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Spells:
Clairvoyance
Ghost
Ability Order
Bravado (PASSIVE)
Taric Passive Ability
Introduction
The goal of this guide is provide various suggestions of how to build and play
Hello and welcome to my
- Assists are better than kills. You would rather the gold bonus go to your carry.
- Sacrifice yourself for the sake of the team. If you have to die for
Ashe to live, then by all means do it. But remember, don't throw away your life foolishly if there is a possibility of saving yourself along with your teammate. - Always, always adapt. Never should the build I have laid out for you be set in stone. Always build according to your team needs and to counter the enemy team. If you need to get a
Vision Ward for that
Evelynn, please do.
Please note, one should never follow this guide exactly as is, consider the pros and cons of each item in the specific game you are playing before buying it!.
Pros
- Good heals with
Imbue and
Radiance - Auras that will support your teammates through items and your
Radiance+
Shatter - Crowd control with
Dazzle to protect your carries or initiate - Extremely tanky when compared to other supports
- Great in assisting ganks/roaming
- Amazing lane babysitter with
Imbue/
Shatter/
Dazzle
Cons
- Susceptible to crowd control
- Reduced healing effects such as
Ignite are devastating - Low damage output
Clairvoyance
Now I feel that every team should have a
Ghost
I love
Other Options
Clarity
You may choose to take
Exhaust
Probably my favorite alternative is
Flash
Perhaps in the same boat as
What Not To Take

The 9 points in offense:
Archmage's Savvy - For the extra ability power.
Sorcery - For the cooldown reduction.
Archaic Knowledge - Extra oomph on that
The 21 points in utility:
Haste - Additional length and speed on
Perseverence - Additional health and mana regeneration. We only put one point in this because the first point gives a 2% increase, where the next points only give 1% each, so the first point is the best investment.
Good Hands - There probably will be times when you die, so this can help minimize the consequences of your death. It also has more of a point than 2 points in Perseverence will.
Awareness - The extra experience gain is extremely important. Especially if you are giving a few levels to your laning partner, this is important to not fall too far behind and become underleveled.
Greed - Though it provides only a small gold increase, it is very useful on
Meditation - Extra mana regeneration.
Utility Mastery - For the increased length on Baron and Golem buffs (should you take golem).
Quickness -
Intelligence - More cooldown reduction.
Mystical Vision - Increased length and decreased cooldown of your
Presence Of The Master - A large dent in the reduction of summoner spell cooldowns.
While some may argue against the 9 in offense, and prefer putting 9 in defense for Strength of Spirit, I believe that the effects of Strength of Spirit, the Armor, and the Magic Resist are not as substantial as the Magic Penetration, Cooldown Reduction, and Ability Power. Although, the 6 points in defenses can be at your discretion.
Possible Choices:
Imbue -
Cooldown: 20 / 19 / 18 / 17 / 16
Cost: 70 / 85 / 100 / 115 / 130
Range: 625
Shatter -
Passive:
Active:
Cooldown: 16 / 16 / 16 / 16 / 16
Cost: 50 / 60 / 70 / 80 / 90
Range: 400
A great spell for team support and early game damage. Activating this spell will deal very significant damage in the laning phase. In combination with your
Dazzle -
Cooldown: 14 / 13 / 12 / 11 / 10
Cost: 95 / 95 / 95 / 95 / 95
Range: 650
A very useful spell both for laning and teamfighting. This spell in unison with
Radiance -
Toggle:
Cooldown: 20 / 20 / 20
Cost: 20 / 20 / 20 Initial Mana Cost
Range: 550
Gemcraft -
A pretty useful passive. Can keep your mana up in a lane (please don't autoattack push the creep) as well as keep your mana up in teamfights.
It should be noted that my item build is by no means set in stone, build situationally EVERY GAME.
Possible Starting Items
Philosopher's Stone
Philosopher's Stone
This is another item I love, not only because of the mana and health regeneration, but because of the gold per 10. Since you should not be taking last hits from your carry, and you will be warding quite often, this will provide the gold per 10 you need to afford these things. Sometimes, I even choose to get this in unison with
Doran's Ring
This will provide you with early health, ability power, and mana regeneration. A very powerful item. It can be dangerous to start out with 4 health bars and no extra mitigation, therefore
Tear of the Goddess
I like
Chalice of Harmony
A good item if you want the mana regeneration and need the magic resistance. It is also a very cheap item for what you get. All in all a good choice to start with if you need some early magic resistance.
Your Core Items
Mercury's Treads
These are your best option in terms of boots. The magic resistance is great and will make you tankier. But the most important thing about these is the CC reduction.
Aegis of the Legion
Probably the most cost effective item in the game. http://www.leagueoflegends.com/board/showthread.php?t=388009&highlight=aegis It gives your team an amazing aura that will help their survivability in unison with your
Soul Shroud
Another must have for any support. This will increase your effective health by a large amount in combination with your
Finishing Off That Build
Abyssal Scepter
A great support item that will help your AP carries as well as increase your ability power and make you all that much more tanky. This item's value increases with the number of magic users on your team, so consider alternatives before jumping straight to this item.
