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The first and most important question is, why are you about to use this ability? League of Legends is a game in which you'll want every action you do to count towards a specific goal. Using Cosmic Radiance is no exception. With that being said, you'll always want to have a specific goal in your head before even considering activating your ultimate. This can be anything from contesting an objective to saving an important teammate. Once you have that goal in mind, ask yourself, "will using my ultimate now help me accomplish this goal that I have in mind?"
Try to picture in your head the most desired, ideal situation that will come out of you using Cosmic Radiance. If you believe that using it can and will achieve this goal that you've created, then move onto question 2.
2. Is right now the optimal time to use my ultimate?
So let's say you've decided that your goal is make your team invulnerable in order to contest the enemy's 5th dragon of the game. Perfect! You understand that activating your ultimate will give your team the edge to win a teamfight and hopefully grab the dragon before the other team does.
Now you need to ask yourself, "when is the best time for me to actually use the ability?" Although teamfights in League of Legends can often be unpredictable, they generally tend to follow similar trends in the way that they play out.
In the example that we've created here about contesting the dragon, teamfights will usually begin in two ways:
1. Before the dragon has spawned (or if it has spawned but nobody is attacking it yet) and the two teams engage to secure the more favorable position.
2. After the dragon has spawned and one team has started attacking it, then the other team comes in to prevent the first team from killing it before they do.
When playing Taric in this situation, you'll need to first understand what type of fight it will be, then proceed to plan accordingly based on your observations. Again, I find it helpful to create multiple scenarios in your head and see how your ultimate will fulfill them.
For example, imagine what would happen if you activate your ability before the dragon spawned and compare its results to what might happen if you use it later, after the two teams have started to contest. If using it early, you might be able to wipe out their team and take the dragon uncontested. On the other hand, if your team cannot kill them fast enough and the invulnerability runs out, you might end up losing the dragon altogether!
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 Invulnerable Baron Steal Demonstration GIF
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On a final note, an important thing to understand is that you cannot be stingy with your ultimate. Let me repeat that: DO NOT BE STINGY WITH YOUR ULTIMATE. Often times (and this happens mostly in lower ELOs) a player will hesitate to use their ultimate because they are unsure if they will need it to save themselves or a teammate from death. While you can more easily afford to make mistakes in the early game, deaths in the later game will be infinitely more punishing. Hesitating to activate Cosmic Radiance just because you think you "might live" might mean the enemy team getting Baron, your inhibs, or even your nexus!
In the most crucial moments, even if you do end up wasting your ultimate, if your carries are still alive, it means that they will be able to live to fight in the next teamfight. Sure, you'll be down an ultimate for 100 seconds or so, but at least your team wills till be kicking to fight back! Hesitation loses games. Play with confidence, you're an outrageous support!
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So now that you know a bit more about Taric's abilities, let's get into which abilities to level up early and which ones to max. Although I typically tend to follow one leveling path (the one displayed above and at the top of the guide), in reality, different games will bring situations in which you must be flexible in spending your ability points. Here I will outline what abilities you will find more helpful based on the enemy team and their respective playstyles.
So, as you can see in the picture above, my usual ability sequencing goes like this:
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As is the case with most champions, you'll always want to take a level in your ultimate, Cosmic Radiance, whenever you have the chance to do so. Leveling up your ultimate will decrease its cooldown, and you're going to want to have it up whenever possible!
Now onto the other three abilities. In the majority of the games that you'll play, you're going to want to level up Dazzle first and max it as soon as possible. The level 1 Dazzle will help a ton with leashing gromp or krugs for your jungler. Additionally, if you get to lane before your opponents, you might be able to catch them with a surprise stun from the bush (which hopefully your ADC can follow up on). Maxing Dazzle will increase the damage that it does, but more importantly, it will increase the duration of the stun. As an aggressive tank, more stun time means more potential damage you can dish out in trades or engages, so you're going to want to have it at max stun time as soon as you possibly can.
At level 2, there are two things that you can do based on your playstyle and your laning partner. The first one that I typically end up doing is to put a point into Starlight's Touch. The reasoning for this is that charges will start being stored the moment you level the ability up, so the faster you put a point into it, the faster you'll be able to get those 3 charges on the ability. This can make early trades swing over to your favor, especially if you're laning against an enemy pair that has no sustain of their own.
The other possible thing you can do at level 2 is to put a point into Bastion and try to make an aggressive early play. This works best if you're playing with an ADC that has a strong level 2 power spike, such as Lucian or Kalista. By putting a point into Bastion at level 2, it allows you to make a quick, aggressive double-stun play when you bind yourself to your ADC. This is a good strategy to use if you can hit level 2 first and the enemy is playing champions such as Leona or Soraka that will not be able to do much to retaliate.
In terms of what to max second, I would recommend going for Starlight's Touch before Bastion simply for the better sustain during laning phase. This will also be the case for most of your games. However, if you find yourself matched up against a heavy AD comp, maxing Bastion second might be a good choice because the 20% bonus armor at its max rank can really end up going far.
