TARIC BUILD GUIDE: [S3] A Truly, Truly Outrageous Support by Atlantä

by Atlantä (last updated over a year ago)

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Greater Mark of Armor( +8.19 armor)
Greater Glyph of Cooldown Reduction( -7.47% cooldowns)
Greater Quintessence of Gold( +3 gold / 30 sec.)
Greater Seal of Gold(2.25 Gold / 90 Sec)
View Rune Details
Summoner Spells
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13 Defense
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17 Utility
View Mastery Details
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View Skill Order Details



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17 Utility

Skill Order

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

Champion Matchups

About The Author // About The Guide

Hi, allow me to introduce myself. My name is Atlantá and I'm an average Bronze player from Australia!
I've been playing League for almost two years now and I'm still what you can call an amateur :<
Taric started off as my third support with Soraka and Lulu, yet Taric was the main one I focused on.
Despite my ranking, I feel I can play the support and mid role to fairly good standards.
I only started supporting around the October month of 2012, but I believe I know enough to help you out and learn how to play Taric.

Regarding the guide, this is mainly informational with some in-depth analysis and overall, just teaches you how to play Taric to a basic level. Please note: I do not claim to be a master at Taric, I'm simply here to teach!


I know this isn't the greatest example, but it shows how strong Taric really is.

Introduction to Taric

Taric has been a good support for a long time, but since he was nerfed a little while ago, his winrate and play rate has dropped intensely. He went from 55% down to a measly 48.66%, a drop of around 6%. It would be nice if Riot reverted some of those changes, because Taric has lots of potential that is currently outclassed by many S3 supports.


Why Taric?

If you're here, it's because you either want to get better at playing Taric, are completely new to him or even learn some basic supporting tips from this guide. Thankfully, I'm here to help!

Pros for Taric:

1. Good sustain in lane.

2. Strong 1.5 second stun.

3. Awesome armor passive for your ADC and yourself in lane.

4. Extremely strong AD + AP steroid when you use your ultimate.

5. Great roaming capabilities.

6. Super tanky.

7. You and your ADC can win trades very well. (stunning, damaging, walking away)

8. Can stop ganks fairly well.

9. Can peel really hard for your team-mates because of how tanky Taric gets.

10. Strong burst early game.

11. Low skillcap. Really easy to learn.

12. Melee, not great for harassing.

13. Can get back into the game if behind and still provides good tankiness.

Cons for Taric:

1. One of the lowest mana regens in the entire game.

2. High mana costs.

3. Long cooldowns.

4. Weak burst late game.

5. Weak heal late game.

6. Can get kited really easy since he has no gap closers apart from stun.

7. Can get boring often.

8. No poke.

What are his main problems out of those all?

Truth be told, he doesn't have too many problems at all and the pro's overweigh the cons. The only real problems he has are:

  • His burst is pretty terrible mid and late game and only gradually becomes decent if you buy AP items. Which in this build, you don't.

  • Mana regen. It's terrible and that is probably the HUGEST con about playing Taric. It promotes a really boring laning phase until a chance to kill arises. You can't spam too much unless you start a Faerie charm.

  • Taric can get kited really hard which makes it hard to get to targets. Thankfully, his stun has a very good range which can CC people from far away. Sadly, sometimes it makes buying a necessity if they have a very strong CC team.

Changelog: Updates/Changes

WARNING This chapter is LONG!

These are the list of changes that happen in each patch. I will edit and add to this if either; items from this build are changed/modified or if Taric himself is buffed/nerfed. I will also provide my personal opinion.

List of changes:

Patch 3.01 Notes -

4/02/2013 (When I updated this)

  • Sightstone
These changes are to reduce the excessive amount of early vision teams can acquire with little cost. "This should create more opportunities to gank and reward counter play, especially for junglers."

Recipe changed: Ruby Crystal + 475 gold = 950 gold (from 700)
Health increased to 180 from 100

Gold reward for Sightstone wards increased to 25 from 10

  • Ruby Sightstone
These changes are to reduce the excessive amount of early vision teams can acquire with little cost. "This should create more opportunities to gank and reward counter play, especially for junglers."
Total cost increased to 1550 gold from 1300
Health increased to 360 from 300
Gold reward for Ruby Sightstone wards increased to 25 from 10

Opinion: Even though this is somewhat of a big nerf and big buff, it evens out bottom lane as much as I hate to say it. I agree, it was far too easy at bot to not be ganked with how easy it was to purchase an early Sightstone. It costs a little bit more than what it used to, which means it might require you to get this on your SECOND recall. Regardless, this is still one of the best early game items for a support which you should still get first. The extra health makes you tankier than Philo/Kage's and any other item.

8/02/2013: Added Ohmwrecker to list of items and added more AD carries to the synergy list.

11/02/2013: Edited what I thought about Warmog's Armor, also removed the information about a sight ward viewing other sight wards because it wasn't true and I only just realised.

12/02/2013: Added Frozen Heart, will add more tomorrow/later.

14/02/2013: Added a photo of my ranked Taric stats.

15/02/2013: Added a few champions to Lane Matchups (adding more soon)

16/02/2013: Changed the item/champion layout so it looks cleaner and easier to read.

28/02/2013: Seen some recent Taric changes on PBE to his Shatter. May post what this is if you haven't seen it.

1/03/2013: Massive changes to Taric. Changed skills (Gemcraft and W)

Base Attack Damage reduced to 57 from 62

Gemcraft - Remade
Taric's basic attacks deal bonus magic damage equal to 2% of his maximum Mana; this bonus damage is doubled against champions

Passive Armor aura adjusted to 12% of Taric's Armor from 10/15/20/25/30 (Taric's self-Armor bonus remains 10/15/20/25/30)
Active damage now additionally scales with 30% of Taric's Armor
Mana cost reduced to 50 at all ranks from 50/60/70/80/90

Mana cost reduced to 75 from 95

EXPLANATION: Time to explain the changes.

  • Let's start with his base attack damage reduction. It was fairly high for a support, and was only there to assist his old Gemcraft passive. Since it's been re-worked, it has been reduced.

  • Onto the Gemcraft passive. Assuming level 1 Taric has 255 mana (no runes, masteries) and he hits a champion for 57 (no armor). 2% of 255 is 5.1, now double it because the passive is increased when you hit a champ, you hit for 10.2 extra magic damage. This would mean you hit a champion overall for 67.2 damage (not counting armor/MR as the values will be much lower and this is only an example)
Could this possibly mean an offensive type play and the introduction of 'Spellsword' to Taric's masteries? Interesting... Will post if it's viable or not.

EDIT: Would only recommend on Solo-Top or Mid Taric.

  • Shatter: It no longer grants a flat number of armor as an aura. It is now 12% of TARIC's armor that is an aura. Let's assume Taric has 33 flat armor from runes and masteries. 12% of this equals to 5.28 which is half of what the old shatter bonus gave. I agree with Riot's opinion on: "These changes provide opponents with early lane counterplay to Taric by reducing the amount of passive Armor granted by Shatter." it was too damn easy for Taric's ADC to not be poked down with the armor bonus. The damage also scales off of his armor (unsure on how I can work this out since I'm still confused)

  • Nice mana cost reductions on Dazzle and Shatter.