Frozen Heart
Another amazing and cost effective item is
Randuin's Omen
You should buy this if you choose to buy
Rod of Ages
This will also make you much tankier, while providing healing and killing power as well as mana for sustained fighting. This is a better choice if you choose not to go
Nashor's Tooth
Provides ability power, mana regeneration, attack speed to synergize with
Situational Items
Mejai's Soulstealer
While some may dispute this as a good item for anybody I find it a great choice on
Will of the Ancients
A good ability power item and relatively cheap for what it gives you. It is a great item for AP carries who usually won't get this until later in their builds or don't get it at all, (
Archangel's Staff
This will be used if you choose to begin with a
Shurelya's Reverie
A great item for its cooldown reduction, health, and regenerations. The speed boost is also amazing for helping your carry kite somebody or chasing somebody who got away. You should use this if you decided not to go
Banshee's Veil
This will provide health, mana, magic resist and your spell bubble. It will help in teamfights by making you much tankier, preventing CC that may be used upon you, and allowing more spamming of your abilities.
Spirit Visage
Pretty self explanatory on this one, a nice amount of health and needed magic resist, it also increases your healing that you do on yourself from
Eleisa's Miracle
Pretty much should get this if you decided not to get
Morello's Evil Tome
A good choice if you are lacking in the mana regeneration department, as well as help you reach that CDR cap if you are short. The ability power will give you some extra power on your
Concerning the use of elixirs during the late-game:
I would suggest that if you choose to buy an elixir before finishing off your build, make it an
Deciding Your Lane
There will very few, if any, situations that require you to take any lane besides bottom. That being said, do not limit yourself to bottom lane only, if your team needs you somewhere else, that is where you should be.
When choosing a laning partner, your preferred choice should be your ranged carry. By ranged carry I mean
Be wary of these champions when in lane, as they have reduced healing effects:
Farming/Harassing
When laning you should be taking very few last hits away from your carry. Only take the ones you are sure your carry cannot get. That being said, do not pass up an opportunity to take last hits when your teammates are gone. If you want to hard push reset a lane, then you can get easy last hits with
YOUR MOST IMPORTANT JOB WHEN LANING IS TO NURTURE YOUR CARRY (your baby) UNTIL THEY ARE ABLE TO CARRY IN A FIGHT (adulthood) AND SUPPORT THEMSELVES! This means you should throw your life away for theirs, allow them to get as much gold as they please, and perhaps give them a level or two. Whether or not you choose to let them have more experience depends on the laning partner and how useful them having a level advantage actually is. Champions such as
For more information about this level advantage, the supporting of your carry, roaming, warding, and the support role in general, Check out Canoas's: Shield 'n' Heal - An Introduction to the Support Role
When harassing you should follow the simple combo of
Babysitting
One of your most important jobs as support is to babysit your carries. When laning, it is important to allow them to get all the minion kills they want, as they scale with items much better than you do. This is why I suggest you get at least one Philosopher's Stone and perhaps a
As a support, one of your main jobs is to buy Sight Ward. You should always have one ward up to protect your lane from jungler ganks. Common ward placements include both jungle buffs, dragon, baron, and top/mid/bottom bushes. You may also need to buy
If you do manage to get a tower down before mid game, you can use
Zoning
A very important aspect of laning that can help you dominate lanes and shut down enemies.
For an informative lesson on zoning, check out Shurelia's Zoning Tutorial
Some things to keep in mind while zoning:
- You don't need to keep them out of exp range 100% of the time, only when one of your friendly creep is about to die. There is no point in zoning them from nothing, you are just trying to deny the gold and exp given by the dying friendly creep. In order to do this, you should try to be threatening, appearing that you may
- The bushes greatly increase your zone, therefore it is often a good idea to sit in the bushes, as you won't be needing to last hit all that often anyway.
- Sometimes when zoning the lane will move up farther than you prefer, to counteract this, you do something called hard push, where you can AoE the creep with
Why roam on
Taric?
Now common roamers include:
So you may be asking yourself, What does
Another reason to roam on
What is my job as a roamer?
Your job is to go from lane to lane, punishing overextenders, healing your allies, setting up ganks with your jungler, and instilling fear into the hearts of the enemies. Another important job is to ward! Ward! Ward! Have you ever played against a good jungler with no Sight Wards to see where that jungler is, and you live in constant fear of ganks until the laning phase ends? Well this is what we are trying to prevent. Not only will buying Sight Ward prevent ganks from the opposing team, it can also help to set up ganks when their jungler is trying dragon/lizard/golem. It may also be useful to pick up an
Here is a map of common placement for wards (The
Other places for Sight Wards may be in the bushes by the wraith camps, and the areas where the river meets the jungle. Either way, you should be buying at least one or two Sight Ward when you go back, and this goes for roaming or laning.Should I build differently as a roamer?
The simple answer is Yes. Philosopher's Stone and another Philosopher's Stone or
5/30/2011 - Added Zoning Section under Laning
5/31/2011 - Added Change Log
6/21/2011 - Fixed to accommodate gold per 10 nerfs





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