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TARIC BUILD GUIDE: Jungling in Style by Pwntatochips

by Pwntatochips (last updated over a year ago)

407,470 Views 19 Comments
9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Gemcraft
QImbue
WShatter
EDazzle
RRadiance
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Gemcraft
QImbue
WShatter
EDazzle
RRadiance

Champion Matchups

Introduction

Hello, this is the guide for jungling with Taric. Taric feels like a jack of all trades, but not a master in any.
Ability Power Taric's cooldowns are too high, low damage versus other AP Carries. Support Taric feels outclassed by other supports, his Sustain isn't as high and doesn't offer any other stat like Soraka or Sona and his presence in a fight as a Melee Support without some sort of high damage reduction just makes Taric weak. Now here's Jungle Taric.


My recent attempts with Jungle Taric
[http://i.imgur.com/peHSxgV.png?1]


Pros
  • Ganks are Amazing, Ranged 1.5 Second Stun
  • High Armor Jungle Tank, decent transition from Jungle
  • Easy sustain in Jungle
  • Fantastic Tankiness and does relatively the same job as a support Taric (Transition will always be good)


Cons
  • Subpar jungling, easily countered(bad with hype from IEM Kiev with Shyvana)
  • Low Damage
  • Support Jungle Tank, relies on Team for damage (Risky Business for Solo Queue!)
  • Melee (Hammer of Doom!)

So why play Jungle Taric? With his skills he is able to not only provide himself and his team a good chunk of armor, he has so much utility of use for the team. In this current Meta, there are usually THREEattack damage. Attack Damage Carry, Bruiser Top and Bruiser Jungle. That really gimps the enemy when as Taric your pretty much a brick wall and gives armor to your allies to make them more durable.

Remember and note that he is a JUNGLE SUPPORT TANK. Without cooperation of the team and proper communication in friendly manner you won't achieve victory. If the team just won't and can't seem to do these things it's too bad. Sometimes it's awesome to see how well Taric fits with the team and provides so much use. Other times when the team just doesn't care, just try your best. It goes with every other Jungle Tank in my opinion which really makes playing Support anything frustrating because relying on your random teammates may not be the best idea.

Different Gems of the Tank Jungle

Removed for being outdated.

Taric's State

So recently I been going this item build against High AD, which you should be trying to pick Taric against:


I used this simulator site of LoL Champions

http://beta.lol.fanrealm.net/u99RPjP3t16rrb5xjkqo/

[http://i.imgur.com/lkLAVQZ.png]

This is how Taric's mid/late game stats look like with the core (not purchasing philostone)
I don't think it accounts for the Aura, but I think this has the jist of it. It does all the math already too. As you can see the 37 Armor Aura comes out beautifully from all the armor, and a nice chunk of constant damage with 34% CDR. The Damage comes out to a nice 40 which becomes 80 dealt against other champions which is still ~40 extra to people with ~100 MR by mid game. The massive armor you have which ~300-400+ mid/late game makes you a wall and extremely annoying to AD's.

Masteries - S3

9/21/0

With the new changes to the passive, I go 9 into offensive for added damage from all his abilities as well as damage from his passive. The 4% CDR doesn't hurt, neither does the 18 AP.

I go 21 into defense just to increase tanking capabilities. It's pretty standard, Legendary Armor, Defender, and synergize well together, adding more stats into Shatter as well as making you a WALL to AD's. I don't think Tenacious is really worth it since the initiation is fairly easy to get off, if people blow CC on you it's worth it, and mercury treads can always be a purchase later in the game.

Runes

For Jungling Taric requires attack speed to clear camps.

[http://i.imgur.com/tugDu.jpg]

Marks: He needs these for attack speed to auto attack through the jungle, without it he can't jungle or can't do it fast or safely.
Seals: Standard Armor runes for Junglers it helps early game, increases the tankiness Early game as well accompanying his Shatter grants his massive amounts of Armor.
Glyphs: I choose scaling MR just to be tankier, and it's a nice mantle cape at lvl8. Another Alternative is Attack Speed to help increase his jungling speed. Another viable alternative is Ability Power per Level or Flats which will help the damage and heal from his skills.
Quints: Movement Speed cause Taric is slow, people will have enough time to Run before you get that stun off. Armor Penetration is an alternative if people are slow and to assist in the Jungle. His quints are very versatile, I'd consider Armor (Overdoing it but hey!), Gold Per 5 (Delicious!) or even more Attack Speed which would definitely help with clearing and Tanky-DPS Taric.

