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Taric Build Guide by L3gislacerator


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League of Legends Build Guide Author L3gislacerator

[S7] Surf's Up! - Taric Support Guide

L3gislacerator Last updated on October 18, 2017
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Ability Sequence

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Ability Key Q
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Ability Key W
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Ability Key E
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Ability Key R

Masteries

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18 Cunning

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12 Resolve

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Threats to Taric with this build

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Threat Champion Notes
1
Taric See the matchups chapter for full descriptions!















Hey, I'm L3gislacerator, a Diamond-tier League player and a gem enthusiast. Taric has been one of my favorite champions for a long time now, and over the years I've accrued over 450k mastery points on him. What's there to love about him so much? Well, everything!

Taric is one of the most versatile champions on the Rift. His kit allows him to adapt to any situation whether you want to get up close and personal with your enemies or stand back and protect your allies. With an entertaining smugness and dazzling abilities, it's hard to not enjoy playing him.

While Taric is easy to pick up, he's definitely hard to master. You'll need a keen sense of time, good decision-making, and a little creativity if you want to bring out his full potential. Once you get the hang of him, though, it's as rewarding as no other, and soon enough you'll be outplaying your opponents time and time again.

This guide is going to show you ins and outs of playing the gem knight as well as the builds I've had the greatest success with yet. With so many tools to shield, heal, and peel for your team, any well-played teamfight can be considered won.

Without further ado, let's dive right in!



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Taric shines most when allied with strong initiators. Simultaneously, he counters enemy burst with his ultimate. However, due to his short range, he struggles against champions with lots of mobility and poke.


Unmatched Survivability
The endurance you can grant your team is astounding, and this build only exemplifies your capability to do so. With heals, shields, and invincibility, you'll keep your allies standing throughout any skirmish while also peeling enemies who come too close for comfort.

Strong Follow-Up On Engages
Your abilities are devastating when used together with allies. They reward coordination, playing off of your teammate's position to land near-guaranteed stuns from range and secure kills with ease, while also making sure they leave without a scratch.

Tankiness and Armor
With defensive items and the armor buff from Bastion, you'll scale into one incredible guardian. Not only will you be able to soak up tons of damage for your team, but you can make your allies tankier as well.

Sustain in Lane
While not on the scale of medics like Soraka, you have a valuable heal that will keep you and your partner alive during laning phase. Also, your shield can negate harass and buffer you whenever you engage.


Susceptible to Poke
As a melee support, you will have to brave a lot of hits if faced against a ranged support. Your sustain should keep you on your feet, but you will have to be more cautious about how you position.

Telegraphed Abilities
Your stun and your ultimate activate after a delay, so timing them is crucial. To be effective, you have to be able to predict your enemies' attack patterns and positioning then capitalize on them.

No Mobility
Besides Flash, you don't have any reliable mobility, so you should always be wary of getting caught in a bad position. Group up whenever you can, and stay in the middle of your team during fights so you can reach everybody but remain safe.



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+ 21 armor / 72 health / 12 MR or 27 MR @ lv18

These runes focus on making you as durable as possible. Essentially, they are standard for a tank support and have a high emphasis on armor. Being able to take a lot of hits will make laning easier, especially against poke-heavy champions.

Armor and health runes are perfect for ignoring most physical damage early on. Magic resist runes are interchangeable between their flat and scaling versions depending whether or not you expect to take a lot of magic damage in lane.

Greater Quintessences of Armor: Bonus armor is a must-have since it boosts your natural defenses, allowing you to mitigate a lot of damage from physical attacks. Its value is amplified by Bastion, so by level 2, you can already have over 50 armor.
Greater Marks of Armor: On top of your quintessences, these armor runes seal the deal against physical damage. They keep you resilient enough to brush off most damage in and out of lane.
Greater Seals of Health: Good in any situation. Having more health lets you take more hits before going down and makes close fights less risky. It also increases the effectiveness of your heal.
Greater Glyphs of Magic Resist: Flat magic resist is a blessing against AP supports and ADCs who can dish out a lot of magic damage. With these, you won't suffer heavy losses from poke and you can carry out the lane in safety.
Greater Glyphs of Scaling Magic Resist: If there is no AP support on the other team, pick up some scaling magic resist runes in place of flat ones. They outscale the latter after level 8, often when you transition into midgame, so they will be put to good use when you need them.



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This tree's masteries turn you into a tougher tougher tank. Recovery and Veteran's Scars let you live a comfortable early game and not get poked to death. The 2 damage mitigated from autoattacks by Tough Skin not only applies to champions but also to minions, who do respectable damage at low levels.

Insight is a valuable skill that reduces summoner spell cooldowns by 15%., and when combined with Ionian Boots of Lucidity, the grand total comes to 25%. This greatly improves the uptime of Exhaust, one of your most important protective tools, by lowering its cooldown from 210 seconds to 158 — almost a whole minute less. It also reduces Flash's cooldown from 300 seconds to 225 which allows you to make aggressive plays with your stun more often.


With this group of masteries, you'll get help with spellcasting and your support duties. Wanderer lets you get around the map more quickly to ward and roam. Bandit adds to your gold income, which is always a welcome effect since supports are on the low end financially. Landing your stun is the easiest way to proc it and gain a nice +10 gold.

Having Secret Stash upgrades your health potions into biscuits. They are 10% stronger than their counterpart and give an instant +15 hp and mana upon usage, which is a lot considering all the times you may live with barely any health or need enough mana for one last spell.

Meditation gives you a bit of mana regeneration to keep you afloat during laning phase, which is when you have slight mana issues. Intelligence 's 5% cooldown reduction — which also increases your cap to 45% — should not be taken for granted since your ultimate has a base cooldown of over two minutes.



Windspeaker's Blessing is the best keystone for an enchanter like Taric. He can make use of it in a variety of ways, benefiting both himself and his teammates throughout the game.

