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Spells:
Clairvoyance
Flash
Ability Order
Bravado (PASSIVE)
Taric Passive Ability
UPDATE
New mastery tree
The following mastery tree is still undergoing tests, so I can't currently guarantee it's viability
Hello, and welcome to my first build featuring Taric, my main support. Through this build I'm going to describe how this build works and what A support does in games. First, I'd like to tell you a bit about this champion.
Taric is in my opinion one of the tankiest supports early through late game thanks to his superior health and his armor buffs. He has a heal that can easily be re-uses faster once you get the hand of his style. He also has a great stun that can easily turn the tides of most teamfights if used on the right target. He's also very mobile and has great speed to start with.
Taric is in my opinion one of the tankiest supports early through late game thanks to his superior health and his armor buffs. He has a heal that can easily be re-uses faster once you get the hand of his style. He also has a great stun that can easily turn the tides of most teamfights if used on the right target. He's also very mobile and has great speed to start with.
Pros:
-Tanky support
-Great heal for you and your allies simultaneously
-THE STUNNNNNNNN
-Great caracteristics supporter with Shatter Aura, Aegis of legion and Radiance
Cons:
-High cooldowns on heal
-Your passive might be a problem to activate frequently (recquires getting into range, which exposes you to the enemy carry)
-Very mana hungry in early laning phase
-Tanky support
-Great heal for you and your allies simultaneously
-THE STUNNNNNNNN
-Great caracteristics supporter with Shatter Aura, Aegis of legion and Radiance
Cons:
-High cooldowns on heal
-Your passive might be a problem to activate frequently (recquires getting into range, which exposes you to the enemy carry)
-Very mana hungry in early laning phase




With the new changes, I4ll ask you to just refer to the tree, but I'll still bring in a few comments:
-Ward upgrade: better sight range with wards, could be useful
-Gold/ 10 sec upgrade: very good, now you get 40 bonus starting gold and 2 gold/ 10 sec
-Better health/mana regen: 9% total, let's see how this works, looks good
-Ward upgrade: better sight range with wards, could be useful
-Gold/ 10 sec upgrade: very good, now you get 40 bonus starting gold and 2 gold/ 10 sec
-Better health/mana regen: 9% total, let's see how this works, looks good
Now for a little explanation about the items:
: The reason why you start with this item and not a Meki Pendant is because you need spare gold to buy WARDS (and it builds into Philosopher's Stone). Your goal is not to stack items fast or get kills, you are only there to (as your role suggests) support. By buying wards, you grant further protection from ganks for your team, along with surveying where the enemy might be placing their wards.
Your first buy will be the Faerie Charm, 1 to 2 health potions (or 1 mana potion if you worry about mana) and 3 Sight Wards.
Philosopher's Stone: You should get this item at your first back ASAP because it will start getting you bonus gold early. It costs 605 with the Faerie Charm. This item will help you keep up your lane durability easily.
: If you can pick up this item at the same time as Philosopher's Stone, do it. No need to say why you need movement speed :)
However, you should only upgrade your boots after you get heart of gold. Here are your possible upgrades:
-
: the best choice in my opinion. Gives you the recquired tenacity for late game and some magic resist, making up for Taric's weak points.
-
: useful on any support for the great cooldown reduction it gives
-
: if you want to be extremely mobile and able to get back to the lane as quick as possible, take these booties.
: more gold per 10 sec, more life, a must have for any support
Now that you have your first items, it's time to start making the core build:
: low costing and gives plenty of resistance to you and your team, along with the 8 AD buff which stacks well with your ultimate.
: the item taht makes a support is by far this one. The speed buff easily gets your team in and out of any situation, along with granting you great health/mana regeneration and colldown reduction.
: it's ok to get this item anytime after the 2 previous ones, but it's still good to get quickly, especially against a team with strong AD. It builds out of heart of gold and the item's activation can easily close any gaps between you and your enemies along with activating Shurelya's Reverie. Plus, the armor, health and health regeneration from it is just amazing
From here on, these are mostly situational items, depending on your team and the opposing team
: important item if your team is ap strong and if the enemy is stacking magic resist. Also gives 70 AP, nice for heals :D .
: sick armor, CDR and mana, and a debuff that makes the enemy AD champs want to kill themselves. Take it if the enemy is strong on ad.
: I personnaly love taking this item because I can still passively heal with it. To take if your team needs more attack speed.
: no harm taking a good AP and spell vamp aura for your caster buddies, just make sure you only have 1 on the team.
: strangely I've found myself using this item because I sometimes take Kage's lucky pick early. Even though it doesnt grant any friendly buffs, it can deal a pack of damage to the tank to make things easier. Only take this item if you endedup taking Kage's lucky pick and your team as trouble taking down a mean tanky damage dealing F***ER of mothers
: gettng picked out by a pesky Kassadin before you can even heal? Simple solution, take this item, no need to say why, but I will anyways. Bonus health, mana, magic resist and the one and only spell blocker in 1 item.

Your first buy will be the Faerie Charm, 1 to 2 health potions (or 1 mana potion if you worry about mana) and 3 Sight Wards.
Philosopher's Stone: You should get this item at your first back ASAP because it will start getting you bonus gold early. It costs 605 with the Faerie Charm. This item will help you keep up your lane durability easily.