Summoner Spells



Explanation:

Smite obviously for jungling, making sure to secure Dragons and Barons and Buffs.
Flash is very Versatile, always good, Flash Stuns, escaping, stealing, etc.

Alternatives


Double CC real strong and disables someone's damage for 2.5 seconds but gives up Taric's only escape
Double heal!
More damage in ganks and prevents higher healing from enemies

Skills

Passive: Gemcraft
Taric's basic attacks deal bonus magic damage equal to 2% of his maximum mana. This bonus damage is doubled against champions.

Explanation:
The change adds more damage to his jungle clear and against champions! It scales with his mana that's why buying mana items that include defense makes his defense into offense!
Taric's MANA 255 (+56) which makes him start by adding 6.22 damage to camps and 12 to champions.
At about level 11, a Frozen Heart of 500 mana = ~1371 = 27.42 damage (54.84 to champions!). This isn't that much since you still need to factor in enemy MR, taric's slow attack speed, but it's still free damage.


Q: Imbue
Taric brings forth earthen energy to heal a nearby ally and himself for 100 / 150 / 200 / 250 / 300 (+60% of ability power). If Taric heals only himself, the heal will be 40% more effective. Basic attacks reduce Imbue's cooldown by 1 second, but the reduction increases to 3 seconds when attacking an enemy champion

Cooldown 20/19/18/17/16 seconds
Cost 70 / 85 / 100 / 115 / 130 mana
Range 750


Explanation:

This will keep your health bar very green! HOWEVER, this has a huge mana cost compared to Taric's low mana pool.

People don't notice but this heal is pretty fat! 300 at max rank is a lot of health in a team fight, and you get 420 if it is on yourself! So always try to be auto attacking reduce it's cool down.


W: 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 60/105/150/195/240 (+60% of ability power) magic damage to nearby enemies and decreases their armor by 10 / 15 / 20 / 25 / 30 for 4 seconds. The passive portion is not in effect during the cooldown.

Cooldown 10 seconds

Cost 50 / 60 / 70 / 80 / 90 mana

Range 400


Explanation:

Free armor to allies, himself, and it now scales off armor for damage and the aura, so having items like or make it really useful. You need about 200 armor to get ~24 armor, and 250 armor for 30 armor aura. This is incredibly easy too with the Frozen items.


E: Dazzle
Taric fires a sphere of prismatic light at an enemy, dealing 40/70/100/130/160 (+40% of ability power) to 80/140/200/260/320 (+80% of ability power) magic damage (lower damage the further the target is), and stunning them for 1.5 seconds.

Cooldown 14 / 13 / 12 / 11 / 10 seconds
Cost 95 mana
Range 625


Explanation:

Medium Range stun that makes Jungle Taric worth while. It is a flat 1.5 Second stun no matter the distance the distance only determines the damage, but it can travel after the click like flash. High Ratio for AP Taric, but this is Jungle Tank/Support Taric. This is your main ganking tool, and NO ONE CAN RUN FROM THE DAZZLE (except maybe Singed cause he's stupid).



R: Radiance
Taric slams the ground dealing 150/250/350 (+70% of ability power) magic damage to nearby enemies. For the next 10 seconds, Taric gains 30/50/70 Attack Damage and Ability Power and grants nearby allies half the bonuses.

Cooldown 60 seconds


Explanation:

AoE Damage that gives allies of both spectrum a beneficial aura of Attack damage and Ability Power, as long as allies are near they'll get the buff, so it's like Sivir's ultimate in the aspect of giving it to Allies. Not only does it do a nice nuke on low cooldown, it'll help clear creeps and helps Taric's damage and spells. It's decent since it'll increase you're allies damage when ganking. It's a fairly low Cooldown once you get a 20% CDR item, and can be spammable doing camps if you want, just don't use it before a gank.

