IntroductionNote that everything said in this guide is being told from a personal view-point, and some of my opinions might be biased, and others might seem contradictory, just know that this is the way that I play him. Please don't argue that the mainstream way of playing him is better, this guide covers how I, MYSELF, play Taric.
Like most other people, I came to a crossroads while trying to get to my desired ELO. I played with one-sided people who refused to play anything other than what they had their mind set on when solo queue'ing. Be it a carry, a jungler, a feeder, a leaver, etc.. I managed to work myself out of that mess playing Support champions, given the capability of assisting my team to a victory by preventing deaths, and feeding our carries.
Taric is NOT my most played support champion, but he is by far one of my favorite.
I recently started branching off from Janna, and found Taric - and will never regret the decision.
He is incredibly strong in lane, mid-game, and late game.
Some of his attributes can be seen below:
- Amazing heals all throughout the game
- An amazing long-range stun
- A passive (armor)aura built into his
- An incredible team buff built into his
- Amazing support capabilities, being able to remedy a bad decision made by an ally, or punish an enemy for one of theirs.
- Doesn't require farm to be effective
- Can roam with ease - incredibly strong
- He helped me get out of the 1200 and 1300 hundreds ^_^
Using this method of play (covered in the guide) helped me get from the low 1300s up to high 1500s in a matter of 2-3 days of playing time.
As it stands right now, I have 14 games played with Taric - with more than 70% W/L ratio.
Even though I have not played him that much in Ranked Solo Queue, I found winning games extremely easy using this method.
MasteriesThere are 2 way to building Taric:
9/0/21 and 0/9/21, both will be covered in this guide.
This is the better choice, usually used if you have a pretty tanky team setup and you aren't going to be needing to tank for the team. The offense tree supplies AP, which generally isn't build until mid-late game hits (outside of ), cdr, and spell pen. The utility tree supplies mana regen, increased healing, increased exp gain, more gp5, longer buff durations, movement speed, and improved cooldowns; all which greatly benefit Taric.
I generally use this setup when I know that I'm going to be 1 of the few beefy people on my team - or if I know that I'm going to have a rough time surviving to the enemy team's bottom lane comp. This setup does the exact same as the previous mastery page, with the exception that it provides armor, magic resist, and health regen in the place of the increased AP, cdr, and spell pen.
Marks / Reds:
The reason why I take Spell Pen marks is due to the fact that outside of auto-attacks, you are 100% magic damage. Having the spell pen increases the damage done with your , which can easily provide some extra aoe burst in team fights, and help your ad carry farm easier.
- Magic Resist
- Armor Penetration
Seals / Yellows:
The reason why I take mp5 seals is due to the fact that your spells dont come cheap (mana wise). Your going to need some decent mana regen if you want to be able to be effective in lane; an oom taric is a useless taric. I like going a littler overboard with mana regen as I like to spam spells frequently, being healing an aggressive , stunning an overextended , or simply helping your ad carry farm by using on creeps.
Glyphs / Blues:
The reason why I take AP per Level glyphs is due to the fact that I don't build any early game AP when I play taric. Using these will greatly increase your lane staying power as you will be healing for more, and you will be doing more damage - typically setting the enemy squishies up for your ad carry to get fed. These generally make up for your lack of early and perhaps mid game AP.
- Magic Resist per Level
- Flat CDR
- CDR per Level
The reason why I take AP quints is due to the fact that I don't get any early and mid game AP outside of my . This will make your level 2 heals heal for nearly 100hp, and will greatly increase your burst potential with
- Gold per 5
- Movement speed
This is a must on any support. It can be used to fuck up an enemy jungler, compensate for lack of wards, reveal neutral buff camps, prevent possible ganks. NEVER trade this out for anything. This is a must.
I prefer flash over ghost as it provides you with the ability to flash -> somebody from long range, allows you to recover from bad positioning, escape ganks, chase kills, etc..
Can be used if you know that you're going up against a team with heavy cc. Pretty beneficial for when you get caught out of position or when you are focused in team fights.
Can shut down any carry, setup easy kills for your carries, prevent allied deaths, etc..
Some people prefer this over Flash as it allows for more utility, you can escape ganks, chase kills, get to team fights faster, etc..
Could be pretty beneficial when you know that they have a team that is most likely going to backdoor a lot. Allows you to leave lane and teleport back with minimal downtime.
Taric loves to socket magical gems into all of his weapons, resulting in his melee attacks replenishing his mana for 7.5% of damage dealt.