Overall, great job Riot. Seems Taric is again stable, after being a somewhat stronger selection

18/03/2013: Changed the skill order to maxing W first due to the recent Taric changes

19/03/2013: Big changes to items and Taric.

  • Shatter
Damage reduced to 50/90/130/170/210 from 60/105/150/190/240
Armor damage ratio reduced to 20% from 30%

  • Dazzle
Stun duration adjusted to 1.2/1.3/1.4/1.5/1.6 seconds from 1.5 at all ranks

Pretty disappointing. The Shatter changes make his damage considerably lower.
Dazzle changes should provide you to play passive until a chance to stun. 1.2 seconds is still a good amount of time and you shouldn't notice much.

As for items...

  • Aegis of the Legion

Aura grants an additional 50% Health Regen, Armor and Magic Resist for minions (Not that great, honestly)

  • Locket of the Iron Solari

Combine cost reduced to 520 gold from 670 (total cost reduced to 1850 gold from 2000)
Health reduced to 300 from 400


A list of upcoming things.

- I plan to record a video and post it, but Australian upload OP ;__;

- Faster edits, better edits

- More chapters to come

- Fix the layout when I can be bothered


I choose these masteries simply for the utility and tankiness. Taric is all about initiating with his and then to help win trades.

Why run 0/13/17?

I want to give myself as much utility and defense as I can. Biscuiteer is a great mastery early game as well as Explorer.
The extra ward can be used offensively or defensively. You can ward to make sure your jungle is not going to be invaded at the start of the game. In doing so, your jungler gets to survive (most of the time) and start at the opposing buff.
The extra armor and mana regen helps a lot since Taric's mana regen is one of the lowest in the game.




  • Summoner's Insight: Flash has a really long cooldown, and since Taric doesn't have any escapes apart from stunning, he needs a way to get out of situations.

  • Meditation: Taric has one of the lowest mana regens in the entire game. It only makes sense to grab the 3 points for added mana regen.

  • Mastermind: This lowers the cooldown of Flash even more. Perfect.

  • Artificer: Useful on Shurelia's Reverie and any other active items such as Solari.

  • Greed: Extra gold generation. Awesome.

  • Wealth: Gives 50 extra starting gold which allows for another ward.

  • Intelligence: Additional 2% CDR. Stacks with runes which allows for around 8% CDR.


  • Durability: Grants 108 health at level 18 and 6 per level. Makes you a bit tankier in early game-mid game.

  • Hardiness: This is a strong mastery against ADC's bot. This also synergizes well with Taric's

  • Resistance: Good for taking less poke from the opposing support.

  • Veteran's Scars: Not a bad choice. It gives 30 flat health which is fairly good in the very early parts of the game.

  • Unyielding: Take less damage from opposing ADC and Support.

  • Block: This is another strong mastery, which in total with all of the damage reductions equals to: 5 less damage from auto-attacks. Doesn't seem like much, but combined with 's Aura and additional armor from masteries, Taric takes a lot of less damage.

//Masteries I didn't pick and why.

  • Pickpocket: This is really only a good mastery on ranged supports like Nami, Lulu, etc. I'm not really within range to poke back champions since Taric is melee so this seems useless to me in the laning phase.

  • Expanded Mind: The mana isn't really worth it since Taric's abilities actually aren't massively mana consuming.

  • Awareness: Whilst this isn't a bad choice if you decide to choose it, I don't find it beneficial for me. The extra experience is nice but a level advantage doesn't mean much for a support. Pick this if you decide to.

  • Scout: 25% increased vision for 5 seconds doesn't do a whole lot..

  • Improved Recall: The quicker recall time is decent but it's just an overall waste.

  • Safeguard: The less damage from turrets is very minimal and you often don't tower dive.

- - - - - - Second Page - - - - - -


EXPLANATION: (Will copy + paste if I have same masteries on the other page)


  • Durability: Grants 108 health at level 18 and 6 per level. Makes you a bit tankier in early game-mid game.

  • Resistance: Good for taking less poke from the opposing support.

  • Hardiness: This is a strong mastery against ADC's bot. This also synergizes well with Taric's and helps add more armor to your ADC.

  • Relentless: Since Taric can be easily kited, this is a nice mastery to reduce slows (and ONLY slows)

  • Veterans Scars: Not a bad choice. It gives 30 flat health which is fairly good in the very early parts of the game.

  • Juggernaut: The extra 4% health is a good choice early on, especially with the health stacking meta.


  • Summoner's Insight: Flash has a really long cooldown, and since Taric doesn't have any escapes apart from stunning, he needs a way to get out of situations.

  • Meditation: Taric has one of the lowest mana regens in the entire game. It only makes sense to grab the 3 points for added mana regen.

  • Mastermind: This lowers the cooldown of Flash even more. Perfect.

  • Artificer: Useful on all items that have an active effect (e.g Solari's)

  • Greed: Extra gold generation.

  • Wealth: Gives 50 extra starting gold which allows for another ward.

  • Biscuiteer: Definitely a nice early game item for some hp and mana regen.

  • Explorer Ward: Too strong not to take. Can stop your jungler/team dying during an invade IF you use this properly.


The reason for choosing these are basically for the most offensive and some defensive type of play. I chose to get 5.85% CDR just so I can spam and



Marks: A lot of Armor. This is good for bot lane especially when there's an aggressive ADC looming about. + Flat Armor Reds = 25 around level 3, just from these two things. Not to mention masteries which gives almost 30 armor at the early levels. That is a lot.

Other Marks

Greater Mark of Attack Damage If you're an aggressive support who wants to take full advantage of their passive, go for it. There is nothing wrong with taking the extra AD, but just don't forget, you're forfeiting survivability for little damage.

Greater Mark of Scaling Magic Resist This is OK if you feel like having more magic resist mid-game, or if you're playing against a heavy AP team. Not a bad choice since Taric gets armor from his passive. This is definitely a worthy pick.

Greater Mark of Health You could pick these runes, because flat health on almost any support is just fine. It adds to their tankiness, and if you don't feel like you need armor runes because of Taric's passive, you could pick this up and it would give you 31.23 flat health which would give you 500HP at level 1.

Seals: Gives gold generation which is always great. Equals to 2.25 gold per 10 seconds which is great just for seals.

Other Seals:

Greater Seal of Armor This is great overall because it stacks with your passive and the 5 armor from the defensive mastery tree. If you're going up against a lot of AD or if you just want to be really tanky and have a lot of armor. This is actually a very good choice against kill lanes as most kill lanes are strong AD brusiers.

Greater Seal of Mana Regeneration Because Taric has such a low mana regen, this is a decent choice of Seals if you want to opt for them. They'll give you a lot of mana regen so you can spam your skills more if you like to play super aggressive. I don't pick these, because I conserve my mana for when I really need to initiate or save someone.