Skill Order

Ultimate first, helps everybody on damage and gives damage.
AoE, Armor increase, Armor Aura, Armor Penetration.
Still Support, saves lives, sustains jungle.
Last cause only increases damage, doesn't increase stun duration or anything.

You can take a level or two in before if you/teammates need health more than armor.

Item Builds

/ or

You can choose either or Machete or Cloth. Cloth definitely adds to resilience, but Machete can build into Madred to help clear which I recommend since the big creeps have more of the health now. I'll talk more about this later. Cloth can build into like ANY of the items Taric would take, so it's your choice. I choose to buy 1 early ward because this can help other laners early, against invaders, etc. Vision that early can really hurt the enemy jungler ganking.

(Alternative /)
Moving around is incredibly important for the ganks. has a relatively short range, and closing that gap with these really help.


It no longer adds attack damage so it's actually viable. Riot recently implemented where AoE damage isn't as heavily needed to clear camps. With Attack speed runes, this can let Taric clear camps faster as well as giving some nice armor. I feel that builds into nothing Taric would want but hey, do whatever you feel like.

->
This item is so nice. It gives 5GP/10, regen, and builds into the nerfed(BUT STILL USEFUL!) Reverie. It gives Cooldown, health, and that AMAZING active which can be used to steal, engage, disengage, whatever! It's just so useful and can be used to to make ganks highly potent.


They reduced the price, gives very great stats of Health which is extremely nice almost = to a , cooldown reduction and armor. The aura is also extremely useful for team fights because squishy carries will always like something to make them squishy!

->
Gives every resistance, and to teammates. It's extremely cost efficient and gives 60 Magic Resistance which is immense since MR costs have increased. It has been nerfed but it's still fantastic. FREE STATS TO ALLIES!


Magic resistance, Health, Cooldown reduction and a delicious passive that gives more health with . It's pretty nice of an item, but I feel like the bulwark is just much more useful item because it gives an aura of such magnitude. However, if you feel like you need more MR, don't got the money for aegis, or you need more heals to be potent than by all means.


This is a godly item for Taric. The Mana scales with his passive and helps on his mana pool with his COSTLY spells. It also gives 99 armor which works with his 's aura and damage. Which makes you even TANKIER. The attack speed debuff range has been nerfed I think, but it still is decent when you are all up in their faces showing off your style. The cooldown reduction is a cherry on top, 20% is SUPER nice, make the ultimate almost on a 30 second cooldown. CDR is just ALWAYS good on like EVERY champion, and just allows you to spam more.


This item is very fun and good on Taric. It gives the same Mana as and gives an AoE slow when you melee people - WHICH YOU SHOULD BE DOING- and gives a good chunk of armor and 10% CDR. This gives less defense, but opens up more damage and a slow. I like taking this when I'm ahead because it helps clear and adds that extra damage/cc.


The counter to and gives you fantastic tankiness. The health and armor are fantastic. However, it doesn't give as much usefulness(IMO) as . However, the active scales off armor which is very nice since you have about 200+ armor. The passive also makes it hard for ADC's to kite you, slows them(AND THEIR ATTACK SPEED) opening up opportunities. Make sure to use the dam active in the middle of the enemy team or at least on the ADC or else this item just gets less valuable.

//
Health is just so strong right now and Warmogs is just the most health you can get as well as being pretty cheap. However, if you need slow vs 300 more health, Frozen Mallet can be your friend! However you need to auto attack to slow down people which not always be the most option. The spirit of the ancient golem's build path is iffy, since seems rather worthless to me, but also the Tenacity is okay. If you want tenacity, take it!


I just really like the item because it's AoE damage and most people don't have as much Magic resistance. Personal item, it's my favorite on bruisers.


It's so cost efficient with the wards. Someone else can do the math, but 5 wards each back, and having 3 more wards on the map is always useful. Vision enables plays and can save lives. It also gives health, delicious! Health/Gold = ~2.3 from Giant's Belt, so 300 x 2.3 = ~700. 5 wards are 375 gold, and that's only a 225 gold deficit. One more back and you already paid off the cost and it goes forever!

