in the game to hit. (See the Stun Section for tips, and no one hits 100%)

Taric has no mobility. Some solutions that work well are: Hextech Flashtraption, Stalker's Blade, Righteous Glory, and Time Warp Tonic. This is less a problem while ganking because you can proxy your stun.
Mid Game
You can full heal your mid laner with W and Q while taking Raptors.

Objective control is incredible. You can heal your allies to full off a dragon, or duo Baron late game.

Great ganks and counter-ganks against low mobility champions. Mobile laners amplify this power ( Camille, Irelia, Zed, Talon, Thresh...) because they can guarantee a proxy stun before you're in range.

You can scale like a fighter if you get ahead, which means being able to solo out a carry on 2 items.

Fast solo Dragon potential. Can be done with enough mana/pots or blue buff.

Turret dives most often work out well with Cosmic Radiance.

Being mana hungry means the conflict with mid over sharing Blue Buff is still there. Be stingy or play around Scuttle.

Enemies with Cleanse can mitigate ganks. Very rarely will you be able to kill someone with cleanse still up. It can be done, however, if you time your CC correctly or have enough to CC through it.
Late Game
Excels at the 'Protect the Carry' style for assassins and ADC: peeling, healing, and ultimate. You also have great synergy with Locket of the Iron Solari, Knight's Vow, and even Ardent Censer.

Your ultimate means teamfights happen on your terms.

Amazing late game against AD. Armor stacking will also increase DPS through your passive.

You do well enough against AP. Double MR items are almost always Spirit Visage into Locket of the Iron Solari.

Moderate/strong engage with Righteous Glory and E. Does even better with engage laners.

Late game damage can fall off as compared to other fighters. You can go Titanic Hydra to fix this, but I prefer letting the carries carry and just transitioning to a Warden type of play.

Taric is extremely susceptible to kiting. Without Righteous Glory, a smite, and possibly flash, any fed ADC will win the 1v1. Also, you must avoid tunnel vision in teamfights. Get your engage off, chunk a carry, and then look to see if your teammates need peel.
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Tips and Tricks

Most Common Mistake: Over-Flash
Over-Flashing is when you have an E flash set up, you're pretty close to them, but you just need that extra range that flash gives. You shoot your E, use the full flash range, and completely whiff. This happens because you tried to maximize your flash value instead of guaranteeing the stun. What you should do is channel E, picture where you need to be positioned in order to land the stun, and then flash to that point- not on top of them.

How to Hit More Stuns-
This takes practice, but I can tell you the basics. Most people when they see the stun come out will run in one direction kinda diagonally away so that they're still running away, but it doesn't connect. And most people choose to run whichever way will get them out of the stun zone quicker. If you shoot your stun slightly to the left of them, they will run right in order to escape it. So, shoot your stun and give them a second to react, then just follow their diagonal path. Better players will then zig-zag the opposite direction. If you see this happen, it's on you to react to their movement. Hopefully the first phase bought you some wiggle room so that you have enough time to keep them in the zone if they do choose to zig-zag.
The best players will not even try to "flee" in a predictable direction. They will just run around randomly. If this is the case, it's pure luck for the channel duration if you can mind game them into getting stunned.
Then there's stunning around corners. This is extremely difficult. You have to calculate where they will end up as they round the corner in comparison to where you will end up. And this can only happen if they run in a predictable path (hugging a wall/only one escape route). Otherwise, don't even try. Just save your stun for after you get around the corner.
Finally there's the flash stun over a thick wall on a moving target. This is probably the hardest because on a thick flash point, you only have a little room to choose where to flash. You have to predict where they will be, shoot your stun based off of that, then reposition your mouse to the flash point and do this all before the channel ends and the stun goes off. Again, I rarely do this one.

Raptor Heal Trick-
Any time you do Raptors, you have a chance to get a crazy number of heals to your mid laner. Cast W on your mid, and ping them to stand in range of your tether next to the Raptor wall. While they chill, you can Q heal them while auto attacking raptors. Finally, type ":)" in all chat.