The first of the two effects is the bonus healing and shielding power. Ten percent may not seem like a lot at first, but over time it adds up considerably, especially since it affects both your abilities and your items. ( , )

Equally as powerful is the temporary resistance buff which really shines in teamfights. Since Starlight's Touch affects a large area and has a frequent uptime, you can consistently have the buff on several allies at once.

Why not other keystones?



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Flash holds a spot in nearly every champion's arsenal for good reason. With it, you can perform maneuvers that you otherwise couldn't due to your low mobility.

One of its best uses is in conjunction with Dazzle. The key is to channel the stun first, then as soon as it's about to fire, flash in your enemy's direction. This gives your target hardly any time to react and is a great way to catch out important enemies.

This spell is also your one and only escape tool. If you're ever in trouble, don't hesitate to use it to get over a wall or dodge a skillshot that would otherwise be your demise.



Exhaust is a great tool for winning trades and preventing burst. With its movement speed slow and damage reduction, it can severely hinder enemies when used appropriately.

In lane, use it on the enemy ADC during an all-in to prevent fatal damage and lean the fight in your favor. In teamfights, use it on the enemy who has the most kill pressure, such as an assassin, as soon as they're about to use their most powerful moves. It's always better to use it early rather than too late.



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Relic Shield: This is the best first pickup as a tanky support. The bonus health will make you harder to kill, and its passive periodically lets you execute minions with bonuses when you do so. The bonus gold you share enables you to build towards your other items quicker, and the heal you trigger is valuable for sustaining both you and your lane partner.

Total Biscuits of Rejuvenation: Sustain is essential in the early game, and these Secret Stash -upgraded potions get the job done. They're your way of healing after trades to stay as strong as possible, and since they give you an instant +15 HP and mana, they're very helpful in sticky situations. A useful trick is to use them during a fight to have a constant edge over your enemies.

Warding Totem: This trinket serves an important purpose as a free, albeit occasional, sources of vision. During laning phase, its wards can be put to great use by spotting threats such as the jungler before they have the chance to ambush you.



Targon's Brace: This upgraded Relic Shield has more frequent passive charges to keep you healthy and wealthy. By earning 650 gold through it and its predecessor, you gain access to Shield Battery, a passively regenerating shield that is useful for absorbing poke and engaging.

Sightstone: Vision wins games, and as such, this item is integral when playing any support. It offers refillable wards that last longer than those from your trinket, so by using it, you get to monitor areas longer periods and don't have to use your wards as sparingly.

Boots of Speed: Gotta go fast! Boots provide a helpful speed boost that lets you get around more quickly to roam, place wards, dodge skillshots better, and more easily get in range to land your stun.



Control Wards: Vision denial is just as important as vision itself. Apart from offering sight, these wards last indefinitely and disable nearby enemy wards. Always try to have one on the map and at least one in your inventory. Place them in areas of high activity, preferably well-hidden, to get the most information out of them and deny enemies from doing the same.

These wards can also reveal hostile camouflaged units such as Evelynn and Rengar, so if you're against sneaky champions like them, it's imperative to have these up for protection.

Sweeping Lens: Swap Warding Totem for this once you get your better source of wards, Sightstone. This trinket reveals and disables wards in an area, allowing you and your team to roam undetected and have greater zone control.

Oracle Alteration: Upgrade your Sweeping Lens into this as soon as you're level 9. Although it isn't ranged, it has a much larger radius and a longer duration.




Eye of the Equinox: For only 650 gold, this upgrade combines your two support items to give you a compact supply of stats and effects. The Spoils of War passive upgrade makes it much easier for you to farm in the midgame, Shield Battery is maintained, and your ward capacity goes up by one. Top that off with health and CDR and you've got yourself a lot of power in just one slot.




Boot Upgrades: Base your boots on your situation. Lucidity boots bring your summoner spell CDR to 25%, so get them when you need Exhaust up as much as possible. Tabis are most effective for staying alive against heavy attack damage and fast autoattackers. Mercs are a must if the enemy team has a lot of CC and/or magic damage. If you plan on roaming and making catches with your stun, pick up a pair of Swifties.


Ardent Censer: This item caters to all your enchanter needs. Its passive buff, which grants attack speed and magic damage on-hit to those you heal, has great synergy with Starlight's Touch since you can constantly apply it to multiple teammates. Its other stats, including ability power and a bonus to your healing and shielding power, also strengthen your spellcasting. Consider rushing it if you have autoattack-heavy carries on your team since they can make the most of the buff.


Knight's Vow: Teamwork at its finest: this item's bond passive turns you and an ally of choice into a formidable duo. An efficient strategy after buying this is to bind Bastion to your tank and Knight's Vow to your ADC so that you can spread your influence throughout fights even more than usual. With both of Taric's favorite stats, armor and health, this item will grant you a nice amount of bulk.


Locket of the Iron Solari: This item is one of your best teamfighting tools. Its massive shield provides instant protection for all nearby allies and can negate impressive amounts of damage. The shield gets more powerful with your level and maximum health which makes it effective throughout the game, but it is best bought after you have a health item to back it up. If you're facing champions with high burst like Katarina and Wukong, rushing this item is a must.




Redemption: This item is great for teamfights since it can affect a whole team with its large heal. It can be used right after an engage to remain strong, to survive after getting engaged on, or to get your team in a good condition right before you go siege. Buy it after Ardent Censer if you want to maximize your healing rather than your tankiness.

Randuin's Omen: Because of its crit damage reduction, attack speed slow, health, and armor, this item is always a solid choice for becoming tankier. Its active slow is a heavy one that can be used to peel for carries who get engaged on.

Gargoyle Stoneplate: By activating this item near several enemies, you can temporarily double your health and soak up lots of damage. Also, remember how Locket of the Iron Solari scales off of bonus health? Enough said.

Frozen Heart: With the most armor you can get on a single item but no health, this item is best bought against full AD teams. Its passive reduces the attack speed of enemies in an area rather than just those who hit you, so it's especially useful against multiple autoattackers. The CDR and mana are also nice to have for when you're frequently using your spells.