Remember to ward!
[http://2.bp.blogspot.com/-vt7JanHXfJ0/ThIs1ib9ZqI/AAAAAAAAAm4/CK9HYFQrcZc/s1600/warding.jpg]


[http://flatline-lol.net/images/buildpics/ward_map.jpg]

The Tacky Jungle

[http://i.imgur.com/eYOf9.jpg]

Start off with Shatter and head over to the River guarding your Blue Buff. Ask of your middle to Guard with you and top as well around the vicinity. Ask of your bottom lane to guard your Red Buff because most likely the enemy jungler like Lee Sin might try some funny business. Let bottom take your golems always, it'll respawn by the tim you get down there. At around 1:25~ head to the wolves. Ask for your middle and top to help damage the wolves. Shatter or Attack first, then just kill them.
[http://i.imgur.com/07k6w.jpg]
Do the same with blue. I like to use my potion around Blue Buff or After Red Buff.
[http://i.imgur.com/sgXv2.jpg]
Either way, Get and start healing yourself up everytime it's up in camps and on the way to them. After Wraiths you have a choice.
  • Go back to Wolves and then go to Red and continue farming jungle to gank at Level 4
  • Start Red Buff, and than gank Middle/Bottom with Next.
Look at the map and your lanes and access the situtation.
For Example:
If Bottom is pushing don't bother going down there with taking Dazzle.

Or Ganking middle but your allied champion in middle is say , we know he does poor damage early game and say the enemy middle is who has her W to escape the situation. Don't do it.

*I'm not saying don't gank for him, apply some pressure when you can for lanes that won't nessacerily gurantee kills, but as a jungler there is no point in wasting time with something that won't work. Early game is crucial for ganks by the Jungler and needs to be used efficiently.

As well, ganking lanes through brushes(the lane brushes) aren't nessacerily ideal. The Aura from Shatter gives it to your allies, if the enemy is vigilannt enough to notice the aura/increase in Armor they know you are there. If possible, stay away from teammates like in the other brush until the enemy attempts to check. If not, continue jungling,look for other ganks or try to gank through a different route. Be sure to ask if the enemy has warded the brush! !

Do not try counter jungling with Taric, unless it's like Smiting the main creep of a camp and KNOWING the enemy jungler is elsewhere, like just seeing them at Top, no lanes to gank and smite is up, go do the wolf camp.

Shatter is your camp clearing spell, and camp clearing power is low anyways.

IF Counter jungled, you don't really need the buffs anyway but still. Say took your red buff while you were ganking top lane. Ignore it, finish the little lizards, do your other camps always looking for a ganking opportunity. Jungle Taric is focused more on Ganking.

_____________________________________________________________________________________________________

Quick Jungle guide

Take and constantly use it BEFORE you autoattack for that extra damage. Start wolves, and try to get a smiteless blue, but if not whatever. You have that pro to get you through it.

Constantly use on your way to camps and AFTER the auto attacks.

Walk over to wraiths, and auto the big one. Go to wolves if NO SMITE, if you do have then go to red buff.

At Red buff, and always and keep autoing. Make sure to walk into bushes first if you are paranoid. Now look for your first fashion victim, go look at how to gank in the guide.

Try not to do golems, they take too long & you have low damage for single target. But if you must, then do it.

The clear time is about 3:50~, not counting golems.

_______________________________________________________________________________________________

Stonewall008 has made another video on Jungle Taric for Season 3, use this if you need a visual aid. Also watch his voice over, he understands the Taric fabulousness!