- Regen mana when you auto-attack
- You generally won't notice this that much
- Lets you stay in lane longer, but like I mentioned - it isn't that major, barely noticeable unless if you have AD and AS.
Taric brings forth earthen energy to heal a nearby ally and himself for 100 / 150 / 200 / 250 / 300 (+90% of ability power). If Taric heals only himself, the heal will be 40% more effective. Melee attacks on enemies decrease this spell's cooldown by 2 seconds per hit.
Cooldown 20 / 19 / 18 / 17 / 16seconds
Cost 70 / 85 / 100 / 115 / 130mana
- This makes Taric a complete bitch in lane towards the enemy team
- Compensates for any poke that the enemy might have
- Allows you to bait yourself or your ally (enemy sees a low health target -> tunnel vision -> you heal -> "FUUUU"
- Really saves people, quite a lot
Passive: Taric's gains 10 / 15 / 20 / 25 / 30 bonus armor and provides an aura that increases the armor of himself and nearby allies by 10 / 15 / 20 / 25 / 30.
Active: Taric deals 100 / 150 / 200 / 250 / 300 (+50% of ability power) magic damage to nearby enemies and decreases their armor by 10 / 15 / 20 / 25 / 30 for 4 seconds. The aura portion of his passive is not in effect during the cooldown.
Cost 50 / 60 / 70 / 80 / 90mana
- Provides an amazing armor aura to allies in your vicinity
- Can increase physical damage dealt to the target for 4 seconds
- This is your one and only nuke spell as it deals quite a lot of damage as you rank it up
- Allows your carry to farm with ease
- If the enemy team is AD heavy, save this for after they use their initial burst, and then use it on your primary target.
Taric fires a sphere of prismatic light at an enemy, dealing 20 / 40 / 60 / 80 / 100 - 80 / 160 / 240 / 320 / 400 (+100% of ability power) magic damage (lower damage the further the target is), and stunning them for 1 - 2 seconds (higher stun the further the target is).
Cooldown 14 / 13 / 12 / 11 / 10seconds
- This is the spell that really puts Taric above other supports
- Provides a long distance stun that can stun from 1 to 2 seconds (depending on the range)
- Closer the target is the more dmg it deals mixed with a reduced stun timer
- Further the target is the less dmg it deals mixed with a longer stun timer
- You generally want to prioritize this on the biggest threat on the enemy team - be it the fed , the clutch , the ulting , etc..
- Use this spell to interrupt channeled spells some champions have, some examples below:
- (stun him before he can ult)
Toggle: Taric emits brilliant light, healing himself for 30 / 40 / 50 (+20% of ability power) a second and increasing his and nearby allies' attack damage by 30 / 60 / 90 (half effect for nearby allied champions). The cost to sustain Radiance increases by 4 / 7 / 10 each second.
- Provides a plenty of self healing for when you are getting targeted in team fights
- Provides your team with increased AD while active
- This will drain ALL of your mana if left up for a long time as the mana cost increases as the duration active increases
- There are 4 situations for when you might want to use this:
1) During Team Fights
2) When taking towers
3) When taking neutral buff camps, including Dragon and Baron
4) When tower diving / tanking towers
The reason behind going > > >
This is your ult, always prioritize your ult!
This is the ability that provides your team with more survivability; be it in lane, during team fights, when taking buffs, etc...
It provides a lot of burst during team fights and allows your carry to farm easier in lane.
This will be the ultimate carry-saving-ability. When ranked, it will heal for hundreds, usually saving an ally and preventing death.
It allows you and your lane opponent to stay in lane longer, and perhaps out-lane your opponents.
This ability is a 1 rank wonder. The reason why this ability is ranked last is due to the fact that it provides the same duration stun at rank 1 as it does at rank 5. Leveling this provides more damage and reduced cooldown; you can live without having that early and mid game. The other 2 abilities scale better as it is ranked.
Item BuildsTaric is a champion that is not very dependent on items and can perform well without them.
Due to this, you want to let your carry get nearly 100% of the cs in the lane. Reason being that you will get the gp5 items, which is usually all the gold you will need for the game.
When you do actually start purchasing your items, always build according to what is happing during that game.
If your team is doing well, not really taking that much damage during team fights, build items that will further increase their damage, utility, etc..
If your team is getting killed fairly easily in team fights, build items that will increase their survivability and items that gimp the enemy team.
If you are getting focused and killed nearly immediately in team fights, build items that will allow you to survive during the team fights.
These items will be listed below as well as how they might benefit the team, yourself, or gimp the enemy team.
I usually start Doran's Ring as it provides Health, Mana Regen, and AP; all which greatly benefit his early game.
