Build Guide by Rents
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The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Taric, the UBER Gemknight.
Taric is a powerful champ, in my honest opinion he's the BEST support champ that you want by your side in a bloody teamfight. Don't play him if you want to do single-double-triple kills and so on, Taric is not a KILLER, he's a support (again). You can do the difference between win or lose, but your kill score will be in single digit.
I write this cause I don't like a lot all the builds that I found on the net, so I "merged" some of them in something that fit my playstyle. Hope it helps, I achieved great scores using this :)
Gemcraft - Taric loves to socket magical gems into all of his weapons, resulting in his melee attacks replenishing his mana for 7.5% of damage dealt.
This is the reason why I used attack speed runes on Marks. Not impressive at all, you will not meeleeing a lot with Taric, but you can hit minions to replenish your mana pool. Again, not great, but it can help.
Imbue - Taric brings forth earthen energy to heal a nearby ally and himself for 100/150/200/250/300 (+0.9). If Taric heals only himself, the heal will be 40% more effective. Melee attacks on enemies decrease this spell's cooldown by 2 seconds per hit.
Mana cost: 70/85/100/115/130
Imbue is simply IMBA. It heals a lot without AP, and it's awesome with some AP stacking. Use this EVERY cooldown, and spam it in teamfight. This is the real reason for meeleeing, you want to reduce the cooldown asap.
Shatter - Passive: Taric's gains 10/15/20/25/30 bonus armor and provides an aura that increases the armor of himself and nearby allies by 10/15/20/25/30.
Active: Taric deals 100/150/200/250/300 (+0.5) magic damage to nearby enemies and decreases their armor by 10/15/20/25/30 for 4 seconds. The aura portion of his passive is not in effect during the cooldown.
Mana cost: 50/60/70/80/90
Good skill, opened for some good tactical moves. You can keep it up in teamfights to raise the armor of the team versus phsyical DPS or you can use it in the middle of the enemies to lower their armors and expose them to YOUR physical DPS. I found it decent in laning too, in combo with the stun. Dazzle, run in, and release shatter for some decent damage. With a good laning partner you can easily achieve first blood.
Dazzle - Taric fires a sphere of prismatic light at an enemy, dealing 20/40/60/80/100 - 80/160/240/320/400 (+1) magic damage (lower damage the further the target is), and stunning them for 1 - 2 seconds (higher stun the further the target is).
Mana cost: 95/95/95/95/95
This is your "bread and butter" skill. The stun is maximized at long range, so you can stun the focus in teamfights without risking too much in close range. It does decent pain in close combat, so you can use it to do some damage and and get some kills. Take this in the beginning of the match for laning, your teammate will worship you.
Radiance - Toggle: Taric emits brilliant light, healing himself for 30/40/50 (+0.2) a second and increasing his and nearby allies' attack damage by 30/60/90 (half effect for nearby allied champions). The cost to sustain Radiance increases by 4/7/10 each second.
Mana cost: 20/20/20 Initial Mana Cost
This is the reason why Taric is UBER. It has TONS of uses. You MUST pop it in teamfights for damage boost and to protect yourself with selfhealing. It has a nice point for fleeing while ganked (in combination with Dazzle). Very good also for turret ganking, with Radiance you and your team can destroy a building in a couple of seconds.
Clarity is a must. Until late game your abilities will be mana starving so you need to use it every cooldown. With Insight it will be very useful to your lane partner or during teamfight. You can pop it during Radiance if needed to maximize the duration in a fight or under a tower ganking.
Second spell is situational,I love Clarovoyance. With the mastery it becomes totally spammable, so you can take some map owning. Priceless the use inside the bushes to reverse the enemy gank in a uberfail. It's your choice, Heal and Revive are useless but you can appreciate Ghost and Exhaust. You will rarely chase a enemy for a kill so it's majorly for a defensive use. Same thing for Flash. Ignite can be used to take some early kills. Take Teleport if no one in your team choose it. It can be useful for some backdoor ganking and turret defense.
Greater Quintessence of Ability Power
Greater Glyph of Cooldown Reduction
Greater Seal of Scaling Mana Regeneration
Greater Mark of Attack Speed
Taric is not so rune-dependent, so don't worry if you don't have them. Focus rune is very useful cause you don't have nothing beside your skills, so short cooldown duration is win. As I said before, mana can be a issue so mp5 rune is good. Marks are not so important, some attackspeed means more mana gained from the passive.
In the lane phase you need two things: Heals and Stuns, so more Mana is necessary. Don't overextended and you will not need more HPs in the beginning.
+ Health Potion + Mana Potion
You can take 2 Healths or 2 Manas, your choice.
Tear of Goddess
Take this ASAP, it will make your mana pool bigger with two great advantages. First, you can spam your skills without worries in the early-mid game, second, your mana will be converted into AP with Archangel's Staff so you want to maximize it.
Mercury Treads or Boots of Mobility
90% of times I'll go for Mercury Treads, MR and resistence of CC is freaking good.
Enemies will probably focus you, so this item lead you to a more "tanky" approach. As I said, you don't have nothing execept your CDs so reduction is great. Plus, it will give a nice aura to your team and some manaregen. Do you want more?
During the game, your heals will become insufficient and your average damaging skills will become useless. Stack some AP to face this problem and take some good manaregen. If you took your Tear of Goddess early game you will have a big mana pool, the passive will love it.
Force of Nature
Start with a Sapphire Crystal and 1 x Health Potion + 1 x Mana Potion. Try to choose a lane partner with some stun and a good burst (like Pantheon or Ryze) and go in. You can start to gank from level 2, when you got first rank of Imbue. Call the target and stun a overexentended player with the help of your lane partner. With another stun/snare achieve the first blood is easy. If you're level 3 don't forget to Shatter the target. Try to stay in the lane until you have about 1600 gold. Return to base and take a Tear of Goddess Tear of Goddess and your boots. Mercury's Tread Mercury's Tread is the best choice, but if the enemy has low CC and low Magic Damage you can opt for Boots of Mobility for more map covering. At this point, the laning phase must be over and your enemy turret must be down. Move to another lane to help ganking and build your Soul Shroud. Your basic combo is to stun the focus and pop Radiance. Try to not waste your heal and profit assists. Try to score some extra kills for some money, but don't worry if you can't. After the Soul Shroud you aim for Archangel's Staff for some AP and to build up your heals. This is the core build, rest is situational. You can build Aegis of the Legion and Stark's Fervor for some auras to help your partners in teamfights. You can choose to build Banshee's Veil or Force of Nature for some extra defense if you're getting focused. Guardian Angel is a choice too, but I don't like it. The passive is good, but you don't want to die a lot cause you're the SUPPORT, not a pure tank. If you followed this instructions, you have tons of a HP and a imba support capability. Your mates will worship you for your auras, radiance and stuns and your enemies will run in fear!