The key gems of Jungle Taric

Being a Support/Tank Jungler it's more about creating opportunities and ganks for your team.
  • Constantly gank lanes that are overextended, make them fear you.
Try multiple routes to gank them. Through River, Tri-Brush, if you are confident of the laner try diving!
  • Get a vision ward or ask the support to and if you get a kill or see the enemy jungler is top, force dragons
  • Get your team to coordinate and force buff fights when you know the enemy is out of position or unknowning of the gank that is coming
  • Go around healing lanes that you come to just to help if the kill isn't secured
  • Continue to supply Blues to your mages, even if manaless unless they don't want it. Give Reds to your Attack Damage carry.
  • Don't be afraid to use your ultimate, it's on a pretty low cooldown.But save it for things like Baron fights and Dragons.
  • Always supply wards, the more wards the higher amount of vision, the more opportunities that can be used. Each trip back try to get 1-2, or even 5! Buy oracles if your team has the advantage or the enemy has been warding so well that you can't gank. This way you are able to take dragons and more gank routes(ex. through the turret behind them).
  • Always use your stun to stop channels such as
  • Make sure to only stun if your team can react/follow up or else it's wasted.
  • Initiating for Taric goes by Dazzling a weak champion of the bunch like the AD Carry, AP Carry or Support. After the initiation is done by someone, doesn't have to be you, the stun can be saved to save your carry or to just help follow up and keep them in place.
  • In team fights, save the for a little bit, like a second or two after the intial damage is done to help soak damage, after press it on as many people you can! Keep to save your carry and constantly use to heal allies mostly carries.
  • You are the TANK, don't let your carries get in front of you like in checking brushes. If someone messes up, gets caught, or anything, save them! You aren't going to win the fight by damage, soak damage and help the team.

The Enemy's clothes are so last week

EVERYBODY WANTS TO INVADE JUNGLE TARIC. They just MAD JEALOUS of your style.



Early :
Late :

Really strong throughout the game, hopefully he won't mess with you! He probably will take camps from you, whatever just go gank! You can't kill him, and he has SO Much health, CC Reduction that even with a partner it'll be hard to take him down later on in the game. HOWEVER since he does take HEALTH as a resource, he will probably be very unhealthy in the jungle. Around mid game is where he will walk all over you.


Early :
Late :

Ok he got nerfed, but he still is a strong duelist and annoying jungler. He is so god dam annoying and scary, but luckily he isn't that good later in the game. Try to buy wards so he doesn't own you, have EXTRA security, take red if you have to since you don't even need blue that much.


Early:
Late :

She is just as bad as Lee Sin, but she actually scales into late game. She can't gank for shit though so it's ALL GOOD. She will try to duel and contest, so buy a ward! Try to out gank her and have your laners kill and do well because she will POOP on you.



Early:
Late:

He is a little rascal. He will take his blue, and probably go right to you on your path to red buff. Advise to ward your jungle either at red or at entrance to red. Try to invade him early game to screw him up, he's very vulnerable like that. He can possibly outgank you, but you scale armor and he does physical damage so you'll be tanky enough. He falls of late game so you should be fine, but just watch out early game because he snowballs fairly hard.


Early :
Late :

He can duel you early game, however he does like ONLY physical beside his Audacious Charge. If you catch him in your jungle, you can survive until a laner comes to kill him. He has no escapes so he is easy to catch out. He is a gank-orientated jungler, so he probably won't be farming like you. His passive shreds armor %, so don't think you are god versus him, but you are pretty wall-like.


Early :
Late :

Pure physical, but he has shred and a knockup. He is a gank-orientated jungler and can get past wards with E-Q combo. However, he usually build a lot more tank so he isn't much of a threat. He is very sexy though.


Early :
Late :

She is physical damage, but she has a great initiation, escape, shield, and armor shred. She usually won't counter jungle and focuses on ganking. She is quite squishy early on and has low defense, try to her AS she travels with her Q so she can't escape easily. However, since you do have MASSIVE armor, you can be an annoying wall and roam her jungle with a teammate. Try to stun her AFTER her ultimate as well, you can't stop her ultimate.

Final Comments

There's Jungle Taric for you. There are probably many other routes he can start or builds, he has Gem Socketing for everything! Taric has many Auras and utility for the team, that can create opportunities for the team to victory. Some people might think it's a troll idea, but hey prove them wrong! Keep good team morale and say nice jobs, can't win as a support tank jungler if no one wants to help you out.

[http://i.imgur.com/5ajGc.jpg]Thanks for reading!

Comments

July 30, 2013 - 06:03 AM #1

Rubbish

May 12, 2013 - 09:45 AM #2

Taric no longer viable support. Its time for JUNGLE TARIC! (with Tons Of Damage)

March 14, 2013 - 04:29 AM #3

Haha this is so cool. Good work dude!

March 11, 2013 - 05:04 PM #4

You've accidently doubled up on all the sections of your guide. Other then that, good guide.