I Usually get this when I know that we're going up against a fairly squishy bottom lane, knowing that I will be able to survive their poke and nuke potential.
This will basically keep you in lane until you want to blue pill for your 2nd dorans or for your gp5 items.
I usually start boots+3 pots when I know that I'm going up vs champions that have skill shots, a lot of poke, and when they have a strong jungler who has powerful ganks.
The potions will allow you to play a little more aggressive as you won't have to worry about dying, having both a heal and potions.
Like getting boots+3 pots, I like to get these when the enemy team has lots of poke and when I know that we'll have trouble staying in lane. This allows you to heal more frequently, not having to worry too much about mana problems, and the potions will allow you to play a little more aggressive.
Solid starting items. I've actually started using this 90% of the games I play with Taric now. Gives you 2 wards (one for the enemy bush and one for river @ 4 minutes) and provides more than enough pots to stay in lane. Also, it sets you up for getting the early Philo stone.
Early Game Build
This is generally what my build looks like around 15 minutes into the game. The Doran's Ring(s) provide lots of health and allows you to take harass, poke, and increase your potential burst damage. The mana regen provided with these items should be more than enough to keep you through early game.
The philo stone allows you to get some gold income, while still being able to give your carry nearly 100% of the cs in the lane. The health regen allows you to save your for when you actually need it once you get dropped below 60% health.
As far as the sight ward goes; you are the support and should always be warding. A section will be added later on in the guide demonstrating where to ward to be most effective at preventing ganks.
The 1 health potion is there for when you and your lane ally decide to go balls deep for a kill, it allows you to take lots of damage while still being able to prevent death.
Mid Game Build
By now I would've bought a Chalice of Harmony. Reason being that you are going to be constantly spamming your spells to try and buff your team and gimp the enemy team. Also, there are usually at least 2 AP champions on a team at a time, the Chalice will provide some nice MR to perhaps negate some of their damage.
You should still have your philosopher stone, and should've built a Heart of Gold by now. This will really increase your gold income on top of the fact that if will increase your durability in team fights, providing quite a lot of health.
Mercury Tread's are going to compensate for any enemy cc abilities that might hit you during the course of a team fight. Being silenced / stunned / etc.. during a team fight will really reduce your use in the team fight. It is your goal to try and remain un-cc'd during fights.
Sight wards should always be bought on supports as it will let your team know what the enemy team is doing and what might soon follow. They will prevent deaths due to ganks, reveal when the enemy team is taking any jungle camp, etc...
The oracle's is a situational item. You want to always be hitting TAB to know what the enemy champions are buying. If they are buying a decent amount of wards, grab an oracle's elixer and go ward hunting!
This is a great item to get if you have multiple AP nukes on your team and the enemy AP Carry is fairly fed. It provides an amazing aura that reduces nearby enemy Magic Resists, allowing your team to kill them easier.
- Build this item whenever you have at least 1-2 AP damage dealers on your team and if the enemy team has an AP carry that is somewhat farmed / fed.
This is an amazing item to get early and mid game as it will drastically increase your entire teams' durability during team fights. You basically give them free resistances.
- Generally build this item if you know that your team is going to have trouble team fighting and being able to survive during the team fights. This item can drastically turn the outcome of a team fight around.
This is a great item to shut down any farmed / fed AD carry. It will drastically increase your resistance vs physical damage and increase your cdr by 20%.
- Generally build this item if you are having troubles with an AD carry that is farmed / fed and your team is lacking the ability to shut him down. This will decrease his attack speed, typically decreasing his damage output.
An amazing item that drastically increases your health, regen, and cdr. This will come in handy when your team is doing fairly well, but lacking the ability to finish off enemies.
- Build this when your team can't finish their job of killing enemies and is forced to chase them for the kill. Alternatively, it can also be used to escape certain death if the enemy team is chasing your team down.
This is one of my favorite support items to get. It provides an aura that gives your team more mana regen and cdr, both which come in handy during team fights, pushing, and take dragon / baron. It supplies you with plenty of health, allowing you to stay alive longer in team fights and perhaps lets you tank baron, dragon, towers, etc...
- Build this item when you are dying fairly quickly in team fights and when your team lacks the ability to finish off enemies in team fights. Having that 10% cdr for your entire team means more dps in the actual fight!
Items to Counter Enemies
This is one of my favorite items to get when the enemy team has a strong AD carry that can potentially burst down your entire team.
It drastically slows the attack speed of nearby enemies (essentially decreasing all incoming dps towards your team), plenty of cdr, and provide you with amazing armor & mana.