To conclude, like I said earlier, although there is a certain ability sequence that I like to follow, you need to learn how to be flexible enough to adapt to each and every game. For example, are you playing against a terribly annoying poked-base lane such as Caitlyn and Zyra? Consider maxing Starlight's Touch first for the extra sustain. Or maybe you realize that your enemy is not poking you as much as they could and should be? Then put less points into Starlight's Touch and more points into Bastion. Knowing these types of things will get you far when you start climbing to higher ELOs.


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Relic Shield: This will be the first item that you buy on Taric. You're going to want to pick the Relic Shield over Ancient Coin and Spellthief's Edge because of the bonus health it gives you as well as the execution passive that you get with it. The two spoils of war charges that you get early on can help you and your ADC reach level 2 faster than the enemy laners.
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Potions: Not much to say here. In the majority of the games you play, you'll want to pick up 3 Health Potions to increase your sustain and trade potential in the early game. You can opt to trade two Health Potions for a Vision Ward instead if you feel that your jungler may risk getting invaded.
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Warding Totem: The best trinket for the early game. The Stealth Ward can help you be wary of enemy invades when you're leashing for your jungler. Additionally, it can help you establish bottom lane bush vision against skillshot-based poke supports.
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targon's brace |
Targon's Brace: This is what you're going to want to buy the first time you come back to base. The upgrade from Relic Shield will give you increased health and health regeneration as well as an extra charge for your executions. An extra charge means more potential gold, which in turn means a faster time to get to your core items.
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Boots: Again, an item that you're going to want to get as soon as possible. Boots increase your movement speed, which will help you: (a)dodge skillshots, (b)make more aggressive plays, and (c)increase your roaming potential to gank other lanes.
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Vision Ward: Vision wins games! If you're still at the stage where you do not have a Sightstone, you'll want to have a Vision Ward set up or on you at all times. I cannot stress how important it is for you to establish vision control as a support. You can even use Vision Wards to set up aggressive lane bush control if you find yourself winning the lane.
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Sightstone: One of the most important items to buy as any support. Vision control in itself a battle between teams, and the team that has better vision control of the map has a huge advantage over the other. You're going to want to buy a Sightstone as soon as you possibly can to start warding key areas of bottom lane. See below for a look at the optimal ward spots for the early game.
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Glacial Shroud: If you know you're going to be building into a Frozen Heart in the later game, you're going to want to invest into one of these early as the stats that Glacial Shroud give are really beneficial to your kit. You get armor, mana, and CDR. What more is there to ask for?
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Sweeping Lens: If you're ahead in lane, picking up a Sweeping Lens can really help you push your advantages by denying the enemy laners vision of key spots (such as in the tri-bush or bottom river bush). Additionally, you can use this to deny the vision that they have in the bot-lane bushes, making it easier to set up potential engages.
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Oracle Alteration: You're going to want to invest into an Oracle Lens as soon as you hit level 9. It does everything that I outlined under the Sweeping Lens section but better. Not only does it increases the time and range of the trinket, but it also allows you to move around to find more potential enemy wards to clear. Denying enemy vision is such an important task for any support, and this items is one of the best ways to get the job done.
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Boots of Swiftness: These are the boots that I like to get for the majority of the games that I play. They help you move around the map faster than the other second tier boots, both in and out of combat. They're one of the cheaper options when it comes to boot selection, meaning you can pick them up earlier than other options or just have more gold leftover to build into your core items. The 25% slow reduction is just icing on the cake.
The reason I get these over the Mobility Boots that were popular in earlier seasons is because Boots of Swiftness provide more overall reliability. The movement speed that you lose when running Mobility Boots can really come back to bite you in the butt during teamfights or when you're trying to escape. Overall, I believe that the Boots of Swiftness currently outperform Mobility Boots in a number of ways.
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Ninja Tabi: More armor for Taric! This is one of the boot options that you can choose to build if you're against a heavy AD enemy composition. Not only do they give you 30 armor (plus an additional 6 armor at max ranked Bastion), but they also help defend against ADC or auto-attack based champions, so they will be a strong option if there are two or more ADCs on the enemy team.
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Mercury's Treads: Merc Treads, the other option that you may choose to go for if not purchasing the Boots of Swiftness. Mercury's Treads are really useful for two reasons: (a)the magic resistance that it provides and (b)the 30% tenacity that it brings. As the only permanent item that grants tenacity in the entire game, Mercury's Treads can be a very strong option if the enemy team has a lot of CC. Also, for obvious reasons, you may also opt to buying these boots if the enemy has a heavy AP-oriented team composition.
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eye of the equinox |
Eye of the Equinox: One of your final items that you'll be building on Taric. This item combines your targon's brace with your Sightstone to make an item that gives you both ward and execution charges. The reason that I tend to favor this over face of the mountain is because it has better stats and gives you an entire item slot to build more armor or MR.