January 31, 2013 - 02:25 AM #5

Why isn't Wit's End in the item builds?

January 29, 2013 - 10:03 AM #6

First game with taric jungle...IT'S AWESOME ! =D thanks you =)

January 11, 2013 - 01:05 AM #7

Stirlitz: Thanks for your comments! I just prefer Legendary armor because of it's flat bonus, not waiting to level 3 Shatter to get the same amount, because by then it won't matter as much. The initial clear is the dangerous part, and you want to take a little damage as possible. And it is an alternative, as I said.



Reinforced armor, yes that was some quick math and doesn't take account for all variables. I understand what you mean about this, but when you say ONE point in legendary armor, which is 4 armor if you have 200, is nothing. The majority of the time, the ADC will be auto attacking, and the reason they are so potent is because they have A.S, Crit, Damage, and Pen. which this does will against.

January 10, 2013 - 01:22 PM #8

I'd like to add a couple of comments on your mastery choices on 2 points I disagree with:



1) Legendary Armor:



"Legendary Armor is a piece of crap mastery! Yes in later game, you do get more Resists. Simple math, say early/mid game you have 100 Armor. That's only +5 armor. In late game, 200 armor that's only 10 armor. You think 5 more armor be worth it right!? WRONG. That late in the game 5 more armor won't save you. However, Hardiness/Resistance give you FLAT resistance, right at the start of the game where every single POINT of resistance can be a large factor."



This is wrong: Legendary armor increases both your Armor and MR by 5%. It only takes 3 ranks on Shatter or level 5 for it to give more stats than 3 points in flat armor or flat mr, with shatter on cd(without the temp bonus that is). Also due to taric's natural physical damage tankyness(you don't need to cast shatter if it's not really a dps increase for your team tbh)the magic resist bonus is more needed than the armor bonus. Legendary armor also scales the first skill you max which is also good.

Also you are going tanky so this scales even better into the lategame than let's say 5 dmg reduced from AAs.



Finally a note on mitigation: Armor and magic resist scale off your health. So 5 armor early game where you have 500 hp is 25 hp inyour effective health pool, whereas 10 armor when you have 3000 hp is 300hp in your effective health pool. The only thing that dinimishes armor/mr value late game is %penetration. But even that does not remove the need for mitigation it just makes certain heroes easier to kill you.



My point: Legendary armor is an average-ok mastery on most heroes, but really great on heroes like Taric,Garen etc that have other mitigation scalers...





2) Reinforced armor: You say that:

"Reinforced Armor is awesome. No denying. 10% less from Critical strikes is immense. Say an ADC has a [items/last-whisper.png][items/the-black-cleaver.png]and breaks down the armor from 200 armor to 150. That makes you at about ~60% reduction. So you take 40% and say the ADC is 300 damage, and crits for "600". 600 x .4 = 240 x .9(how much you take of it from Reinforced Armor). = 216. That's 24 damage that has been reduced. That's a nice chunk you don't take, and it helps all game from ADCs. The mastery Indomitable and Block reduce damage by 5, and reducing by 24 from a Critical is a very useful mastery against ADCs that want you off their booties. "



Reinforced armor is indeed awesome. On an average ADC which will get IE and PD by the end of his build they'll have a 55% crit chance with 250% crit dmg multiplier, so roughly ~75% of their AA dps is critical, which means that 10% decrease in that will reduce the enemy ADCs dps against you by up to 7.5%(up to cause there are adcs like graves that have dmging skills that cannot crit)



Still that's a 7.5% decrease in the dmg taken from 1 hero when they complete their builds and who has no reason to focus you first while you will be focusing them first. Unless there's a top laner or jungler that also builds crit often I wouldn't take it, i'd much rather 1 point in legendary armor instead giving me mitigation against everyone and all non-true types of damage for all game long.



Also picking up a mastery that's only good lategame and dismissing one that scales from lvl 1 till the endgame just for being "only ok lategame" is a little bit of a contradiction, imo...





December 27, 2012 - 01:39 PM #9

yo can you update the item and mastery chapter please?

December 15, 2012 - 07:28 PM #10

I'm excited to see further updates for s3!

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