Reasons for Purchasing
Once again, one of my favorites for when I am playing vs strong AD carries that have gotten fairly farmed / fed, and have the potential to easily clear your team. I usually get this when most of the enemy team is melee, regardless of their status in the actual game.
This will grant you a shit ton of armor and health. It will make it so that whenever you are attacked by somebody, there is a 20% chance that they will have their attack speed and movement speed slowed by 35% for 3 seconds.
Reasons for Purchasing
The list goes on and on however, as the unique active can really allow easy kills for your allies to snag up.
This is one of your best friends whenever the enemy team has a strong stun, silence, suppression, etc...
It will save your ass more times than not if you remember to use it.
It simply removes all the current debuffs on your champion on top of the fact that it provides quite a lot of Magic Resist.
Reasons for Purchasing
These are the most notable reasons for buying a QSS, but in reality, it counters anybody with CC.
This item by itself can easily change the tides in a team fight.
It provides you with a ton of armor, and returns 30% of physical damage taken back to the attacker.
This is your best friend when the enemy team has a farmed / fed AD carry.
Reasons for Purchasing
Like the QSS, this item will save your life nearly every team fight - if you remember to use it. It provides a lot of AP and armor, both which greatly benefit Taric.
This item synergizes very well with Taric's skill setup as you will basically do more damage with all of your spells, heal for more, etc...
The invulnerability on this item makes you less likely to get focues. However, if you still are getting focused, simply activate the item, then flash away to safety if needed.
Reasons for Purchasing
You are getting focused in team fights and which to stay alive longer to support your team.
This is a very controversial item to get on Taric. Some people love it, some people hate it. I myself, can see the argument going both ways. It does increase your mana pool by A LOT once you start getting your tear farmed up, and the AP that it supplies once you complete the item is nothing to joke about. The only problem with this item is the fact that it leaves you incredibly squishy early and mid game, unless you build straight health and resistances outside of your early game tear.
- You might want to consider this item when you know that you won't be getting much action in your bottom lane, with minimal poking, and when the enemy team has a jungler who's ganks aren't that great.
This is also another controversial item to get on Taric. I find this only to be effective when you are completely pubstomping the enemy team, and where you know that you can exchange some tankiness for more ap. Although it does provide some really nice AP, chances are, your not going to be able to get it to 20 stacks; reason being that you are going to get killed trying to save allies or your going to get focused in team fights.
- Only build this when your team is fairly tanky and is completely pubstomping the enemy team
With the recent addition to the league, I find this item very underused. It provides tons of AP and it is an extremely cheap item to get for mid game.
- Build this item when you see that the enemy team lacks cc, to the point where you can exchange mercury's treads for Boots of Swiftness, CD Boots, or even Spell Penetration.
This used to be my favorite item to get on a mana heavy champion. Reason being that it provides tons of cdr, mana regen, and ap. When building this item, you generally want to get the Fiendish Codex first, and complete the item around mid game.
- Build this item if you are still having troubles keeping your mana under control (which you shouldn't be because you have chalice). However, this item CAN replace your chalice if you find that you need more AP mid game.
I generally don't get this item on Taric, but it can be pretty useful in some situations. It provides tons of AP, cdr, mana regen, and attack speed - which work nice with your passive.
- Build this item if you find that your team is doing really well in fights, but could use that little extra damage to finish enemies off.
Oh yes, the god of all gods. This item provides the most AP in the game as far as single items go. This item will provide you 202 AP, which is HUGE.
- Build this item if you find that your heals aren't healing enough to compensate for enemy nuke / poke / etc...
Like the above item, this provides tons of AP, as well as armor. This item will save your life many times if you just remember to use it!
- Build this if you find yourself being focused down quickly in team fights, or if the enemy team has a champion that can completely nuke you down in a matter of seconds.
- Also, using this item vs champions like Morgana, Vlad, and Annie can really negate A LOT of their potential burst damage if timed right.
Early GameTaric's early game is similar to many other supports.
As soon as you get into the game, scroll to the enemy base with the minimap and half way between the fountain and the nexus between 5 and 9 seconds into the game, revealing the enemy team's starting items.
Determine who is going to be bot lane, usually the support and the AD carry.
Purchase your first item accordingly. (see Item Build section if you have troubles deciding which starting item[s] to get)
At this point, there are 2 possible things that could happen before the minions spawn.
1) Your team can force a team fight, if you have the better level 1 team fight
2) Your team can protect your jungler and help leash his blue
Both will be covered here.