You should try to aim to build this before the rest of your items for two reasons:
1. Purchasing this item will combine your targon's brace and Sightstone, essentially freeing up an extra slot to use for something like a pink ward.
2. The extra charge that you gain (upgraded from targon's brace) can help you get more gold, thus getting you closer to purchasing your other core items.
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Frozen Heart: When I asked the question "what more is there to ask for?" under the Glacial Shroud section, the answer undoubtedly lies within Frozen Heart. It boasts the second highest amount of armor found in an item in the entire game, not to mention 20% CDR, 400 mana, and a nifty passive that reduces the attack speed of all nearby enemies by 15%. Frozen Heart will be the first step towards becoming the beefy tank that can frontline your teamfights. The CDR that it provides will allow you to spam your abilities more as well as lower the time that you would wait for Cosmic Radiance to come up. Furthermore, its attack speed reducing passive really cripples most of the ADCs of the current meta. If the enemy team has AD on it (which it most likely will), Frozen Heart is usually going to be something you want to pick up early.
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Randuin's Omen: Another item that will increase your tanking ability by a huge amount. Not only does Randuin's Omen provide you a great amount of armor, it also grants you a whopping 500 health to go along with it. Randuin's Omen is great because it provides you two useful passives. The first one, cold steel, works kind of like a knock off Frozen Heart passive in that it reduces the attack speed of enemies hitting you by 15%. The other, more valuable passive is that it reduces the damage of crits by 10%. This can be really strong against marksmen that build around critical chance, such as Ashe, Tristana, or Jhin.
Not only do you get two passives and a huge amount of defensive stats with Randuin's Omen, but you also get a useful active ability that slows the movement speed of enemies around you by 35% for 4 seconds. This can really aid you in more than one way, from making aggressive picks to giving you the distance needed to escape from a losing teamfight.
If the enemy team has more AP than AD or you're playing against an enemy ADC such as Jhin, who might not be as crippled by the attack speed reduction of Frozen Heart, consider buying a Randuin's Omen as your first item.
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Locket of the Iron Solari: The third core item of Taric. Locket of the Iron Solari is going to be your item of choice to counter the AP of the enemy team, and it's especially good against high AoE mages such as Brand, Annie, and Anivia because of the MR that it gives to your entire team. Not only that, but Locket of the Iron Solari gives you a number of useful stats like CDR, health, and health regen. Furthermore, you can activate the item to give yourself and nearby allies a shield that scales with level.
As a tanky support that works to mitigate the damage done to your other teammates, Locket of the Iron Solari fits right into your playstyle with its incredibly useful passive and active. If the team has more AP than AD, consider taking this item early on.
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Mikael's Crucible: Mikael's Blessing works like a miniature Quicksilver Sash that you can use on yourself or your allies. It removes all forms of CC (except for suppressions and knockups) on the allied target that you have chosen. This item can be essential to buy against teams that have multiple forms of hard CC. Even if your ADC buys a Quicksilver Sash, there are times when an enemy might simply wait for him to use it before using another form of hard CC. That's where Mikael's Blessing comes in.
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Thornmail: A great item to take against heavy AD comps. Thornmail has the highest amount of armor in the game of all items you can buy in the store. Furthermore, its passive reflects 15% (+ 25% of your bonus armor) of damage taken from auto-attacks back as magic damage. Since the general aim of your itemization is to stack armor, this can be devastating to enemy ADCs or auto based AD champions. I recommend buying this if the enemy team has four or more champions that are AD.
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Warmog's Armor: Warmog's Armor is an item that was affected by pre-season update. Now, it grants 10% CDR! Purchasing this item will give you a massive 800 health, 200% base health regenration along with the new CDR. This item can be considered when focusing on increasing your CDR, and it is a good buy if the enemy team has a good mix of AP and AD.
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Zeke's Harbinger: An item that has good utility and provides pretty decent stats to go with it. Zeke's Harbinger brings to the table 50 AP, 30 armor, 250 mana, and 10% CDR. More importantly, its active, conduit, allows you to bind yourself to an ally to start building up conduit charges. At 100 charges, the charges are consumed and both you and your ally gain a 20% AP and 50% crit chance buff for 8 seconds. 8 seconds is a really long period of time, and if you can time your 100 stacks to activate for a teamfight, it can really boost the damage output of your ADC. Consider buying this item when you have a crit-based ADC who rushes infinity edge, such as Tristana or Caitlyn.
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Sunfire Cape: Another item that is quite viable on Taric. Sunfire Aegis grants you 20 armor and a cool passive that burns nearby enemies for 25 (+ your level) magic damage when they are near you. This is a good item to buy as a frontline tank and if you often find yourself in the middle of enemies during teamfights. This will usually be the case when the enemy team has a high number of melee champions such as Yasuo or Udyr.