Glyphs: 5.85% CDR is brilliant at early levels when your abilities have high cooldowns.

Other Glyphs:

Greater Glyph of Magic Resist: If they have a really annoying support like Lulu, or Nami who can constantly poke, you can pick these glyphs up. I don't feel I need them because the cooldown from my spells outweigh 13 magic resist. Your personal preference might be different, so the choice is yours. Some AD's like actually do magic damage on each hit. If you want extra survivability, go for this.

Greater Glyph of Ability Power When I was new to supporting, I ran this on almost all of my supports till I realised how much I didn't need the AP. Cooldown is much better than a little extra damage on your spells (that you won't even notice anyway). I'd really only recommend these on a champion like Soraka, who would give bigger heals.

Quintessences: This is great. One gold per 10 seconds is brilliant. Three of these equal to 3 gold per 10. When you add both the Quints and Seals together you get 5.3 gold per 10 which actually eliminates the need to buy Philosopher's stone.

Other Quints

Greater Quintessence of Health Flat health is great and it grants you 78 flat HP if you feel like health is better than armor or magic resistance. When you combine this and the 30HP from the mastery tree, you start off with 576 HP at level one along with armor. That's pretty tanky. I'd prefer the gold per 10 though, simply because I don't want to have to waste my time buying a Philo Stone when the stats are very bad compared to S2.

Greater Quintessence of Movement Speed Movement Speed Quints are really good if you're going to roam mid/top a lot or help steal jungle buffs. The extra movement speed is just an overall good factor to have. In addition with you go really fast and it's great against champions that have a lot of escapes, like

- - - - - - Full Armor Page - - - - - -


This is a really, really STRONG page against kill-lanes, multiple AD teams and overall. 40 armor at the start of the game is ridiculous. Combined with your masteries, you get around 60-65 armor at level 1.
Again, this page doesn't have G/P5 so Philo COULD be an option for you unless you dominate. I would try to play as aggressive as possible in the early levels (1-3) or try and show a lot of lane pressure by trying to zone them.
No magic resist on this page and I wouldn't recommend taking it against pokey supports like Lulu, Lux, Nid, etc.


Where do I get my income from if I don't take Gold per 10 or Get Runes?

After playing over 50 games, with the page "Armor Swag" I've come to the conclusion that it is probably just better to buy Gold/10

Now this may seem awkward from me, considering I don't buy Philo on my other page.
There are plenty of reasons why I've considered this, and these are them:

  • The page is COMPLETELY situational in the sense that the armor could be wasted and gold runes could be more efficient

  • If you don't get assists, you have no gold since you wouldn't have gotten Philo

  • You do need the extra gold, I've found myself with around 5-6k less gold simply because I didn't have it

  • Your job is to ward and destroy them, you can't afford an oracles every 3 minutes, let alone a Vision ward whilst completing core items

Summoner Spells


Choosing Flash is great because Taric has no escape abilities apart from his which can only stun a single target. If he gets caught in team-fights or focused for whatever reason, he can flash out.

Exhaust is still a preferred summoner spell at botlane if you don't have a tonne of hard CC. Taric only has a single stun and exhaust can sometimes be the one way of securing a kill. It can also be used to focus solely on their ADC in team-fights.

What you could pick instead of Exhaust:

Heal is really strong now since it got buffed. It now heals you and all allies for the same amount. This is good going against super aggressive opponents at bot such as Kog'Maw and Nunu or Trist and Lulu. I prefer to pick this up if I'm versing a huge AoE team.

If you and your ADC like to spam skills. I don't ever pick this up. It's not really necessary to pick up if you're going for mana-regen runes because you won't need to keep hitting Clarity as most of your mana will come right back up especially if you start with a and have a few mana potions.

This is "OK" if you're going against champions that have D.O.T (Damage over Time) passives such as Tristana, etc. I don't see barrier taken a whole lot on a support, and there's probably a good reason behind that. It doesn't bring any utility to the team as much as or do. Still, this isn't a bad choice, but I'd prefer it on champions who can't heal themselves when the last tick of procs.

Last summoner spell I'd consider "decent" for a support. It basically allows you to remove all Blinds, Charm, Fear (including Flee), Movement Slows, Polymorph, Silences, Snares (including Entangle, Roots and Immobilizes), Stuns and Taunts and now cleanses damage over time for 3 seconds and reduces any extra CC is reduced by 65%. This is an OK spell if your team is up against heavy CC team, but honestly I'd take instead simply because, it doesn't matter too much if you die.


Passive: Gemcraft


"Taric's basic attacks deal bonus magic damage equal to 2% of his maximum Mana; this bonus damage is doubled against champions"

The old Gemcraft passive was somewhat terrible and now Taric's passive seems a little better. Still not great, but it's OK. Assuming level 1 Taric has 255 mana (no runes, masteries) and he hits a champion for 57 (no armor). 2% of 255 is 5.1, now double it because the passive is increased when you hit a champ, you hit for 10.2 extra magic damage. This would mean you hit a champion overall for 67.2 damage (not counting armor/MR as the values will be much lower and this is only an example)
I still feel like this isn't too great since Taric is not a poke-heavy champion as he is melee. Early game this would do a lot of damage and scales decently into mid-late if you can actually land auto-attacks. Being the tanky peeler you are, you basically won't be landing many.

Q: Imbue


"Taric channels earthen energy to heal his target ally. As the magic flows through them he is healed for the same amount. If Taric heals only himself, the heal will be 40% more effective. His autoattacks on champions decrease this spell's cooldown by 3 seconds each or by 1 second if hitting non-champions."

Cost 80/95/110/125/140 mana
Cooldown 20/19/18/17/16 seconds
Range 750

A truly, truly outrageous spell. The heal is great and it's basically a mini with a shorter cooldown. Hitting champions or minions decrease this spells cool-down significantly. Usually you can get 3 auto-attacks on a minion without doing much damage to it. By then, it will be down to about 14 seconds from the initial 20 seconds. The cool-down at early ranks is very high.
It's fairly strong in early-game teamfights if you max it first or second and will heal for a good amount but like most heals, drops off a lot late game. It's good in lane, but it has a really high mana cost even if you don't max this first. You won't be spamming this a lot, so you should always tell your ADC to get potions. Don't always use this to save someones life, a clutch could be much better, at a lower mana cost. When you get a it could pay off more than the heal, because the shield is usually larger. This is a critical skill and you should only use it in dire-situations in the mid-game.



W: Shatter


Passive Armor aura adjusted to 12% of Taric's Armor from 10/15/20/25/30 (Taric's self-Armor bonus remains 10/15/20/25/30)
Active damage now additionally scales with 30% of Taric's Armor
Mana cost reduced to 50 at all ranks from 50/60/70/80/90

Another truly, truly outrageous spell. This gives Taric a TONNE of armor which is amazing early game. It also gives armor to your AD carry which prevents them from taking a lot of harass from the opposing ADC. This makes you really tanky at the start of the game with additional 10 armor with just one point in it. Sadly, it only gives your ADC around half (5) with the new re-work of it. This has a really short range so you need to be in the middle of the entire fight just to get some AoE damage off.
You don't have to use this in teamfights if you want to keep the aura and passive. Sometimes using this can really hinder your team a lot of survivability. If they're ahead, it's up to you whether you should use it or not for the burst. As you can see, despite being a fairly boring spell, it can be quite flexible.