Thornmail: Wearing this will cripple powerhouses who are usually hard to kill. Grievous Wounds, an attack speed slow, and reflected damage is enough to make someone have a second thought about going all with you around. The stats alone, especially the high armor, make this item worth buying as well.

Abyssal Mask: This item has plenty of magic resist and solid stats all around. Its aura makes it a great pickup if you have more than one mage on your team.

Adaptive Helm: The magic resist option that focuses on keeping you alive. It's especially effective against machine-gun mages like Ryze, Cassiopeia, and Karthus who use a single spell to deal most of their damage.



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Taric's abilities form a diverse yet cohesive kit. Each spell has a way of interacting with another, and they offer usage in whatever situation you find yourself in. Depending on your needs, you can easily switch between protecting your allies and dealing damage.
Taric infuses his next two basic attacks whenever he casts an ability.

He doubles his attack speed for these two attacks, which deal 22 - 90 (based on level) (+15% bonus armor) bonus magic damage and reduce his base spells' cooldowns by 1 - 0.6 seconds and grant one charge of Starlight's Touch.


The offensive capabilities of this passive are not to be underestimated. Since you're able to activate it quite frequently, you can lay down a lot of hurt in extended trades. What makes it even better is that the extra damage scales off of your bonus armor, so building more of it not only makes you tankier but also lets you hit harder.

This passive also acts as an autoattack reset. If you autoattack then use an ability as soon as the damage goes through, you can cut your animation short and the next auto will come more quickly. This is useful for maximizing your damage output as well as rapidly destroying wards.

With each enhanced autoattack, you reduce the cooldowns of your basic abilities, allowing you to get many more spells out during a fight than usual. Thus, you should always try to weave some hits in when you're in melee range of an opponent.


Cost: 70/80/90/100/110 mana
Recharge Time: 15 seconds

PASSIVE: Taric stores a charge of Starlight's Touch periodically, up to a maximum of 1/2/3/4/5 at once. Starlight's Touch cannot be cast without charges.

ACTIVE: Taric heals himself and all nearby allied champions for 30 (+20% AP)(+1% max HP) per charge stored at the time of cast, up to a maximum of 150 (+100% AP)(+5% max HP) at 5 charges.


With each rank of this spell, the heal increases substantially, so with even a few points into it in the early game, you can easily keep you and your lane partner healthy.* Because of its max HP ratio, the heal will grow with you as you both level up and buy more items. The mana cost is the same regardless of how many charges you use it at, so it's best to cast it when fully charged on several people to save time and resources.

This ability can be spammed to make frequent use of Bravado and deal a lot of damage in the process. With each empowered autoattack, you gain one charge of this ability, so it practically has no cooldown as long as you're landing hits. This will use your mana quickly, but it won't be for nothing: all the Bravado hits will reduce the cooldowns of Bastion and Dazzle enough to be up several times in a short period. Additionally, heal spamming will constantly apply Windspeaker's Blessing 's resistance buff.


Range: 800  Cost: 60 mana  Cooldown: 15 seconds

PASSIVE: Taric and his Bastion-marked champion gain bonus armor based on 10/12.5/15/17.5/20% of Taric's armor.

ACTIVE: Taric shields himself and the target allied champion for 2.5 seconds for 8/9/10/11/12% of the target's maximum health, blessing them with Bastion and causing his abilities to be replicated on them while both are near each other. The effects do not stack.


Bastion is the ability that makes Taric so unique. Buckle up — it's about to get weird.

Its active is a shield that acts on both you and a target ally, scaling off of maximum health. It's useful in all kinds of situations including blocking poke, baiting, and even saving lives.

The first passive gives you and your Bastion-marked partner an armor buff that scales based on your armor. This is especially useful when put on squishy teammates who are prone to being bursted. (Sorry, assassins.)

The second passive is its linking component. When you use Bastion on an ally, they become linked to you and continue to be as long as you are nearby. When this happens, your abilities are replicated on them. This opens up a whole new realm of possibilities for how you use your other abilities:

  • Starlight's Touch will also heal around your linked partner, allowing you to heal at range and affect more people.

  • Dazzle will fire off of your linked partner towards the cursor. The extra stun area gives you a better chance to land it, and in some cases, you can stun your opponent from unexpected angles.

  • Cosmic Radiance will create a completely separate invulnerability field around your linked partner, opening up the potential for a team-wide ultimate.

Although there's a lot to it, this ability isn't as complicated as it looks. Just remember: using it on an ally gives them armor, a shield, and ability replication.


Range: 575  Cost: 60 mana
Cooldown: 17/16/15/14/13 seconds

Taric projects a beam of starlight towards the target location, erupting after a 1-second delay, dealing 100/145/190/235/280 (+50% AP) (+30% bonus armor) magic damage to all enemies hit and stunning them for 1.25 seconds.


This ability will leave your opponents stunned. While it's your only form of crowd control, it's also a powerful one, able to hit multiple people at once and be used with Flash. The 1-second delay makes it unlike many other spells, but just like any other skillshot, you'll get used to it with practice. Use it to peel, start fights, or follow up on ally engages.

When used in tandem with Bastion, you can get pretty creative with how you fire the stun. Tag along with a partner and use their position to land it from up close, from a distance, criss-crossed, or any which way in between. You can even do cool stuff like this!



More Dazzle Tricks




Cost: 100 mana    Cooldown: 160/130/100 seconds

After a 2.5-second delay, cosmic energy descends upon Taric, granting invulnerability to
him and all nearby allied champions for 2.5 seconds upon impact.


With this stellar little spell, you become the ultimate protector. There is so much power in invulnerability that being able to use it — and even more importantly, being able to give it to multiple people — is a huge responsibility. Seconds in this game can be ages when everything is hectic, and having even a little extra breathing room can be a game changer.

Its interaction with Bastion is necessary to getting the most use out of it. Having a linked ally nearby will create two invulnerability fields, one around each person, meaning you have the possibility to affect your whole team with it. Also, if you die as it's falling, your circle will disappear but your Bastion-buddy's circle will persist, so using it on your last breath is by no means a waste.