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Dead Man's Plate: If you haven't picked up on the pattern here yet, it really boils down to: Armor on Taric = Good. Dead Man's Plate is an item that gets you quite beefy with the 50 armor and 500 bonus health that it provides. Its passive builds up momentum stacks as you move, increasing your movement speed by up to 60. This can be very beneficial if you find yourself roaming to a lot to mid or even top, and if you manage to hit 100 stacks before reaching the lane, your gank can become much more effective due to Dead Man's Plate's other passive that deals damage (based on stack number) and slows the enemy 50% for 1 second at 100 stacks.
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Banner of Command: Banner of Command is the counterpart to Locket of the Iron Solari. It gives half the amount of health provided from locket, but compensates with 60 AP and a very useful active, which promotes a friendly minion to do more damage and grants it immunity to magic damage. Banner of Command can be a very strong pushing tool and can provide pressure in a lane even if you are not there. This comes in handy when your team is looking to grab objectives, such as dragon or baron, because you can promote a cannon minion in the lane farthest from the objective and group as 5.
When it comes down to choosing between Locket of the Iron Solari and Banner of Command, locket excels against teams that do strong AoE and burst damage, or have a good mix between AP and AD. I would opt to build banner, however, if the enemy team has mostly AP champions that rely heavily on their abilities to wave clear because it makes it much harder to stop a wave from pushing. It really comes down to your own judgment, however, so choose wisely based on the game and situation.
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Banshee's Veil: Turning more towards the magic resist portion of the items you can build. Banshee's Veil grants you 500 health, 100% base health regen, and 70 MR. Its passive grants you a spell shield that blocks the next enemy ability that hits you. This shield refreshes every 40 seconds after taking damage. Take a Banshee's Veil if faced against enemy champions that have very impactful skillshots, such as Blitzcrank and his rocket grab or Morgana with her dark binding.
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Spirit Visage: The other major item that provides you magic resist against fed AP comps. This item was reworked in the mid-season update, so it no longer provides as much MR as Banshee's Veil. However, it now provides some pretty substantial health regen! Purchasing a Spirit Visage will grant you 55 MR, 500 health, 200% health regen, and 10% CDR. Additionally, it provides a passive that increases all of your heals by 25% (that's 5% more now!). This can be very useful for increasing your ability for prolonged sustain, both from the 200% health regen and the increased power of your Starlight's Touch for you and your team.
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face of the mountain |
Face of the Mountain: You can choose to buy face of the mountain if you feel that you're struggling against a heavy burst champion. The shield that you get from its active might be just what you need to keep your ADC alive long enough to make him invulnerable. If you choose to buy this over eye of the equinox, remember to also upgrade your Sightstone into a Ruby Sightstone for the extra health and active item CDR.
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Now that we've gone over all of the item and ability explanations, let's get right down to the fun part: Gameplay. When played to his fullest potential, Taric can be a champion that becomes very difficult to stop from snowballing his allies as a support. At the end of this guide, hopefully you'll have a better idea of how to play around his strengths in order to win the games that you play!
Also, before I get into the details regarding laning phase and teamfights, remember again that you must be flexible in making decisions. Although I can give you a general idea of what to do, you're going to need to know how to react to specific situations on your own. It would be horrendously boring if every game of League of Legends was the same, and one of the best, most satisfying aspects of playing is to gain your own personal experience to adapt to situations.
With that being said, let's jump right into making you a better player!
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When the game begins, you'll generally want to start by helping your jungler leash gromp or krugs. Most junglers will ask the bot lane to help them out, so never be hesitant to give them a fat leash to give them a good start. However, always be weary of potential early invades from enemy junglers, particularly if they have somebody like Blitzcrank or a strong early game jungler like Lee Sin or Shaco. If this is the case, make sure to tell your team to place some wards in areas that the enemy would pass through to invade.
Here are some good spots to drop your trinkets:
If starting on red side
If starting on blue side
Alternatively, if you feel that the enemy team does not have a scary early game, you may choose to stand in the spots instead of using your ward to cover the area.
If you see that an enemy is approaching to try to make a move, immediately ping for assistance to notify your team what is happening. If all five members of the enemy team are invading, leave the area as soon as you can. If one (or more) of your team gets caught, most likely you'll have to cut your losses and let them die. However, if you notice that not the entire enemy team is there for the invade, there's a possibility that you can use your early game strength to retaliate and even end up grabbing a kill for your team.
However, be smart with your decision making. Careless mistakes can cost your team more deaths than would be necessary.
If 1:40 rolls around and nothing eventful happens, then it's time to start leashing for your jungler (assuming they are starting bot side). Taric is a support that has really strong leash potential. The moment the camp spawns, smack the monster with an auto-attack and immediately activate your Dazzle to reset your auto timer. If you're leashing Krugs, try to line up your stun to hit both of them. Take advantage of the stun time to whack the monster(s) as many times as you see fit. Make sure not to land the killing blow though!