Don't forget! You don't get the extra armor when this spell is on cool-down.



E: Dazzle


"Taric emits a brilliant ball of prismatic light at a target enemy, dealing magic damage (lower damage the farther the target is), and stunning them for 1.5 seconds."

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

The most, most outrageous spell of all. Basically, this is what allows Taric to set kills up. It has a fairly long range and a long duration. The only con with this is that it has a high mana cost early in the game, but it's great for when you start getting items. This is perfect in teamfights for focusing a fed AD carry or a fed AP mid. 1.5 seconds may seem like a small time, but that's all it takes for a carry to die. This is really strong because the 1.5 seconds stays the same at all ranks which only allows you to put just one point in it. Incredibly useful at any time in the game, but it can be extremely vital in the late game because their carry can basically be insta-gibbed by your team. Catching someone out, can often win you games because they're forced to fight a 4v5.
Buying cooldown items, will only make this skill 100x better because it has a fairly short cooldown. 10 seconds at 5th rank with cool-down will shorten it to around 8-5 seconds which is truly, truly outrageous.
Tip: Use this on their ADC as he is about to kill your cannon minion. He will miss it and take free damage as well.
As I said before, this can save someone's life rather than a because you can stop that enemy from pursuing any longer. Of course, if they're ignited or another D.O.T spell, you should heal them.



R: Radiance


"Taric slams the ground dealing magic damage to nearby enemies. For the next 10 seconds, Taric gains attack damage and ability power and receives an aura that grants nearby allied champions half the bonuses."

Cost 100 mana
Cooldown 60 seconds
Range 400

This does a lot of damage when you combo it with >> and is an excellent AoE damage spell in teamfights in the early game. At lower ranks, combined with the combo and your AD carries combo you are most likely going to get a kill. (Provided that their ADC doesn't have to get out of your )
This is sub-par at rank 1 because it only does 150 damage which is usually 1/10th of their ADC's health which isn't a lot. Again, has the same range as so you need to be right in the middle of everything. The best thing about this spell is the AD/AP aura you get from using it.
In every team-fight, you should use this each time. The aura is too big to leave it to waste like (if you don't use it) because the steroid is amazing late game even when the damage is pretty pathetic. Your team is fully built, and can't buy anything else. It's like buying a or a for 10 seconds which is crazy. This isn't a great overall damage spell, but offers great utility.



Skill Order

I max either or because they are more beneficial to max rather than

  • Maxing makes you a lot tankier. I would generally max this first if they have a super fed Top-Laner like or if their ADC is snowballing hard. I also choose to max this just for the extra damage and aura for my AD carry. If I'm going up against a 3-4 AD team, I'll also max this first.

  • Maxing makes your lane a lot more sustainable. Your heal is buffed and heals for more. I max this first if the enemy team has a strong DoT (damage over time) caster like etc. You can make this first or second depending on your playstle.

DON'T ever max first. There's no reason for it. Why?
Let me explain. The only thing that increases from maxing this, is the damage which is fairly minimal compared to . You don't get enough utility from maxing this first. Maxing shatter provides more armor aura, extra damage and extra armor for Taric. Maxing Dazzle only provides a stun which still lasts 1.5 REGARDLESS of whether you max it first or not.

  • As for all ultimates, max whenever you can.

Item Builds

I build Taric to suit my team. I try to build him as tanky as I can whilst providing a ton of utility for my team. I'll be discussing in depth on some great items, some bad and some decent items that you can build on Taric.

Good Items:

These are probably the main items I build on Taric, and every other support since they are absolutely perfect for supports.


This is probably one of the best items released in Season 3. It allows you to basically stop buying wards and focus on other items. You get 3 place-able wards as well as some health which is great. I always pick this up. First or Second depending on how the game is going.


A great early-mid game item. The shield is strong and all the stats make you a truly, truly outrageous tank. If you can finish this second, you'll be quite tanky.

+35 armor
+300 health
+10% Cooldown Reduction
+10 Health Regen per 5 seconds
It's cost efficient at only 1.85k gold.


This will always be a great support item in League of Legends. The stats are very good early and mid game, so finishing this 3rd is a great idea. It makes all of your allies beefy with the passive armor, magic resist and health regen. If you're falling behind, this is honestly not bad to get, but I'd still prefer Solari even if you are behind. It really depends on how hard you're losing. Solari is 100g cheaper and that's why I prefer to buy it as a second item after Sightstone.
After Patch 3.04, minions now get an additional 50% Health Regen, Armor and Magic Resist.


Seems pretty weird for me to put this here, but buying a Vision Ward can be the difference between life or death. Removing enemy vision is vital in succeeding. Removing vision at objectives such as Baron and Dragon, will rely on you getting them or not. If you have no vision, they can take dragon without you knowing. I always, always ward objectives with a Vision Ward.

Situational Items:


This is a really situational item. I choose to build it when I have around 3 AD's on my team who benefit from the Attack Damage and Life Steal. If not, I generally just build this to fill my 6th spot. If your ADC is fed as hell, you could pick this up early.


A good pick if you want to build it early/late. The heal is barely noticeable late game, so I tend to build this earlier. The mana is good on Taric, as well as the regen and magic resist. It's cost efficient much like Solari, at 2200g.
I would only get this if my ADC was being focused in a team-fight and they have multiple CC's. Even if he has a I would still buy this to try and avoid them having to use it.


I don't usually build this until mid-late game simply because I don't really need to chase anyone down or escape. Taric's has a long range which doesn't require the active of Shurelya's. I feel I need to buy Shurelya's if I need to get away. Also, if you have then you shouldn't need to finish this as quickly. If the enemy team is very mobile, you can get this to catch up to them.


This is an item I don't pick up unless I see that they have an Evelynn, Twitch, anyone that can do stealth. The AP is rather nice, but not needed. The magic resist is good and so is the movement speed, but I just can't bring myself to buy this.


Good against huge magic damage teams. In saying that, I basically only upgrade this from when the enemy team has a lot of AP. It's also very expensive and an item I rarely buy until the end of the game where I usually finish it of last.
In cases where they have two AP top and possibly a tanky AP jungle, I buy this first


An item that I've never seen built on a support in Season 3 so far. You're probably wondering why. The active seems completely useless to most people considering towerdiving can be done really easily and you survive it most of the time. It's actually a good item late-game, as you can backdoor and stop the turret from damaging you. Aside from the active, the health, mana and armor are amazing on Taric. The cost is the only downside and this is really only a good, good item if you build it as a first core item to maximise the full effect of its active. This is a pretty debatable item considering the stats are pretty darn good along with the active being decent early on. I wouldn't recommend buying this item first or even second, maybe third or last. It's hard to decide when to get this item especially because the active can be used two ways. Turret diving early, or split pushing mid-late game.