There's a lot to consider with an ability like this — so much, in fact, that the next chapter will dive deeper into the whys, hows, and whens of using it.






At levels 1, 2, and 3, take Dazzle, Bastion, then Starlight's Touch, respectively. Dazzle is useful right off the bat for dealing decent damage and making early engages when you get the opportunity. Bastion, with just one point into it, fulfills its purpose of creating a lets you use your stun more effectively. Starlight's Touch completes your set of basic abilities, thus unlocking the full potential of Bravado.

An extra point into Starlight's Touch at level 4 gives you a nice boost to your healing for only a little extra mana. Both hits of Bravado will be utilized by it since you will be able to store two charges at a time.

At level 5, an extra point into Dazzle supplies you with extra damage and a lower cooldown which up your killing potential. You can substitute this with a third point into Starlight's Touch if you've been playing passively and want to continue doing so.


After that, level Cosmic Radiance up at 6, 11, and 16, and fill in the gaps depending on your situation.

Max Starlight's Touch first when:

You're getting poked down.
If enemies are harassing your team from afar, a max-charge heal will keep them on their feet. Hit minions with Bravado to regain charges quickly, and spread it to as many allies as possible.

Enemy burst is a threat in teamfights.
Similar to Locket, a big heal can undo a lot of upfront damage when used correctly. In the face of destructive wombo-combos, maxing this is your best bet.

Max Bastion first when:

You're against a full or mostly AD team.
The ratio of Bastion's buff increases with each rank of the spell, so if you plan on building full armor, it will scale immensely — once you're tanky enough, you can even pass on upwards of 50 armor to your bound ally. If you're not against a full AD team, max this ability last; with just one point, it already fulfills its purpose of creating a link.

Max Dazzle first when:

You have no overwhelming threats.
When there's not anything that is essential for you to protect against, you can instead turn to the offensive and focus on stunning enemies to create advantages. The spell's cooldown will get low enough that, after using enough Bravado hits, you can fire multiple stuns in quick succession.



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The massive power of Cosmic Radiance should be used with deliberation. By identifying good opportunities to bring it out, you can make a huge difference when it matters most.

Essentially, your ultimate is your Get Out of Jail Free card. Tower diving? Use it to come out unfazed. Got engaged on? Turn that into an opportunity. Teammate on the brink of death? Lend them a few extra seconds of safety. With the right reflexes, predictions, and a bit of luck, you can cast the perfect ultimate that will fortify your friends and frustrate your foes.


Getting trigger happy with this ultimate is a common mistake, and with its long cooldown, it shouldn't be put to waste. As long as you're patient, the openings will present themselves to you.

Don't panic. If your Singed is making his twentieth lap around the enemy team and gets into a bit of trouble, there should be no need to worry. He'll likely walk out alive, if only a little scathed, as is the case with most tanks. Save your ultimate until you know your allies are in real danger to avoid baiting yourself.

The same case applies to teammates with lots of mobility. A LeBlanc, for instance, won't be needing your saving due to all the dashes and blinks she has at hand. Generally, as long as your ally-at-risk still has an escape available, you can have some faith that they'll get themselves out of their own pickles.

Recognize the fights you can win without your ultimate. If your team has enough of an advantage to win a fight by a landslide, you may not even need to use Cosmic Radiance. Examples include being in a 5v4 or having a significant item/level advantage.


Casting your ultimate too late comes with risks of its own. Once someone's health bar drops to zero, your chance at saving them goes down the drain. (Unless they're reviving; more on that later.) Being vigilant is they key to preventing this.

Show up to fights on time. If the other team looks like they're ready to pounce but you're busy wandering the map, they will likely capitalize on it by picking a fight with the rest of your team.

Group up! Taric acts as a team captain. He thrives through empowering his allies, and if you show up late to the party, whoever you need to protect may already by long gone.

Respect enemy damage output. If you know that an opponent is capable of killing quickly, don't try to hold on to your ultimate until the last second. Maybe that enemy Zed isn't fed, but if you ignore him, you can bet he'll make short work of your allies anyways. Stay safe — a proactive ultimate is much better than one that can fail and cost you the fight.




Block entire abilities, empower your whole team, and pave the way towards victory. A well-timed ultimate has the power render your foes completely helpless, and if you can do so consistently, you're practically carrying the game on your back.

Seize opportunities when you see them. When you notice an escalating conflict, be on guard so that you can react when things start to get hectic. In turn, you will likely be able to block the brunt of the enemies' damage as it comes out. Like Intervention, this ultimate can be used to save teammates who are near death as long as you have good reaction time.

If you fall victim to a hard engage, do not hesitate to use it. You already know what's going to happen when someone like Amumu decides to jump into the middle of your team, so anticipate their arrival and be ready to smash that R button at a moment's notice.

Start off fights strong. If you have a team that specializes in going all-in, by all means give them your support. Using Cosmic Radiance on your frontline as soon as they engage will allow them to shrug off damage and stay in the fight for as long as possible.

For the audacious, this ultimate is also great for tower diving. Bind yourself to whoever is going to take tower aggro (if that's you, bind to your lowest-HP ally), then cast it as soon as the dive begins. Make sure everybody is on board with the plan first, though. Otherwise you'll have a very lonely, very deadly experience.

Video Demonstrations

Examples: Abilities You Can Counter




"Surge ex doloribus, cüm spe in corde!
Rise out of sorrow, with hope in your heart!" *

Cosmic Radiance has numerous interactions with revives and invincibility. Depending on the situation, it can complement those of your allies or counter your foes'.

Revival and stasis, through means such as Guardian Angel and Zhonya's Hourglass, are double-edged swords. As lifesaving as they may be, there are times when the suspended movement they cause make their user an easy target. That's where you come in. As soon as they return to the waking world, your ultimate can protect them so that they can escape to safety or readjust to fight once more.

Similarly, Cosmic Radiance can combo with other invincibility spells. If it activates just before a state of imperviousness such as Lamb's Respite ends, everyone affected will gain yet another period of invincibility following it. Having an ally be unkillable for so long is huge in extended fights given that they can make the most of their time.