Once you feel that you've given a good enough leash, start heading over to lane with your ADC.
Laning phase can be the part of the game that really sets the mood and pace of your team for the mid and late game. Because this part of the game can be vital to your team's victory, I've taken the time to break down and go over the four most important aspects of playing Taric (or just being a support in general) during this part of the game.
1. Mercilessly Exploit Your Advantages
Now that you've (hopefully) read all of the information about Taric's strengths, weaknesses, and abilities in the above sections, you should have a general idea of what Taric excels at and where he may fall behind. Yeah I know, the word mercilessly here might seem to be bit extreme, but knowing how to press the advantages that you have is vital to outplaying your enemies and is what really separates the low ELO players from the high ones.
Luckily for you, Taric has been blessed with a kit that contains loads of versatility. Heals, hard CC, shields, you name it! So what does this mean? It means that against almost every lane, you have PLENTY of potential advantages over your opponents. Knowing how to really exploit every part of these advantages will distinguish good Taric players from great ones.
Again, I've already gone over most of Taric's strengths and where he excels, but I'll write out another brief list that you can and must take advantage of while laning:
- Early Game Tankiness - While
Taric might not be as tanky as Leona in the earliest stages of the game, his Bastion gives him plenty of room to play fearlessly. Note, I'm using the word fearlessly here and not the word carelessly. You need to be confident in taking advantage of your tankiness by making aggressive plays but at the same time be smart about what you're aiming to accomplish.
- Versatile Multi-Stun - Sorry if you think I'm starting to sound a little redundant here, but hitting Taric's
Dazzle on both enemy laners can seriously set the tides for the entire laning phase, even if it happens only ONE time. If you are able to grab your ADC a kill from doing this or even force the enemy ADC to back, it can put your lane ahead by a good amount of gold and experience. Hopefully your own ADC will know how to use your stuns to their fullest potentials.
- Shield + Sustain - On the flip side of making your lane opponents back with aggressive plays, Taric also has the tools to allow you and your ADC to stay in lane longer. Use your
Bastion shield reactively to reduce the poke damage of the enemy lanes. And while your heal might not be as strong as Soraka's, Taric actually has one of the better heals of the game if you have the time and mana to let your Starlight's Touch charge up.
- Able To Position Creatively - Because of the fact that you can link to your ADC with
Bastion, you have more versatility when it comes to positioning in your lane. Because of how it activates all abilities from your targeted ally, you don't necessarily need to sit too close to your ADC to babysit in the way that Janna might be restricted to her shield range. With smart positioning and good aiming of your Dazzle, you're able to open yourself up to a larger amount of different plays.
One of the more important things that doesn't necessarily apply to Taric himself is to UNDERSTAND THE STRENGTHS AND WEAKNESSES OF YOUR LANE OPPONENTS. This really ties in with this first point that I've made, as knowing what your opponents can do can and will really help you understand how to play your lane. If you're trying to rank up with Taric in solo or dynamic queue, it's worth reviewing the ability sets of all of the current meta supports and ADCs if you have not done so already. I have a section below written about the most common support matchups that you'll encounter which you can find right here!
2. Knowing How To Trade And Engage
This point has strong ties with the first one in that you'll really have to understand your own kit as well as your opponents in order to gauge when and how to trade and engage effectively. As I outlined in the previous point, Taric is a champion that can be built to play really aggressively because of his tankiness and sustain. Knowing the best times to go in and not to really come down to game experience, but I'll give you a few pointers that can steer you in the right direction.
There are four things that you need to consider before going in for trades and hard engages. These are things that you'll need to look at for both yourself and your enemy:
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- Health - How much health do your opponents have? How much health do YOU have? It's nice to be able to walk up and hit a two man
Dazzle, but it might not be the best idea to do so if your opponents are at full health and you're sitting at a sliver of under a third.
If your opponents are good (which you should always assume that they are), they will be able to capitalize on your mistakes and can end up killing you if you're not careful. On the contrary, if you have the upper hand in lane health and you think that you'll be able to grab a kill for your ADC, by all means, go for it!
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- Mana - Similar to health, the mana levels of each champion in your lane can be a good indicator of what you should or shouldn't be doing at the time. If you notice that the enemy ADC or support is almost out of mana, it might be a good time to go in for a trade as they will likely not be able to retaliate as hard or heal/shield as much damage as they could with a full mana bar.
However, just as the case with health, if you notice that you or your own ADC is starting to run a little bit low on mana, it might be time to start playing a little bit more passively. One of the worst things that can happen during laning phase is you engaging at full mana and realizing only too late that your ADC has none. As a result, you can end up taking quite a bit of damage or even dying outright.
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- Summoner Spells Which summoner spells do you have left in your arsenal? Which summoner spells do your enemies have? Whether it be
Ignite or Exhaust, a single summoner spells can seriously turn the tides of a fight happening in the lane. If you know that the enemy Lulu used Exhaust in the last fight while you held onto yours, you suddenly find yourself in the position with more pressure than the enemy lane.