OK, so I previously had this item in the "Bad Items" section but recently, I've been thinking a lot about it. Warmogs, is just plain OP in Season 3. It counters both AP and AD damage and is cheaper than buying defenses. 1000 flat health is amazing, along with the regen. It's really debatable to buy this considering:

- The health is just ridiculous honestly.

- It offers very little utility apart

- More affordable to buy rather than buying magic resist/armor items

It's a pretty selfish buy, but it can also REALLY pay off. I'm still unsure about this item since it's OP as shit, but I do have a feeling it's going to be nerfed to the ground soon to bring the Magic Resist/Armor items back into balance. For now, I can't see you going totally wrong buying this item second or third because it's strong. I wouldn't sacrifice wards(from ) and a hefty shield and defenses from


I've never built this on Taric, but that does not mean it is terrible. The active is nice to have if you
have multiple bruisers on your team who can always be in the faces of the enemy. Champs like are perfect examples of this. The gold per 10 is kept, which is great too. This is a very situational item too, just because you have multiple bruisers, I wouldn't take this over Solari if your team is being absolutely destroyed in teamfights.

Bad Items:(My opinion only)


Never built this, doubt I ever will. This, in honesty, is just not suited for Taric. The armor is small but decent and the AP is nice, but not needed. Creating a siege minion, and collecting gold from it during later game is hardly noticeable. It's really only good for split-pushing, which Taric is bad at. It's OK for trying to push harder late game, but there's really much better items with better stats. You shouldn't bother building this item, second, third or even at all.


This was always a good item, but it's been buffed now and it really pays off. It still is a costly item and not considered core in this build. I would consider this REALLY situational. The armor is outrageous, especially on a champion with passive armor. Build this when they have multiple attack-speed based champions who can deal a lot of damage like (His W) , etc because they can lose damage potential with the 20% reduced attack speed.

Final Build:

// // // OR

Boot discussion:


These boots are my most preferred on any support champion. They provide good magic resist early on, good movement speed and finally, amazing tenacity. The tenacity is really what wins me on selecting these. The shortened duration of CC on me is great to have.


I don't usually buy these, but if the enemy team has fed AD's like top or bot, I'll generally pick these up for more survivability.


I build these boots when I prefer to do a bit more roaming from bot-lane to mid lane or around their jungle. These are a good choice overall if your team is dominating as it just allows you to get to objectives quicker and chase enemies down.


This is one of two choices I pick in upgrading my boots. It's good in giving your allies a speed boost much like Shurelya's. I pick this up generally when they have a lot of mobile champions like etc.


Good for quickly exiting the base and getting to where you want to go.

Why don't you include GP/10 in this guide?

Foreword: I have a chapter above that explained the process of Gold per 10 on a page with no gold runes. This chapter is essentially for pages that DO already have gold runes.

So you probably scrolled past the item builds and wondered, "Why no GP/10?" Read below.
Gold per 10 has always been a very popular thing for supports in the past seasons up until the end of Season 2 where was removed. This was a pretty big blow, but was still there and is still bought by most people today.
When you have GP/10 items, they really pay off after around 30-40 minutes where you have accumulated around 1.3K on each item which equals to 2.6K gold for both of them. That's a lot of money, right? True, it is. But 30-40 minutes of waiting for that much money, is a REALLY long time. Is it worth it? No. It's just not worth it anymore considering only is left.

The main reason for not needing to buy a GP/10 item, is because your runes actually do it for you. They grant 5.3 gold per 10 seconds which is actually more than what the Philosopher's Stone offers as I describe above in the Runes chapter.

Cons of GP/10:

  • You waste so much time waiting for a decent amount of gold to come through to your pocket.

  • In waiting so long for gold, you forfeit SO much survivability if you buy both & because they take up two whole item slots, your boots take up one and you have a sightstone for wards. This only leaves two items that you can build that gives you great stats.

  • The stats on Philosophers Stone were nerfed in half whilst they made the item cheaper. The mana regen is OK on Taric and so is the health regen, but they're totally sub-par to what they were last season. It made the item worth getting.

  • Kage's Lucky Pick... This is an item that is really debatable to get on Taric. The AP is good since Taric has high AP ratios, but this item doesn't build into anything decent. It's OK if you sell it after you have accumulated enough gold from it, but then again, I still don't recommend buying an AP + GP rather than a tanky/utility item like

How to begin supporting as Taric: Warding and Basic Control

This is going to be basic and not too detailed. Just before I head into the stages of the game, you need to know a few things about supporting (if you're new to it). Support is easily the most under-rated role in the entire game and it's often labelled "boring" simply because you aren't killing anyone.
In reality, it's one of the most rewarding roles and a good support can lead your team to victory.

What you're in-charge of as Taric:

- Making sure your AD carry is allowed to farm by promoting pressure in the lane.

- Responsible for 90% of the warding after the laning phase (around 15 mins) and objectives.

- Locking down carries so they can't kill your carries.

- Getting a lot of assists in order to get yourself some gold.

- Protecting your allies.

- Destroying wards with

What you aren't in charge of as Taric:

- Getting any sort of kills. (Accidentally taking one or two is OK)

- Farming. (Taking some CS when your carry isn't in the lane is OK)

- Building damage items.

- Warding top or mid-lane during laning-phase. (Some exceptions, you can ward around their red which may be closer to mid)

During the laning-phase, you want to be soaking up as much XP or experience as possible. You are not meant to be taking any CS (Creep score) at all unless your ADC isn't in lane. You are responsible for warding your lane to make sure you don't get ganked by the enemy jungler.
You should remember objective timers like Dragon and Baron.

Baron spawns at 15:00 minutes into the game and respawns every 7:00 minutes after killing it. It's not often fought about until around 20-25 minutes where the game starts getting intense.

Dragon spawns at 2:30 minutes into the game and respawns every 6:00 minutes after it's dead. It is the lesser important of two buffs during the late game, but can be vital in succeeding during early-mid due to the gold it gives.

Your job in team-fights is to basically soak up all the damage and help assassinate their carries. You can either CC them which is stunning, snaring, slowing, etc or by blocking them from escaping.
If you die, it's not all that bad. As long as you earn more assists than dying, you're fine.
E.G 1 death for every 5 assists.

The importance of Warding;

Warding is a commonly used way to see things in the Fog-of-War. It is used a lot in ranked play as well in some normal. There are two types of wards. A Sight Ward and a Vision Ward. They show the same amount of space. A Sight Ward costs 75g whilst a Vision Ward costs 125g. Pink wards show other wards within their range, which allow for the enemy wards to be destroyed in 3 hits.
Wards last 3 minutes and are important in many different ways. They can:

- Prevent ganks

- Show when a jungler is doing either Red Buff or Blue Buff

- Gives vision on an objective such as Dragon or Baron

- Allow allies to jump to safety. Champs like and can do this well.

