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Skills
After using an ability, Taric's next basic attack deals bonus magic damage equal to 30% of Taric's armor and reduces his abilities' cooldown by 2 seconds.
Taric's Q Ability - Imbue:
ACTIVE: Taric channels earthen energy to heal a target allied unit. As the magic flows through them he is healed for the same amount. If Taric heals only himself, the heal will be 40% more effective.
HEAL: 60 / 100 / 140 / 180 / 220 (+ 30% AP) (+ 5% bonus health)
SELF HEAL: 84 / 140 / 196 / 252 / 308 (+ 42% AP) (+ 7% bonus health)
Taric's W Ability - Shatter:
PASSIVE: Taric reinforces his armor with gemstones, increasing his armor while Shatter is off cooldown. He also gains a 500-range aura increasing his armor and allied champions' armor by 12% of his total armor.
ARMOR: 10 / 15 / 20 / 25 / 30
ACTIVE: Taric shatters his gemstones, dealing magic damage to nearby enemies within 200 range and reducing their armor for 4 seconds.
MAGIC DAMAGE: 40 / 80 / 120 / 160 / 200 (+ 30% armor)
ARMOR REDUCTION: 10 / 15 / 20 / 25 / 30 (+ 10% armor)
Taric's E Ability - Dazzle:
ACTIVE: Taric fires a prismatic sphere at a target enemy. On impact the target is stunned and takes magic damage that increases the closer the target is to Taric (up to 200%).
STUN DURATION: 1.2 / 1.3 / 1.4 / 1.5 / 1.6
MINIMUM MAGIC DAMAGE: 40 / 70 / 100 / 130 / 160 (+ 20% AP)
MAXIMUM MAGIC DAMAGE: 80 / 140 / 200 / 260 / 320 (+ 40% AP)
Taric's R Ability (Ultimate) - Radiance:
MAGIC DAMAGE: 150 / 250 / 350 (+ 50% AP)
SELF ATTACK DAMAGE & ABILITY POWER BONUS: 30 / 50 / 70
AURA ATTACK DAMAGE & ABILITY POWER BONUS: 15 / 25 / 35
Flash - Teleports your Champion to target nearby location under your mouse cursor.
COOLDOWN: 300 (Reducement: 225)
IN THE GAME: Used to dive someone with low health and use it to start a teamfight by making a combo of Flash + Ult (R Ability) and giving all your team extra dmg and making strong dmg to the enemy team.
Ignite - Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
COOLDOWN: 210
IN THE GAME: Used to reduce the health regeneration of the enemy target at some kind of fight and can be used to finish the target if he is low enough to die by the ignite.
Teleport - After 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled.
COOLDOWN: 300 (Reducement: 225)
IN THE GAME: Used to get out of trouble while using the spell in the bush quick enough to survive, can be used to come early in the lane before the enemy target, also used with taric to gank while teleporting to a ward next to the lane or close enough to stun the enemy target and gank the lane successfully.
COOLDOWN: 300 (Reducement: 225)
IN THE GAME: Used to dive someone with low health and use it to start a teamfight by making a combo of Flash + Ult (R Ability) and giving all your team extra dmg and making strong dmg to the enemy team.
Ignite - Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
COOLDOWN: 210
IN THE GAME: Used to reduce the health regeneration of the enemy target at some kind of fight and can be used to finish the target if he is low enough to die by the ignite.
Teleport - After 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled.
COOLDOWN: 300 (Reducement: 225)
IN THE GAME: Used to get out of trouble while using the spell in the bush quick enough to survive, can be used to come early in the lane before the enemy target, also used with taric to gank while teleporting to a ward next to the lane or close enough to stun the enemy target and gank the lane successfully.
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