Hard-engaging with both of your summoner spells to spare can often mean a much higher chance of grabbing a kill, especially if you have the knowledge of the enemy summoners to know how to react properly to them. Because of this, it might be worth calling out the times in which you observed the enemies using their summoner spells.
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- Jungler Position Finally, it is worth considering the position of both junglers in the game. If your jungler is nearby, you might be able to hold off on engaging in a fight and ping for his help to further increase the chance that an enemy dies.
Conversely, if you go in on the enemy and their jungler suddenly pops up from the river, you'll suddenly find yourself in a 3v2 that you do NOT want to be in. Being able to predict the location of the enemy jungler can be a little difficult when you first start playing the game, so it can be worth venturing into the enemy jungle and placing a deep ward near their red or blue buff (depending on which side you're on, of course!).
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Two things that I've said many times throughout this guide are to be smart and to be flexible. Additionally, don't be afraid to make plays, even if your team might flame you for trying. The times that you go in for a play are the ones where you end up learning the most, regardless if you succeeded or failed.
3. Roaming
Roaming is something that I mentioned earlier but didn't really get into a great deal about. There are two general things that you want to consider when it comes to roaming away from your lane:
Of course, I'm writing this part with the assumption that your ADC knows how to stay alive and farm, even if playing a safer champion like Caitlyn. If your ADC does not feel comfortable with you leaving or you realize that they just aren't good enough to stay alive, don't force a roam. Sometimes it's just better to adapt to the needs of your team to keep them going.
When considering roaming, you'll always want to think about the bigger picture that results when you choose to roam. Usually, your goal is to try to snowball your mid or top laner, but you must also consider the repercussions of roaming. It might be great to get your Ahri a kill from roaming, but if it costs your team your ADC, your bot tower, and a fire dragon, it might not be as worth as you might have initially thought it to be.
4. Do NOT Give Up If You Lose Lane
This really is a mistake seen in lower ELOs. Although I stressed the importance of laning phase to your overall victory, I will stress even harder that it is not the only stage of the game. Heck, in many games, it might not even be the most important stage of the game. If you happen to lose your lane against your enemy, IT'S OKAY. Although you may not have as much as of advantage if you had won, it does NOT mean that the game is immediately over. Just take a step back and think about the best way to win from the position that you're in.
A large part of becoming a better player in League of Legends is knowing how to play from behind. You're not going to have a perfect game in every single match that you play.
Personally, when it comes to ranked games, I try my best to never surrender. Unless the score is 50-0 and you've lost 3 of your inhibs, I firmly believe that there is always a chance to come back in the late game or for the enemy team to throw by making a careless mistake. Nobody is perfect. Play on their weaknesses.

As a support, warding is one of the most important things that you will need to be doing every game. I've created two pictures of the map of the best places to put wards for each team. The first map represents where to ward during laning phase and the second one is the best spots for the later game.
LANING PHASE WARDS
MID-LATE GAME WARDS
Again, one of the recurring themes in this guide is to be flexible and adapt to each game. Some games will require you to put wards in areas that don't show up in the above two pictures. Be smart and try to predict your opponent's movements by using the wards that you have.

One of the areas of the game where Taric really shines is in teamfights. As I mentioned in the pro's section, this is because he is very versatile in the roles he can play and the utility he can bring to the team. Here's a short list of things that you'll constantly want to be doing when playing Taric in a teamfight.
- Constantly refreshing
Bastion for both the shield and bonus armor (usually for your frontliner)
- Using your heal from
Starlight's Touch when your team needs it. Try to communicate to your team to gather around you for maximum team healing
- Positioning your
Dazzle as often as it is up to stun the enemy champions
- Activating
Cosmic Radiance when necessary (see the abilities section for more information)
- Dropping pink wards if the enemy team has an invisible assassin (such as
Rengar or Shaco)
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One of the things that I mentioned earlier in the guide was that you have a lot of flexibility when it comes to playing Taric in a teamfight. Because of your ability Bastion that lets you bind all of your abilities to an allied champion, this gives you the freedom to play either as an aggressive frontliner or a peel-focused backliner.
Taric makes for a very strong frontline due to two key abilities: Dazzle and Bravado. When playing as a frontliner, you are able to fire off a stun from Dazzle, hit your two auto-attacks from Bravado, then have your Dazzle ready to be fired again much sooner due to the cooldown reset from the passive effect. Additionally, your tankiness from your items and Bastion make you a tough opponent to break through.
If you have another frontliner on your team (preferably one with a good gap closer like Vi or Ekko), you can bind your Bastion to them to double the area of your Dazzle.