- Used to steal buffs

- To highlight an area

What an ordinary Sight Ward looks like:


What an ordinary Vision Ward looks like:


Early Game

Depending on your match-up, you can either play passively or aggressively if you know you can win your lane. Taric is suited for a lot of AD carries and can synergize amazingly with a select few (more on that later). Generally, you should try and stay in the bush closest to your turret if you'd like to play passive. Unless of course you have a match up like + where they can easily CC and often pick up first/second blood. Versing those two, you'd like to stay behind your creeps.

Warding is essential when you know their jungler's route. Some junglers like who all have fairly good level 2 ganks, might come either bot or mid. Usually, I ward around the 5-7 minute mark if I know there is going to be no ganks until around level 6.

Places you can ward:


- Number 4 is probably the best ward you could place. This is the main path junglers and mids take when coming to gank bot.

- Number 1 is a really safe ward if you're pushed back to your turret. I only ward this bush if I'm at my tower.

- Number 2 & 3 are safe wards and aggressive wards, too. They both show enemy junglers coming up through the lane if river is warded. It can also be used to show if your enemies are waiting or if you can catch a support or ADC off-guard.

- Number 5 is a ward I use most often, as it shows the jungler coming out from tri-bush and it also shows an enemy mid coming through river.

- Number 6 is for dragon control. The reason it's in blue, is because it should always be and not . Usually, the enemy team won't pink dragon and if they do, you can easily destroy their ward with your pink ward.

Mid Game

By now, you should have at least a and perhaps a or another item depending on how the game is going.
You should always be warding. Anyone who is reading this and doesn't play, please remember this.

WARDING, ISN'T ONLY FOR SUPPORTS! They aren't made of cash and just putting a few wards here and there will not only benefit them, it will also benefit you and your entire team.

Some team-fighting happens around this mark, and you should be stunning carries. Don't forget to heal YOUR carries and pop your in the middle of the fight just to absorb some damage.

You should be initiating, and since you're pretty tanky, you can take a lot of damage.
You should spot a good time to their carry and allow for you team to basically jump on them and rip them to pieces. In a full fight, you should:

a carry >> >> >> >> your carries.

Your death is much better than your carries dying, so make sure to keep them alive. You're worth no gold, whilst they are.

Also, a lot of teams like to try and snag Baron Nashor, try and keep it warded. It's understandable if you can't go back to base just to buy a but just try and keep it warded as much as possible. An enemy team that can sneak Baron could potentially lose you the game.


Late Game

It's around the 30-40 minute mark, and you're almost/are fully built. You should have around 3.5k HP and around 200-250 armor. Great. You can tank a lot of damage and killing carries at this time of game, means a lot for your team. It can possibly win you the game. Basically, just do exactly what you were doing in the mid-game.

Getting baron for your team, can often win the game. Getting it stolen, or simply them taking it, might often lose you the game. Baron is such a huge objective in the late game as it boosts your stats further when you're fully built. Again, probably the most important part of being a support is to have objectives warded with a .

is a weaker item now, but it's still great. If you have don't forget to use it when they chain lock CC. If all fails or you just want to hunt someone down whilst is on cool-down, you can use

Try not to sell your as the importance of this item in late-game is high. You don't have enough spots left to buy wards and this is the only item that will help you out. Catching someone off-guard or being able to initiate first will most likely win your team the game.


Team Fights

In team-fights, your only job is to peel for your carries and make sure they don't get taken out. Protect the m with your entire life. When in range of their carry(s) use to stun them and allow for your team to focus them down. is a lot weaker item now because carries can just melt the shield with one spell/AA but the stats still benefit you really well.

How you should play out your team-fights:

Peel (stop your enemies getting to your ADC/AP mid) for your carries really hard, because they're the main targets for your enemies > > > > > your carries! > their carries OR (IF you chose it)

It's basically the same formula each and every time, and you can easily disengage the enemies from starting a fight with your or popping (If you chose to buy it) to get away.

Lane Synergies: Who does Taric work well with?

Taric is versatile and can work with almost any AD carry, but works especially well with a select few.
I will rank these lane synergies out of 10 and will provide how they will most likely play out.

7-10 out of 10

This lane is super strong. Graves has built in armor when he attacks and Taric's passive gives more armor which makes Graves strong in this lane. You should be aggressive as much as you can opting to stun their AD carry whenever there's a good chance. This duo has a ton of burst. Perfect for killing squishier carries like and

Taric will stun, then Graves will use Buckshot and Collateral Damage and basically destroy any AD carry.
9 out of 10 times, this lane will win.

8 out of 10

Another strong lane early on. Taric's stun and Ezreal's Q do a good amount of damage together without any harass back. Any time Taric stuns, it's basically means death for the enemy AD carry because of Ezreal's burst potential. He only has to Essence Flux next to them, shoot a Q and W and finally R to finish them off with ignite. Not to mention this combo has good map control with Ezreal's ultimate.

8 to 9 out of 10 times, this lane will win.

7-9 out of 10.

This is possibly one of the safest lanes for Taric. Whilst Caitlyn doesn't have as much burst as Graves or Ezreal, she can do a lot of damage with her Q and ult.
Caitlyn can place traps in the bush next to the river which most junglers come in from making for ganks to be very hard. If all else fails, Taric can stun their jungler and walk away. Playing offensively, Taric can stun their carry whilst Cait plants a trap behind them or anywhere next to them providing a double stun which is almost sure to get a kill. Even if you're not trying to grab a kill, you can just stun and Caitlyn can use her Q from a distance allowing for no damage taken. Caitlyn also has a long range which can poke enemies making them have a hard time farming.

Great lane. 8 out of 10 times this lane will win.

7-8 out of 10.

An easy lane to dominate with if you can play well. Taric can just stun and shatter whilst Sivir can get two boomerang blade's from a distance. This is good for denying your opponent CS and lowering them back to their turret. Not much to say apart from the fact that it's a strong lane for Taric.
Good burst, not super safe.

This lane isn't a guaranteed win and comes down to skill.

7.5 out of 10

Draven has it easy when he is with Taric. All Taric's has to do is stun, whilst Draven can get at least two hits of his Q off in time with no harass being taken. Setting up a kill is easy too because Taric can provide burst as much as Draven can. Taric just uses Shatter + Ult and Draven just keeps using his Axes and Ultimate to finish them off.
A high harass lane with a lot of burst.

70% of the time, if you can dominate early on, you'll win because this is a really strong lane.

6 out of 10

I don't like to run this lane much because Ashe isn't high burst potential. She has good harass and a great ult but it feels like Taric does more burst damage. Taric's stun is great with any ADC, even Ashe to a certain degree. Taric lanes are that much better with burst. This is a safe lane, in saying that because Ashe can slow their jungler or their ADC whilst Taric can stun either one.

Safe lane, lower burst. Don't try and go crazy against compositions like + because they have a good burst potential, and Ashe is squishy.