If your ally is untargetable, Cosmic Radiance will, in most cases, still activate on them as long as they were bound to you by Bastion beforehand. If they weren't, time your ultimate to land right after they're targetable again lest they may not gain its benefits.
Video Demonstrations

Examples: Revives and Invincibility to Combo With




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Just about your whole playstyle revolves around empowering your allies. Likewise, your best work is done with those who already prosper in the middle of the action.



Lucian's high mobility and burst are well-complemented by your kit. This pairing becomes especially deadly after he unlocks Relentless Pursuit which lets him make more aggressive plays in conjunction with your stun. Lucian's passive, Lightslinger, and your own passive, Bravado, function similarly — each provide quick, enhanced autoattacks after using an ability, enabling you two to devastate enemies in short periods of time.


Draven's home is the heat of battle. Blood Rush gets him into fighting range once you engage, and from there he can be as aggressive as he pleases. All-ins are where you two thrive; through good usage of Bravado you offer frequent sustain that can keep him alive through even the toughest of brawls, and your stun lets him both land free hits and catch fleeing enemies.


Ezreal works well with you whether he plays passively or actively. With the former, he can stay at a safe range to farm and poke from afar with Mystic Shots while you keep his health topped off. On the other hand, he can take a more active stance and look for opportunities to jump onto enemies with Arcane Shift so that you can Dazzle them.


Four shot kill dude
  Hits hard with ease.
      Stun lets Jhin root.
          Dead foes; easy game.


When Tristana goes in, she goes in hard. After making an explosive entrance with Rocket Jump, a well-timed Dazzle will help her unload heaps of damage onto her enemies, all while getting out safely due to your protection. Look for frequent trades in the early game to prove just how much you two can hurt.



Super Tanks
The only thing worse than a tank that's hard to kill is a tank that's impossible to kill. Taric is the perfect addition to any team that wants a strong frontline because of Bastion which, with its shield and bonus armor, makes the bulky even bulkier.

Strong Engagers
Champions that can easily jump into the fray make your job much easier. As soon as they use a gapcloser, you can fire an easy Dazzle from their position, giving your team a better opportunity to follow up and leaving your enemies helpless.

Hyper Carries
These types of champions were made to be huge risk takers — something you can turn into an advantage. With Cosmic Radiance, they can survive encounters for long periods of time, consequently dishing out loads of damage in the process.

Stealth Assassins
A stun out of thin air is as hard to predict as it is to dodge. By binding to an allied stealth user with Bastion (while nobody is looking, of course), you can make their initiation even stronger by letting them Dazzle whatever unsuspecting target they please.



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blitzcrank
braum
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When the game first loads up, start to have a plan in mind. Your jungler may need your help to leash or invade, so you should align your interest with theirs for a smooth start. Whatever you end up doing, aim to reach the minion wave at bot lane by 2:00 so you don't miss any experience.

DEFEND & LEASH: In most cases, your jungler will start their clear on the bottom side of the map whether it be at Red or Blue Buff. Guard the area against invades by positioning yourself near one of the jungle entrances. If you see enemies approaching, drop a ward, leave, and ping to alert your team. With the ambush avoided, either your enemies will withdraw and you proceed as normal, or they stay and your jungler moves onto another buff.

If all goes well, leash for your jungler once Red or Blue spawns at 1:40. Stun the monster as soon as it arrives, then together with your ADC, hit it until it reaches about 500 health and leave so your jungler can land the killing blow.

INVADE: Invading should be done swiftly and as a group effort. If your team has a strong level 1 catch/kill potential, you or your allies can make the suggestion at the start of the game. If everyone is on board, head straight to the enemy's bottom-side jungle as a pack. Be ready to use Dazzle on any unsuspecting enemy you see to give them little chance of escape.

If you manage to get a kill or force out a summoner spell, consider the invade a success. Afterwards, take the same next step as your jungler, either staying to help them take the buff or leaving and recalling. The mote of experience granted from an early kill will get you to level 2 faster in lane, so if you plan to play aggressively, you can use that spike to your advantage.

CHEESE: In the event that your jungler is neither invading nor needs you to leash for them, you can use some of your free time to set up a cheese: a strategy meant to catch your opponents off guard. Defend your jungle like normal until about 1:30, then make your way to the enemy's bot lane jungle entrance. (By then, the ADC and support should have left to leash, so they'll never see it coming). Wait in the bush until around 2:00 and have Dazzle ready for if any of them come near. One more step, it's a trap, then they're dead. Depending on how much damage your ADC can follow up with, you will likely get them very low, blow one of their summoner spells, or even get a kill. Afterwards, head to your side of the lane. It's time for the real game to begin.

Video Demonstrations






Farming is the most reliable source of income in the game. As a support, your lane partner should be the one last-hitting the majority of the minions so they can afford their expensive items. You, on the other hand, aren't as reliant on money, so you'll be fine as long as you use your gold income items ( ) efficiently to share just a few of those minions.

Relic Shield generates a charge every 40 seconds (30s for its upgrade, Targon's Brace), so you can use it about once per wave to get constant benefits out of it. Save a charge once in a while to ensure that you can execute the cannon minion, which rolls by every third wave and has a high gold value. Also, try not to sit on max charges for too long — that's some free gold and health put to waste.

Don't endanger your life over getting a minion, no matter how tempting it may be. To help with this, execute melee minions over caster minions whenever possible. Since you don't have to walk up very far to reach them, you'll be in less danger of getting attacked by your enemies.

If the enemy pushes you under your tower in the early game, you can help your ADC farm by manipulating minion health. Melee minions take two tower shots and one autoattack to kill: leave the full-health ones alone, and hit the damaged ones enough until they're at either half health or one hit away. Caster minions take one tower shot and two autoattacks to kill: if they're at full health, hit them once then leave them alone, and hit any damaged ones until they're one hit away. If you're not used to doing this, it's best to let your ADC handle it themselves to avoid any mix-ups. Regardless, once your ADC buys a damage item, they won't need the help anymore.