However, even as an aggressive frontliner, never forget about your squishy carries! If you see an enemy assassin starting to flank from behind ( with the fabuluous wards that YOU put down, of course), never hesitate to drop what you're doing to run back to your carries' aid. Survival of your carries should be one of your top priorities, which brings me to the next section:
Not only can you play as a threatening frontliner, but your kit makes you a strong tool for peel for your carries. Each one of your active abilities ( Starlight's Touch, Bastion, Dazzle, Cosmic Radiance) is a tool that you can use to keep them from dying.
As an aggressive player, I typically prefer frontlining over backlining. However, there are certain situations which will call you to the side of your ADC or APC. These are:
- When there is a fed assassin on the enemy team that can slip through your defenses like
LeBlanc or Fizz (again, if it is an invisible assassin, make sure you have pink wards with you at all times!)
- If you already have a team with a very strong frontline
- If Your team is just seriously lacking in peel
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Remember to always be vigilant if there is an enemy champion capable of breaking into your backline, and make sure to ALWAYS ward the area around teamfights to prevent from unexpected flanks!


 Soraka
 Leona
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While Leona has a higher amount of tankiness in the early game due to her Eclipse, if you have fast reflexes, you should be able to destroy her engage combo with a well-timed Dazzle. If you see that her Zenith Blade has hit either you or your ADC, immediately activate your Dazzle facing the direction she is coming from. Because Zenith Blade will position Leona right in front of whoever she hits, she will end up taking your Dazzle right to the face.
Assuming Leona went in on your ADC and has left her own ADC alone, if you aimed your Dazzle correctly, try to walk up and hit the enemy ADC with your part of the stun. In the best case scenario, you can end up stunning both enemy laners without a great deal of retaliation.
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 Blitzcrank
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BULITUZUCURANKARU (japanese translation). Everybody's favorite metal golemn.
I see Taric as a pretty good counter to blitz. You're tanky enough to survive his pull/knockup combo, and getting pulled often means a free way to get close to the enemy ADC to stun them with Dazzle. When playing as this fabulous gem knight, Blitzcrank will typically have no choice but to wait for openings to pull your ADC. Here's a pro-tip: Don't let him do it. This means you're going to need to stand in front of your ADC at almost all times, especially if your minion wave is starting to thin out.
Two things to note about Blitzcrank: First, remember the shield he gets from his passive Mana Barrier. It's a terrible feeling to ignite a dying Blitzcrank then realize that he will survive because of his passive. If you don't think you have enough damage for a clean kill the first time, just focus on popping his passive to set up a kill for the next engage.
The second thing is not to get baited into getting pulled under tower. Don't get too greedy, as a pull/knockup combo from Blitzcrank under tower can and usually will get you killed if you are not prepared for it.
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 Nami
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Nami is another utility support that can be tricky play against if she is skilled. Her signature lane ability, Aqua Prison, sends a bubble towards a targeted area. If you or an ally gets hit by the bubble, you will be suspended in the air for 1.5 seconds (at all ranks). 1.5 seconds is a pretty long time, and if you get caught inside of the bubble, expect to take a lot of damage. Furthermore, Nami has both poke and heal with her high-ranged Ebb and Flow, so she can be really annoying to Taric especially, who can be weak to poke.
However, Nami's bubbles as well as her ultimate, Tidal Wave move at quite a slow rate, so with good reaction time you should be able to dodge her most crippling CC. Use your Bastion whenever you see her going in for a poke with Ebb and Flow and heal up with Starlight's Touch if you start getting low on health.
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 Janna
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It might surprise you that I listed Janna as a medium level threat, but Janna is currently the support with the highest win rate in the game. And for good reason. She is another "passive" sort of support, kind of like Soraka, that finds her strength in shielding and buffing her ADC to winning trades. Seriously, her shield from Eye of the Storm is nothing to sneeze at. Not only can it prevent her ADC from taking damage during trades, but it also gives a considerably strong AD buff whenever it is applied. I would argue that it's one of the better abilities in the game.
When playing against a Janna, if she and the enemy ADC are any good, they will likely be able to out-damage your ADC in trades, even when using bastion to refresh the shield on your ally. However, one of the things that gives Taric an edge over Janna is his ability to sustain, which she cannot do unless she blows her ultimate. If you are able to get your heal up to three charges, you should be able to keep up with the enemy lane in terms of damage.
Also note that if Janna sees you starting to activate your ultimate, she can flash in and push allies away from you with Monsoon to prevent them from becoming invulnerable in time. Always be wary of her ability to do this during team fights.
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 Braum
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Braum is a strong pick against most champions because of his ability to block projectiles and auto-attacks with his Unbreakable. Fortunately, your Dazzle does not count as a projectile and will pass straight through his shield just like a lux ult. In fact, as a melee champion, none of your kit is blocked by Braum's Unbreakable.
Be wary however, of his ridiculously strong passive Concussive Blows, which procs on Braum's Q, Winter's Bite, or an auto-attack. At 4 stacks, it will stun you and deal magic damage. As a melee support, this can really cripple your ability to go in for trades, so be smart and decisive when engaging or trading.