6-8 out of 10

Corki works well with Taric but the only thing that sets him back is his low range. Corki has good burst with his Q and E and has a great escape making your lane harder to gank when it's warded. Corki also has good poke at 6 with his Rockets and it should be easy to get a kill after 6 or even pre-6 because of his burst.

5-10 out of 10

This combo is great early on for harassing because of Tristana's range. If she can get a couple of kills, your lane snowballs really well since she dominates due to her long range. If you start to fall behind, the damage goes down considerably because of Taric's low burst and Tristana's low burst. This is a safe lane too because Trist can just rocket-jump away from ganks and Taric can stun a target. Sadly, this lane doesn't beat most lanes unless they're comps like: + but they can match most duos.

You need to get kills early on, otherwise this lane falls behind.

8 out of 10

A really strong lane. A lot of CC from Varus and a good stun from Taric sets up kills easy at level 6. Varus has IMO, one of the strongest botlane ultimates aside from and has great poke. A stun from Taric can lead to an easy arrow from Varus which is strong early levels because of the damage. Varus has great healing reduction which counters supports like .
A less safer lane because Varus nor Taric have any sort of blink/escape apart from Varus' Ult/W and Taric's stun.

This lane can come back from being behind if you can play correctly.

5-7 out of 10

This lane is weak. I'm just going to flat out say that it's very weak especially at the beginning of the game because Vayne has one of the weakest early games in LoL. Aside from this, it makes Vayne a better champion to have with Taric because of how squishy and weak she is early on. The extra armor from and the good heal from make her tankier and allow for good sustain. Late game, Vayne is probably one of the best champs to have on your team because of her W doing true damage. If she can get fed early game, she still does great and if all else fails, she'll probably carry you so hard in late game. You must peel for her really god-damn hard, sacrifice your life for hers because a behind ADC is such a bad thing.
Taric and Vayne are a fairly safe lane from ganks because Vayne can just knock back the jungler and/or tumble away from grabs or hooks whilst again, Taric can just stun them.

6 out of 10

An unorthodox ADC, but nonetheless, he works. I'd say this is a fairly passive lane until around level 6 where Kennen can unleash hell upon them with his ultimate. Just try and farm till level 6, keep him topped up on health, let him poke a little bit and when he stuns their ADC, wait until it wears off, then you can stun, giving a double stun effect. His abilities will be fairly weak since they all scale off AP, so Kennen is very reliant on auto-attacks. Make sure their ADC cannot retaliate.

5-8 out of 10

Again, another unorthodox pick and a rare one, too. I've actually never supported an AD TF, so this is merely by perception of others.
Not a really ideal lane since TF has a weak early game if he's going AD. His Pick-A-Card does AD damage but his Wild Cards (main burst) do absolutely nothing. Again, seems like a reliant auto-attacker and always needs to pick a Gold Card. At 6, nothing great for TF. If he leaves you, you're stuck to defend a turret by yourself and they'll probably push to take it. If he can roam and get a kill, it's still not worth it. Tell him to keep botlane with you UNTIL the laning phase is over.

????? out of 10

No. Just stop. Why are you playing Teemo ADC?


Best Partners:

Decent Partners:

Bad Partners:

Bad Partners are subject to change.

Opposing AD carries: Lane Matchups


One of the squishiest AD's early on and can be abused by most ADC's like She is decent early game with her Volley harass and can kite Taric fairly well after Taric's stun is down. Taric and his ADC can force her out of lane if she has a no sustain partner like but won't have an easy time if she does. You just need to show presence in the lane, take a few volleys to the face (won't do much damage early on with your W + armor) and try and zone her from farming.


Caitlyn has long range and good poke because of it. Rarely, there will be an option to go for a stun because she can just use her net and get away from you. She can barely be zoned from creeps because of her long range and passive which helps her to farm. Plus, their support will probably be showing presence anyway resulting in you not being able to. Be prepared to take some harass from her. Try your best to play passive and when she makes a stupid mistake of using her net as you go to stun, you can stun her next time since she won't have it up.


Does a lot of damage early on because of his passive and has an escape which will result in you not getting many stuns off. If you do, he can just Valkyrie away from you and your ADC immediately or turn around and fight. He can outdamage a lot of ADC's early on in the game because of his passive and E which both do a lot of damage. Try and take the hits for your ADC since the damage will hurt them more than it hurts you. After 6, he can poke hard with missiles and can farm if he's being zoned. Despite seeming like he is strong, he has a really short range for an ADC which allows you to zone him before level 6. He needs to get close to your ADC for harass which is the perfect time to stun.


Don't even bother touching this guy at level 1. Heck, don't even try at level 2. Draven does so much f*cking damage early on that you basically want to sit in base and cry. Just kidding. All he will do is farm with Q and harass the crap out of your ADC. One axe can do at least 130 damage sometimes which is around 1/5 of your ADC's health at level 5-6. He has a permanent speed boost if he catches axes and then uses his W. When he goes to catch an axe, stun him and bash his head in with your outrageous hammer. At level 6, he is very strong with a global snipe. He will just E you if you go to pursue him after a stun. Rinse and repeat the same combo. He will be lower on health than your ADC which won't allow him to harass yours.


Hard to kill. Has a built in Flash which allows him to use this before he blows his summoner. The only time you'll get this guy is when he goes for a CS but even then, since Tarics missile's stun is very slow and he can arcane shift away. Show presence. Don't bother trying to make him miss out on CS because he can farm from far with his Q. Versing him should be fairly passive until he makes a stupid move. Stun him and abuse him with every mistake he makes. Watch out, his support will be peeling for him.


Graves is hard to vs in lane. He has built in armor and a dash which can stop him from getting stunned. His smokescreen is basically a blind, so be careful when you're stuck in it. His burst is crazy insane, even for you with tonnes of armor. Make sure he doesn't kill your ADC because his ult is basically a snipe. A full combo can sometimes melt your carry in a second. He can be zoned but farming with a Q + W combo is effective as well as a buckshot can farm the first 3 front minions.
Try your best to get a stun on him when he dashes away or uses it incorrectly. Be careful he doesn't turn on your ADC though.


Good harass with his W and ultimate. Don't disregard this guys damage. He does a lot of magic damage and you have more armor than magic resist. He can poke you hella bad with his magic damage W and slow you down with his E. Not strong CC but can stop you from stunning him. If you can land a kill on this guy, watch out for his passive. Don't die or prepare to have the lane reset once again. Kog players can't make many mistakes apart from using their E to help a wave clear (which basically none are stupid enough to unless you're not in lane) I'd say this is pretty passive. You'd better hope this doesn't get to late game, because their support will do basically anything to keep Kog alive, and Kog'Maw has an incredibly beast late game. GG son.

Miss Fortune

MF is a strong pick right now with a high win rate. Her ultimate is completely devastating to AoE teams which is why you see a lot of synergy in Miss Fortune teams. Her passive is annoying because it makes her speedy enough to avoid a stun. Get your ADC to poke her so you can attempt to land a stun since her passive will be on cooldown. She does a lot of damage with her Q and ult, so save your stun till she starts up the channel. After you CC her down, you should be able to pick up a kill unless she has Make It Rain.