"This guy's an idiot" Stun Trick-
This is only used in a close range 1v1 when you know that the enemy has flash (ie. first invade) and you're going for a finishing combo. If their flash is up and they see your stun will connect, they most likely will flash. In this case, they'd be incredibly stupid to flash because you intentionally shoot your stun directly opposite of them. Then you flash behind them so your stun is facing the right direction right before it connects. Make sure they are in kill range or else they can flash away after the stun ends.
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Video Instructions

Jungle Full Clear 8.10+

Hit More Stuns

Raptor Heal Trick

Forcing with Stuns

Name another Jungler
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Additional Theory

Additional Theory

Why does this work at all?
In a word, resets. Everything about Taric is basically gated by his auto attacks. His healing, his DPS, and his CC are all capped by how many auto's you can get off. This makes the number one priority not attack speed, but the ability to stick.
If somoneone realizes the fight is going badly for them, and you have no way to keep them there, your lack of mobility will guarentee their escape. (I have a strong feeling that Righteous Glory wil be nerfed, but PBE also has a history of coming through in other ways.)
Also, spam healing makes ganking much easier for your laners to all in (not to mention your ultimate).

Modified Tank Theory:
There is a common understanding that in order to maximize Effective Health (EH), there is a balance between HP, AR, and MR that must be maintained. Think of it like HP being the raw maximum, and armor and magic resist make each point of health more and more valuable.
On any champion with self healing, this balance gets shifted towards needing more resistances because your 'real maximum health' is raised by the healing output.
Taric does have somewhat of an incentive to build health (his heal scales with max health), but that scaling is minimal compared to how much effective health is gained in building resistances.
It gets even more complicated when considering Spirit Visage, which even though it gives less MR than Locket of the Iron Solari, the bonus 30% self-healing actually is more beneficial than the bonus MR from Locket.
In every other case, build resistances. This means Warmogs is always the wrong choice, Redemption is hardly useful, and something like Frozen Mallet is generally a waste of an item slot.
You always need a little HP to keep Dazzlin' your enemies, but build it sparingly.

Attack Speed Theory:
This one is pretty simple. The normal attack speed cap is 2.5, but since Taric's passive doubles his attack speed, he essentially hits the cap at 1.25.
From just running Legend: Alacrity, and going Inspiration//Precision, you can hit 1.08 (2.16), which is pretty close, and building one attack speed item will cap you. (Ardent Censar, Wit's End, Essence Reaver).
However, [the important part] if you take Lethal Tempo, you can overcap your attack speed. This can radically change your playstyle if you choose to build attack speed items. The infamous PantsAreDragon Rageblade, Bloodrazor, Essence Reaver becomes quasi-viable. In the realm of 'meta' jungle Taric, though. This realistically means that you can maximize the value of Ardent Censar or Wit's End.
This also increases every other stat that Taric's auto attacks are gated through: DPS, healing, and CC. However, as you can read in the Runes section, it makes ganking much less reliable, and your Righteous Glory slightly less valuable as well. But as a whole, Lethal Tempo scales you better into late game "Protect the Carry" given that you can be useful early.

Theoretical Maximum Healing:
Achieved through the AP ratio on Q, here you just build pure AP. The problem is, you are an immobile melee squishy, meaning you'll never realistically get your auto attacks off.

Theoretical Maximum Attack Speed (DPS):
Achieved through overcapping with Lethal Tempo. Build Bloodrazor, Rageblade, Nashor's, etc. This is the highest DPS you can achieve, but again, you will have to be able to get in range to use it. If you can, the heal resets may be able to keep you alive, but this build takes far too long to turn on.

Theoretical Maximum (non-healing) Tank:
This involves going Resolve and taking Aftershock. Then take Cinderhulk, Stoneplate, Spirit Visage, Thornmail, and Locket. This is very close to the play style I use, and it really only misses out on the intangibles.

A real build can blend these three ideas (favoring Tank) with Utility gained from the Inspiration tree and Righteous Glory. You can then supplement your DPS with something like Titanic Hydra or Wit's End.

Patch 7.14 was the savior of Taric. It gave him the charge mechanic on his Q, making it spammable, and making jungle Taric a possibility.

RIP OP Presence of Mind (8.1-8.7)

Taric is Glorious
League of Legends Build Guide Author Dexiron
Dexiron Taric Guide
Jungle Taric <> The True Power of Gems <>