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 Thresh
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Thresh is quite a scary support to play against. Like Blitzcrank, he has a deadly pull ability. However, unlike Blitzcrank, that ability will bring HIM to YOU and not the other way around. This means no free initiations on their ADC. Also unlike Blitzcrank, Thresh can hold off from flying into you and simply use his Death Sentence as a means of stunning you for free poke.
Playing against Thresh is a little bit trickier than playing against a Blitzcrank. His lantern, Dark Passage, can be used to save his ADC from being caught out. It can also be used to bring his jungler into lane faster than you would expect.
Although his hook travels at relatively the same speed as Blitz's pull, it has a short windup time that you can use to dodge the ability. Winning this lane really just comes down to your ability to dodge these hooks. Just be cautious of his potential to CC you and your ADC and you should be okay.
Be wary, however, that good Thresh players may use the windup time of Death Sentence to purposely get you to move in a direction that he has already planned.
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 Nautilus
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Nautilus is a tanky CC monster. This can mean trouble for you, as a melee support, who will constantly need to be next to him in order to trade and engage effectively. However, on the flip side, you being next to him can also mean him not getting close to your ADC.
Nautilus's Dredge Line is sort of like an in-between of Blitz's Rocket Grab and Thresh's Death Sentence. Getting hit by this ability will pull the two of you the same distance where you will meet in the middle. While this often means he can get off a root on you from his passive Staggering Blow, it also means that he will be in the perfect position for you to line up a Dazzle. Earlier in the guide I posted a superb example of utilizing that to your advantage. If Nautilus is able to hit his dredge line on your ADC, try to aim your Dazzle on him using your ADC's position while at the same time walking up to the enemy ADC to land your own stun.
In terms of trading, try to focus on getting to the enemy ADC as often as you can in lane. Nautilus himself is just as tanky as you are and also has a shield to mitigate any poke damage you can deal to him.
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 Lulu
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As a poke-based support, Lulu is an enemy support that you might really have some trouble dealing with. Her main form of harass comes from her Q, Glitterlance, which fires out two bolts that deal damage and slow by 80%. Even worse, Lulu has the ability to change the location of her faerie companion to switch up where these glitterlance bolts come from. Although it might be a little difficult at first, try to always keep track of where her faerie, Pix, is, because knowing where he is can save you from taking more damage than needed.
Also, be wary of her ultimate ability, Wild Growth. This gives her targeted ally bonus health and knocks up units around them. This can not only be used to save an enemy in question, but it can also become a strong initiation tool when used on the right champions.
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 Vel'Koz
 Morgana
 Alistar
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Although you won't have a hard time playing against Alistar when it comes to poke, Alistar's level of peel can totally destroy your engage and really mess up some of your ability combos. If he sees Dazzle being wound up from you or your ADC, he can headbutt either of you away before the ability is cast. His Pulverize can CC you for quite a long time, and it often will connect with you given that you are a melee champion. Additionally, Alistar can use Unbreakable Will to remove the stun from your Dazzle and gain a huge amount of damage reduction.
When playing against an Alistar, I recommend playing with more caution than normal. Try to bait out his CC before using any of your own in order to not waste your abilities. Alistar is a very strong support when it comes to both engaging and disengaging, so you always have to be ready to react to either.
As a final note, if possible, try to position yourself away from Alistar when casting your ultimate, Cosmic Radiance, so he cannot push you or your allies away from the invulnerability that follows.
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 Karma
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I have Karma listed here in one of the high threats section because she is pretty much the embodiment of Taric's nightmare: poke based supports. A good Karma will be able to put an insane amount of pressure in the lane during the early game with her highly spammable Inner Flame, and there really is not that much that you or your ADC will be able to do if she knows how to land her skillshots well.
Like playing against Vel'Koz, just shield and heal up whenever you can and possibly ask your jungler for some help. If all else fails, just flex your beautiful abs and try to wait for the late game when you can outperform her.
If you hear any of the following: " Lath Rian Oune Vi," " Gaen Na Kyri Vi," or " Sae Eleisa Tera Vi," it means that Karma has loaded up her ultimate, Mantra. This will PROBABLY mean she is about to fire out her Soulflare, which is like Inner Flame but does a billion more damage and leaves an area of slow which will explode again to deal more damage. Even worse, the skill doesn't even have to hit you. It will detonate at its max range, and if you are nearby when it does, that's bad news for you.
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 Zyra


That's it for this guide! I'll do my best to update this guide whenever necessary (E.G. a new support champion is implemented in the game or Taric's ability scaling gets changed). I'll always be here to answer any questions that you might have about specifics, and any feedback is really appreciated!
(P.S. Within the guide, I used a number of different league splash arts for aesthetic value. Props to you if you can identify all of them! Some of them may have been a bit recolored though!)
Hope I helped! Buy me a cup of coffee?
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See you guys on the rift!
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