Sucks to be you. She'll just spell-shield your stun all day, everyday. Only time you'll land a stun is if she stupidly shields one of your ADC's abilities. Preferably, I'd run another ADC with lot's of CC like because you will land a stun/snare regardless. Just poke her down and force her to use that spell shield and dodge her Boomerang Blade (can hurt pretty bad)

Final Comments

This took me a very long time to make, and I still edit it almost daily. I really hope you take the time to test this guide before you decide to judge it. If you'd like to talk to me personally, add me in game. My IGN is at the top of the guide, please leave helpful comments, advice, queries in the comment section.

By the way, 200k views!! Awesome!!


March 4, 2013 - 01:58 PM #1

@The Duckening Thanks for posting. Regarding your opinion on Sightstone, I believe wards are a key element in the early game and middle game. Think of it this way, a ward can save a life, can stop ganks, catch people out. It can either help you win the game.. or throw. You shouldn't upgrade this item before you build Solari, you should just be grabbing a couple wards here and there to compensate for not having the 3rd when you upgrade. An Aegis supplies great stats and a nice aura, but honestly, it doesn't change games as much as wards do. The 5.3 gp/10 is still great, because it means you don't have to waste an extra 300 gold on upgrading to a Philo Stone (may seem like nothing, probably is) and allows you to progess on building Sightstone early.

Summoner's Wrath is a good choice and I may change my masteries.

The Shatter nerf/buff was a little confusing, but it just means Taric needs to play a little more passive till a good time to strike arises. Don't get me wrong, selecting armor over Gold Per is fine. It comes down to personal selection. Perhaps I'll add a few rune pages to help combat different people's choices.

Again, thanks for commenting and have a nice day :)

March 4, 2013 - 12:14 PM #2

Hi, i've been playing taric for awhile now, i myself am a relatively low ELO player but am quite confident in my ability to play certain roles (especially support). i'm not sure i feel the sightstone is worth it personally. everyone else seems to believe it may well be and it could be but forking out flat 1550 gold for an item that only grants 360 hp just doesnt seem right when you could be building an aegis of the legion real quick (after say the philostone/boots t1) and still being able to afford individual wards. in my opinion the sightstone slows down the purchase of other, more useful items that benefit the team more (wards are wards, 1550 gold is what, 20 wards worth of money). i also personally prefer a point in summoners wrath over intelligence. i believe reducing the enemies armor/mag res by 10 can be more beneficial than 2% cdr, especially early game.

i tend to take mag res blues and armor yellows over others, with armor marks and gp/10 quints. now with the changes to taric's w i think that the more armor taric personally has earlier the better it is and it's always nice to be up in the enemy bot lanes face thanks to the higher resistances (especially when their support is dealing some decent magic damage). i've never had any really big mana issues with taric, farie charm/3ward/2hp pot/1mp pot works for me in most encounter

thank you for reading my post


March 2, 2013 - 07:21 AM #3

@Alyzar If you don't agree with my runes, masteries or starting items, you should've given me some constructive criticism. It's all I ask for. If you come off as pretentious jackass, of course I'm going to fire back. You could've posted with an appropriate attitude.

I'm not throwing a fit at all, I don't care what you hate about it. The least you could do is explain why because it made me assume you thought simply because I didn't think Tear was a good item, you disliked the guide for it.

Thanks, have a nice night.

March 2, 2013 - 07:00 AM #4

I disliked your guide because I don't agree with your runes, masteries, or your starting items on top of what we disagree on. I'm sorry if someone disagreeing with your guide upsets you, but what can you do? I think it's immature to take offence to someone disagreeing with you, personally.

The changes to his mana costs results in having 60 more mana left over than before assuming you have shatter maxed out. Not exactly alleviating.

Look at his new passive. It grants 4% of your mana as magic damage on auto attack.

If you post a guide, don't bitch and throw a fit just because someone disagrees with you.

March 2, 2013 - 05:46 AM #5

@Alyzar I'm sorry, but if it was you who left the dislike on my guide simply because you didn't agree with what I wrote in the COMMENTS section, that's fairly immature. I was only comparing the health regen with Locket and Warmogs, nothing more.

It takes up a whole item slot in exchange for some mana (Taric hardly has any mana problems now with the changes to his costs) I don't see how this grants damage unless you build it into something in which case you won't if you can't finish it.

If you want to criticize my guide, please do it in a manner that does not indicate you're only here to cause trouble. Thanks.

March 2, 2013 - 05:18 AM #6

... You can't compare Warmogs to locket. They are completely different items. Don't even do that. I'm not even sure why you are bringing warmogs up, but warmogs should never be compared to locket. End of discussion. They do entirely different things.

Moving on, whatever, you can say tear is useless, but it isn't. Look at the cons list that you made yourself. Taric needs a decent mana pool and a bit of regen at a low cost (520 if you started charm) in order to continue being useful in fights that last more than a few seconds. It doesn't JUST grant mana. It grants damage as well. Every time I have used it, I've managed to get 500/750 by the end of the match (both 35-40 minute games).

That's +30 damage, 750 mana, and some mana regen for 700 gold. You can't call that useless.

March 2, 2013 - 03:17 AM #7

@Alyzar Tear is a great item for spamming your skills (which most people like to do) but it remotely useless if you don't make the most of it and build it into something like AA. With high cooldowns, again, you'll be only getting 16 mana every 12-20 seconds. A long time to fill it up. Health regen is great, but warmogs beats Locket hands down in it. GP/10 is not a highly considered thing in this guide and thus, I agree. Tear has its utility, giving mana but otherwise, that's the only thing it grants. Spamming your spells can sometimes cause you to use a spell by impulse when you could've used it to save someones life.

March 2, 2013 - 02:41 AM #8

Well, I've been using tear on my 1500 account and I find it to be leaps and bounds ahead of philo stone. I find that even with stone, I run out of mana, but with tear I didn't have any mana problems even remotely. On top of that, the health regen is more or less useless, especially with locket, and gp/10 isn't worth it. Tear single handedly fixes your mana problems and gives you damage. No reason not to get it. I'll be running tear from now on.

March 1, 2013 - 09:43 PM #9

@Alyzar Good question. There is a big reason Tear is not a good choice on Taric. The reason is: his spells have long cooldowns until they are ranked up to let's say around 3-4 levels in each spell. Assuming we can get a full combo off (E, W, R + Q our carries) we are only getting 16 mana per every 20 seconds or so. Once the spells are levelled up into 3-4 levels in each, let's assume they have around 10 seconds each on Cooldown and it's about 30-40 minutes into the game. It would take a very long time just to reach full mana on Tear simply because, his skills are not spammable :)

March 1, 2013 - 11:08 AM #10

Wouldn't Tear of the Goddess be better for Taric instead of philo stone given the recent change to his passive/

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