However, you should only upgrade your boots after you get heart of gold. Here are your possible upgrades:
-

-

-


Now that you have your first items, it's time to start making the core build:



From here on, these are mostly situational items, depending on your team and the opposing team







Taric's passive, although very useful, is actually hard to use. Yes it will grant you mana on every basic attack, you might have trouble doing so during the laning phase. Hitting minions can make your carry miss his last hits and expose you to enemy attacks as well. It will be most useful while attacking turrets mostly after a teamfight.

Taric's heal has great potential when used properly. On a basic attack it will reduce the CD by 1 second, this time triples if he hits an enemy champion. You can take advantage of this bonus by assisting an ally being chased for example (heal him 1st, stun the enemy, hit him twice, before you know it you can heal him again and counter). I get my heal to lvl 2 first and leave it there until I max Shatter. Why? because I find myself healing way too much in the early laning phase for way too much mana, and my carry is usually resistant so you don't need to waste so much mana on it.

Taric's most viable support spell by far, effective at any moment of the game, especially when stacked with Aegis of the Legion. This spell is effective in 2 ways in a teamfight:
-Armor increase for your team mates
-When used effectively, you can reduce the whole team's armor and then back out quickly so your AD allies get the job done faster
Using it no longer takes the aura away, it only reduces the "bonus" bonus you get from it, so it's always beneficial for the team. I max this spell as soon as possible, taking the first lvl at 3 because it also inflicts good early damage and will reduce more o the enemies armor.

Here it is, the stun that supports WISH they had. HAH. With good team coordination, the stun can allow the AD carry to inflict a lot of free harass damage. It's an overall extremely viable spell, but you only need to lvl it up last. Take note that the stun is what starts just about every gank your jungler performs. It is absolutely essential for clean harass and kills.

Taric's ultimate, Radiance, grants his allies and himself some good bonus AD and AP, along with inflicting a pretty nice amount of dmg if used in close-quarters. Needless to say, once you've activated this spell, you turn yourself into a mobile buff platform. MAx it at every level, just like any ultimate.


ALTERNATE CHOICES (WARNING: not 100% viable in ranked games):











I've been doing all this talking about the early and late game sequences, now it's time to really get familiar with your role.
In case you don't know, you will usually be playing with an AD Carry on the bottom lane. You role is to kep him alive, protected and able to get lastkills on enemy minions.
Early game:
Taric has great harass potential when he plays with the right champion, any of them will do, but some play better with his stun. Here's my list of favorite AD carries I like supporting
-
: the stun allows Graves to rush in with
Quickdraw and unload a serious amount of damage followed up with
Buckshot.
-
: Vayne can also get a reasonable amount of burst damage off of his stun when she uses her
Tumble, simular to how Graves does it
-
: when a target is immobile against Kog'Maw, there's not much hope left for his target, he can easily shred him with his
Bio-arcane Barrage.
-
: stun, headshot, stun, headshot. Do the math, this combo delivers amazing damage as well
Mid/Late game:
You're now going to have way more responsabilities, notably your warding duty. Warding is an extremely important role for the support player, you need to make sure fogged out parts of the map are visible. The 2 most important being in front of Baron Nashor and in front of Drake. Other places for them are in the brushes through the jungle. I will upload a map showing the best warding positions soon.
In teamfights, you musn't be too close in a teamfight, nor too far from it. Taric's strength comes from his stun and aura buffs, so remember to stay near someone tanky. As for who you need to heal, well you should always have your eyes on your AD and AP carries because they're usually the first to be targeted, along with being squishy! Therefore your stun must go on the champions that aggress your 2 key damage dealers.
In case you don't know, you will usually be playing with an AD Carry on the bottom lane. You role is to kep him alive, protected and able to get lastkills on enemy minions.
Early game:
Taric has great harass potential when he plays with the right champion, any of them will do, but some play better with his stun. Here's my list of favorite AD carries I like supporting
-



-


-


-

Mid/Late game:
You're now going to have way more responsabilities, notably your warding duty. Warding is an extremely important role for the support player, you need to make sure fogged out parts of the map are visible. The 2 most important being in front of Baron Nashor and in front of Drake. Other places for them are in the brushes through the jungle. I will upload a map showing the best warding positions soon.
In teamfights, you musn't be too close in a teamfight, nor too far from it. Taric's strength comes from his stun and aura buffs, so remember to stay near someone tanky. As for who you need to heal, well you should always have your eyes on your AD and AP carries because they're usually the first to be targeted, along with being squishy! Therefore your stun must go on the champions that aggress your 2 key damage dealers.
It was a lot of fun writing this for your build hungry eyes my fellow gamers! And I hope that this build will give you a few thoughts about how Taric can be played and how he works overall. Now before I finish, allow me to sum up Taric's use in the game:
-Support: he heals, defends and assists your team
-He is useful against an AD heavy enemy team
-He is useful in any kind of team, but a bit better in an AD heavy team
-He can prevent special targets on the enemy team to act with his stun
With that said, I'll let you try him out. Thank you for reading :)
Oh just one thing: STUN BEFORE HEAL :D
-Support: he heals, defends and assists your team
-He is useful against an AD heavy enemy team
-He is useful in any kind of team, but a bit better in an AD heavy team
-He can prevent special targets on the enemy team to act with his stun
With that said, I'll let you try him out. Thank you for reading :)
Oh just one thing: STUN BEFORE HEAL :D
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