Lane management is an important skill to have. While it's fine to do nothing but last hit and keep the lane even, there are situations where it's more advantageous to speed up or slow down your push.

Pushing the wave is easy to do with Relic Shield and Dazzle. Doing so gives you more map control and lane pressure, especially in favorable matchups where your enemies can't punish you for it. It should always be done right before you recall to reduce the chance of your enemies pushing towards and destroying your turret. The pros and cons include:

+ Lets you get more damage on turrets
+ Gives you more room to deep ward and roam
+ Hinders enemies who don't farm well under their turret
Forces you to extend, leaving you vulnerable to ganks
Lessens your opportunities to all-in or receive ganks

To freeze a lane is to keep it stagnant while right outside, but not under, your turret. (If the turret gets to hit the enemy minions, it resets the lane and ends the freeze.) To perform it, let the enemy minions pile up and push towards you, then interrupt them at the spot you want them to stay. Once your own minions arrive, they will stay in that position. From then on, only last hit and repeat. Pros and cons include:

+ Forces enemies to walk up closer to farm, allowing you to zone them under threat of an engage
+ Makes enemies more susceptible to ganks
+ Closer to the safety of your tower
Does not work against fast pushers or aggressive enemies
Can be difficult to set up




The position of both your friends and foes is important to keep in mind. Being aware of it lets you know when it's safe to play aggressively and when to step back.

If you spot the enemy jungler nearby or the enemy mid laner is missing, play it safe by standing closer to your turret. After you can tell they're no longer around, you're good to go.

If you're planning to receive a gank, make it easier to do by letting your enemies push far enough from their tower, which in turn gives them less of an opportunity to run when the time comes.

If there's no outside interference, play as you see fit. In a favorable matchup, you should position yourself aggressively by standing next to or in front of your minion wave and looking to engage. In a difficult matchup, your best bet is to stay behind your minions for safety and just focus on farming.







Level 1: Play it safe for now since you don't have enough tools for a proper fight. However, if you get the chance you can use Dazzle to capitalize on your enemies' mispositioning. An aggressor who walks too close to you won't be so carefree after losing half their health to a stun, a couple autoattacks, and minions.

Level 2: Armed with Bastion, you unlock much more of your potential. Your stun is now twice as dangerous and your shield allows you to engage without risk of taking too much damage, which makes this a prime time to turn to the offensive. Alternatively, you can play passively and mainly use the shield to absorb poke.

Levels 3-5: Starlight's Touch will keep you and your lane partner alive and well throughout laning phase. Also, now that you have all of your basic abilities, you can use Bravado to its full extent, so as long as you have sufficient mana, you will prosper in long fights.

Level 6+: Your most powerful ability, Cosmic Radiance, is now at hand. Cast it to come out on top during a close fight, to safely escape a gank, or to tower dive if your allies are willing.




Getting to level 2 takes the first wave plus three melee minions. It has the potential to create a large gap in power, so if you're in a strong pairing and want to take advantage of it or want to prevent your enemies from doing the same, push the second wave to level up quicker.

Mana management is very important for Taric since he relies on his spells so much. To get the most out of your abilities, only use Starlight's Touch at more than one charge when you want to heal, and don't cast Bastion for every little thing if you don't need to. Past level 6, always try to retain at least 100 mana to cast Cosmic Radiance if needed.

Holding onto Dazzle is often more threatening than actually using it. Enemies will try to dodge it whenever they can, but if you force them into a tight spot or wait until they've used their mobility, they'll be helpless against you. Conversely, if you cast it for no reason and miss, you leave yourself vulnerable.

Minion aggro is no laughing matter, especially in the early game. Autoattacking an enemy champion when surrounded by their minions will certainly hurt and can turn an even trade into a lost one. As such, don't engage when too many enemy minions are around, but if your enemies make the same mistake, teach them a lesson by stunning them and forcing them to take damage.

Opportunities are everywhere. Catch your enemies out in their moments of weakness such as when they miss an important ability. Also, keep track of who uses what summoner spells. If, for instance, you know an enemy blew their Flash in a recent fight, engaging on and killing them will be much easier for the next several minutes.

Target whoever is easiest to kill in the lane. Most often this is the ADC, but occasionally it is a squishy, immobile support like Soraka or Sona. If the enemy support is a tank, don't waste your time engaging on them; you'll end up not doing much while leaving yourself open to retaliation.

Video Demonstrations



When you roam, you gank for your fellow laners and create pressure around the map. During laning phase, you can visit mid lane once or twice if an opening comes up, but once a bot lane tower has fallen and you have more time on your hands, look for roaming opportunities as much as you can.

Before roaming, ensure that your lane partner will be safe in your absence. If they're ahead, mobile, and/or have long range, you're good to go.

Take the river when you gank. Ganking alongside your jungler is even better, so if they're nearby, coordinate a paired gank. Wait just outside the enemy's vision range, then once they overextend, approach and Dazzle them. If you get at least their summoner spells, consider it a success and either help push or return to bot lane. However, if they're playing too safely for you to catch them, don't waste your time. You may miss valuable experience, which is especially important if you're not level 6 yet.


Video Demonstrations




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As a support, setting up vision is one of your main tasks throughout the game. Knowing where your enemies are and aren't can be the difference between life and death.

Check your minimap frequently so you can capitalize on enemy activity. If you aren't protected by vision at all in an area, don't push up or wander farther than necessary. If you do have knowledge of your enemies' whereabouts, you'll be much better prepared against incoming danger.

Items:
 
 
Warding Totem
 
 


Sightstone + Sweeping Lens
Oracle Alteration (Level 9)
Eye of the Equinox or Ruby Sightstone

Control Wards are always good to have around. Since they only cost 75g, pick one up whenever you don't have one on the map already.



Red Side Version


During laning phase, keeping the bushes just above your lane warded is your priority. They are located on common gank paths, so if the jungler comes your way, you will have an ample heads-up. Place a Control Ward in the bush that's on your side for long-term protection.

Lane wards have several functions, the first of which is protecting you from death bushes — namely, a bush that an aggressive enemy support has taken control over. By warding it, you can tell where its safe to position to avoid any of their deadly spells. If you have no minions around and you know one of the bushes is occupied, your safest bet is to avoid it, lest you risk taking heavy damage or even dying.

Lane wards can also be used to set up a Teleport gank. If one of your allies has the spell and plans assist you with it, place the deepest lane ward you can. This gives them a lot of room to work with and makes them hard to escape from upon making their entrance.

Dragon pit is a hotly contested area that you should keep an eye on. Having vision on it lets you see whether or not enemies are taking it, which will help you and your team decide whether to initiate a fight, or leave it be.

Deep wards let you see enemies coming from a mile away. When your lane is pushed, you can ward near the enemy Red/Blue Buff (whichever is closest to your side) as well as deep into the river, which will respectively inform you if the jungler or mid laner are making their way towards you.




Red Side Version


Neutral Wards are the go-to option for both staying safe and keeping track of your enemies. The river is a great place to keep lit up since it is a highly active spot. If you plan to fight Dragon or Baron soon, drop a Control Ward in their respective pit.

Deep Wards are best used when your team is ahead. If you keep the enemy's jungle warded, you can catch out people who are travelling between lanes or wandering too far away from their teammates.

Defensive Wards can be lifesavers if your team is behind. When dangerous opponents are pushing waves and looking for fights, spread wards throughout your jungle, and for maximum protection, be sure to place Control Wards just outside your base.

Sweep often with your Sweeping Lens/ Oracle Alteration as you ward; it's likely that some of the same hotspots you visit will have been warded by your enemies as well. If you happen to witness a ward getting placed, take a mental note to revisit it later (you don't want to get caught out as you destroy it).

To make your sweeping more accurate, you can check the map for where the enemy support roams and sweep the same area later. If you want to confirm whether or not they actually warded, watch their Sightstone charges — when the number goes down, it means they recently placed a ward. You can notice Control Ward placement similarly.




Rift Scuttler

Better known as the Scuttle Crab, this timid critter gives you better control over the river. Killing her creates a speed shrine in front of the Dragon or Baron pit (depending on which side she was on) which grants vision and temporarily speeds up allies who walk over it. Take a moment to get her before fighting an epic monster.

Scryer's Bloom

This plant briefly reveals all units in a large cone, allowing you to find and kill wards as well as gain information on your enemies' positions. To make the most out of it, angle it to cover your biggest blind spots. Use it near Dragon or Baron pit if you plan to fight either monster soon.



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Always keep your eyes on the objective. Destroying structures inches you ever closer to the enemy Nexus, and killing epic monsters will grant you buffs that will aid you on that quest. Knowing which objectives are the most valuable and when to pursue them is essential to achieving victory.




ON DESTRUCTION: +250g local, +100g global (or +400g global for Turret First Blood)

With their damage and vision, turrets create large zones of protection. Destroying them provides gold for your team and gives you important territorial control, so just as you should take your enemies' down whenever possible, take care to protect your own.

Turret First Blood, granted after the first turret of a match is destroyed, gives an increased gold boon to the destroyer's team. Bot lane has twice as much pushing potential since two people are stationed on each side, so if laning phase is going well for you, make it your goal to take down your opponents' tower quickly and gain the bonus.

Be cautious when taking turrets since you are bordering enemy territory when you do so. If you suspect enemies are nearby, don't hesitate to back out.




ON DESTRUCTION: Spawns allied Super Minions in a lane
RESPAWN: 5 minutes after destruction


Super minions, spawned upon an inhibitor's destruction, are a force to be reckoned with. Because of their resilience and strength, they can push waves easily and wreak havoc on enemy structures. You're free to attack turrets for a long time when they're around since they can withstand a great deal of shots.

After you destroy an inhibitor, don't go full ARAM and hope for the best. Super minions are natural wave pushers and make great distractions, so while enemies are preoccupied with them, spread your influence to other parts of the map. For instance, if you take the bot lane inhibitor and enemies station themselves on that side to defend it, you have an opening to take Baron and push top.




BENEFIT: One of four stacking team-wide buffs ( Damage / Regen / Speed / Objective Damage )
SPAWN: Every 6 minutes from 2:30 to 35:00


Dragon buffs come in many different forms and enhance your team's power both in and out of combat. While the buffs are small individually, they are permanent and stackable which makes picking them up quite worthwhile.

Dragons aren't the most important thing in the world, though, so it's fine to let one go once in a while. If enemies are on it and you're not in good shape, you can leave it be and hope for the next one. Regardless, you should keep the area warded since it's a frequently visited spot.

If you're taking Dragon on red side, leash it to the edge of its pit. This provides less of an opportunity for your enemies to steal it with stray skillshots.




BENEFIT: Aspect of the Dragon for 150 seconds
SPAWN: Every 10 minutes from 35:00 onward


The Elder Dragon's buff raises your offensive power to massive levels, especially teamfight-wise since all spells get enhanced by its signature burn. The burn sears enemies with true damage over time, increased based on how many normal Dragons you've slain thus far. Moreover, the strength of all your previous dragon buffs is increased by 50% for the duration.

Do not underestimate the monster itself. It has tons of health, regenerates quickly, and hits hard in a cone, so the battle is best fought with most of your allies. Also, before you fight it, ward the surrounding area and disable vision since enemies are likely to contest it.




BENEFIT: Eye of the Herald (single-person, single-use summon)
SPAWN: Once at 10:00; despawns at 19:45


Once the Rift Herald is killed and summoned, she makes her presence very known. Her first charge against a turret can deal a whopping half of its health, and she will continue to whittle it down until moving onto the next turret.

You often won't take part in getting her since she spawns near top lane, opposite from your usual early game position. However, if an ally summons her down your lane, you can use her help to push, and if an enemy sends her down, work with your teammates to end her rampage.




BENEFIT: Hand of Baron for 210 seconds
SPAWN: Every 7 minutes from 20:00 onward


A fearsome beast whose size matches its strength, Baron Nashor is one of the most coveted monsters in the game. For the duration of the buff it gives, your team gains attack damage, ability power, empowered recalls, and most importantly, an aura than empowers nearby minions.

Setting up for Baron is just as important as fighting it. Before you start, ward around it and disable nearby enemy vision, but be sure not to get caught out in the process. Also, make sure that you and your teammates have the health to take it on and enough damage to quickly dispatch it.

If enough enemies are nearby, expect them to contest Baron and prepare accordingly. The enemy jungler may jump into the pit to attempt a steal, but you can prevent that from happening if you stun them as soon as they enter. If a teamfight breaks out, Cosmic Radiance can be put to great use by protecting everybody grouped up near the pit at once.

Once you've taken Baron down, turn your attention to sieging. With the buff, allied minions gain strength, range, and damage reduction, so if enough of them can swarm down a lane, your pushing power becomes insurmountable. Group to take turrets while the buff is on you or send someone to splitpush and stall for them as they do so. Whatever you do, don't let it go to waste.



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Teamfights are what Taric lives for, and with all the powers at his disposal, it's easy to see why. Play smart, play hard, and carry your allies so that they can carry you.




Choose your fights with a purpose in mind, whether it be getting an objective or shutting down a key target. Engaging unnecessarily makes you take risks with little, if any, reward coming out of it besides kills.

Since your ultimate and your items are integral to your influence in fights, play around their cooldowns. Let your team know if you need just a bit more time for everything to recharge before engaging — it can make all the difference.

Open areas are the best places for you to fight. If you end up fighting in a chokepoint, such as a tight spot in the jungle, you're more prone to getting separated from your team and unable to assist them in time.






Your ADC is a prime target for enemies and will likely need your help to avoid getting killed. To protect them the most, bind to them with Bastion to guard them from range and to give them and a guaranteed spot in your ultimate. This way, you can help fend off aggressors at a moment's notice.

If your ADC can stay safe on their own, you can help out your frontline instead. Strengthen their engages to set up kills and make quick work of enemy carries.

The first time you use Starlight's Touch in a teamfight should be at max charges for its heal. Afterwards, spam it whenever it's off cooldown to activate Bravado, which in turn will reset the heal's cooldown and make Windspeaker's Blessing (and Ardent Censer's passive, if you have the item) be up nearly constantly.

Unfortunately, not everyone can be saved, especially those who get caught when overextended. Using all your resources on a doomed ally is wasteful, so in such a case the best thing to do is to leave them to die. (Doomed does not just mean outnumbered, though. If you lend your aid to a strong enough ally, there's definitely a chance they can take multiple people on.)

Don't dive face first into fights. Although you can take a lot of damage, your job is not to be the main tank of your team; you want to stay alive as long as you can since it is through you that your teammates will survive.




Using your ultimate in conjunction with item actives can give your allies tremendous protection in a short amount of time. Certain combos will maximize your efficiency, whether you need to safeguard a single person or your entire team.



The Teamfight Combo is what you'll be using the majority of the time. It combines your most powerful AOE tools — Cosmic Radiance, Locket of the Iron Solari, and/or Redemption — to shut down your enemies. Against burst damage, activate your ultimate right off the bat to get it ticking, immediately follow with Locket, then keep an eye out for dying allies as a sign for when to use Redemption. Versus sustained damage, be more economical and spread your usage out.




The Ultimate Protector Combo is a full-build combo designed to use everything in your arsenal, and I mean everything, to ensure a single person's survival. Ever seen someone get through almost ten layers of buffs, heals, and shields? ( ! ) Neither have I. If you have a carry who is your ticket to victory but is constantly getting targeted by enemies, this is for them. Consequently, everything will go on cooldown, so think hard about who to do this on and whether you even need to before you go through with it.

To make the most out of it, bind to your ally with Bastion and Knight's Vow if you haven't already, then once they get engaged on, immediately use your Cosmic Radiance and Locket of the Iron Solari. Once the invincibility expires, follow up with Dazzle and Exhaust (in sequence, not on top of each other, to extend the time spent disabled). Finally, use Redemption and a charged Starlight's Touch if your ally is getting low on health. Remember to weave in lots of autoattacks so you can use more spells.


Of course, these combos are not set in stone; when and how you should use your resources always depend on the situation. Activating everything in a panic can be wasteful, leaving you and your team in a more vulnerable spot. If the enemies you're fighting aren't very dangerous, you may only need your basic abilities to fend them off. For bigger threats, though, be prepared to use whatever is necessary.




After winning a fight, pursue whatever objectives you can. Any progress is good progress, even if it just means pushing a minion wave or getting some damage onto a turret. While there may be the temptation to chase after more kills, doing so is always a gamble, so for reliability's sake, keep your eye on the bigger prize.

The longer death timers are, the greater and grander objectives you can seize. Early game, go for whatever is nearest to you and does not take much time to do, such as Dragon or a turret. Later into the game, when you can take your enemies down for longer periods of time, you have much more freedom to go after the likes of Baron and even get multiple objectives at a time.

Some objectives are of greater importance than others, so if you have a choice between several, consider this order: Inhibitor > Baron > Elder Dragon > Turret > Dragon. Start at the biggest one that is both available and safe to do, then move down the line if time and resources permit.

Do not overstay when you're pushing as it only ever leads to throws. After a teamfight, you'll often be low on resources, so if you meander for too long and your enemies have respawned, you're gonna have a bad time. Instead, take what you can get, then come back stronger and ready to give it your all once again.



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Thanks for reading! This guide has been one of my biggest creative endeavors to date. Everything I know about Taric has been expressed here, but there are always new things to learn and discover, so feel free to ask questions and leave feedback.

All of the coding was done by myself, as were the majority of the graphics. Special thanks to jhoijhoi for not only for creating these for me but also for her Guide to Making a Guide, which has always been a reliable resource.

That's all from me. Now get out there, be fabulous, and most of all, have fun.



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