Level 1 Team Fight
Taric is one of the strongest level 1 champions for team fights. Not because he has a lot of damage early game, rather because he has a 1-2 second stun that can completely shut down an enemy and set him up for the burst from the rest of your team.
Generally, if you have the stronger level 1 team comp, you want to tell your team to move up to the mid river bush and setup for the level 1 team fight.
Make sure that you run from mid lane into the bush and don't use the jungle as the enemy team can potentially see you going from the jungle to the bush.
Just wait in the bush until your entire team shows up and communicate with your tankiest champion to move in first, with you right behind him.
As soon as you get in range of where the enemy team might potentially be hiding, in an area that will reveal as many bushes as possible for your team.
If you so happen to catch somebody, simply him and start going to work with auto-attacks.
Try to play fairly passively if you know that the enemy team has a lot of burst damage; remember, the whole point of the level 1 team fight is to potentially get First Blood, and perhaps even steal a buff from the enemy team.
Try to avoid the level 1 team fight if the enemy team has any of the following champions:
If all went well, your team will have gotten First Blood.
Now you make a choice, do you want to take the enemy blue buff or do you want to return to your lanes.
Either way, save your stun for whenever the enemy team might show up. Whenever you see somebody moving in, simply stun him and either collapse on him with your team or run.
After all of this, return to bot and start babysitting your carry.
Not Level 1 Fighting
This is generally what you want to do if the enemy team has the stronger level 1 team fight.
Simply wait with your jungler and rely on the rest of the team to protect the routes leading up to blue buff.
Whenever the enemy team shows up, you can either fight and hope that they make a few mistakes, or just simply back off and let them have your team's blue buff.
Once Golem spawns at 1:55, initiate on it and start running away.
Once you see the Golem switching aggro to your jungler, stun it and start running to your designated lane.
How you play during laning phase really depends on who your AD Carry is that's laning with you, as well as who the enemy team has laning bot. Most importantly though, its what your lane setup is. Below I will list 3 of my favorite lane comps, as well as how you might want to play when using said comp.
Through all of these, it is important that you keep bush control for your lane, as being able to come out of nowhere with a stun generally ends up with at least 1 kill or 1/2 summoner spells used to escape.
Also, you DO NOT want to take any cs, other than when you need a little bit of extra gold right before you go back to purchase a ward or two.
This is my favorite laning partner when I play Taric. Getting First Blood with this comp is nearly guaranteed if the enemy team has a squishy support with them in lane; some of which might include Janna, Sona, and Soraka.
Generally, you want to move up (together) into the bush closest their tower and simply wait for somebody to get in range for your stun.
As soon as somebody gets close enough, stun him and have your ashe start going to work with auto-attacks.
The 100% crit chance on Ashe's auto-attack will nearly guarantee first blood, and if not, it will burn at least 1 summoner spell - making your jungler's ganks much stronger with a higher success rate.
Once Ashe hits level 6, you should play a lot more aggressive.
Communicate with the Ashe to save her arrow for after the target flashes away, and if played right, will end up with a dead enemy with their flash on cd.
With this lane you generally want to play really aggressive and try to deny the enemy while ashe gets all the farm.
This is my 2nd favorite lane comp. While your early game damage might not be quite as strong as with the Ashe, you will most certainly have more than enough burst to drop anybody once that Tristana hits level 5/6 for either a rank 3 Rocket Jump or her ultimate.
With this comp, you generally want to play a little bit more passive and just wait for your Tristana to hit her desired level.
I find that the 2 champions synergize really well together as Taric's and combined with Tristana's attack speed buff can really boost your total damage output, and usually ends in a kill.
Upon reaching the level, you should move into place (in the bush), and get ready to land a stun on, preferably, their squishiest champion.
Once the stun lands, your Tristana should Rocket Jump on top of the target, pop ignite if she has one, and just start going to town with her Q popped.
I generally suggest that my teammate should pick Tristana whenever I see that the enemy team has a strong healer as their support. Some of which include and .
Like I mentioned above, you want to play passive until both of you are around level 5 or 6 before you try going for kills.
I find this comp to be my 3rd favorite. Reason being that you generally won't be able to play it as Vayne is often banned in ranked games. Either way, this comp provides a ton of burst damage, high mobility, and tons of cc.
With this comp, you should try to play pretty passive until Vayne gets at least 2 levels in Condemn (level 3).
Once hitting level 3, try to force your enemies close to a wall, land a stun, and have Vayne knock them back into the wall as soon as the stun wears off.
This combo will most certainly drop the enemy's health below 50% health, which will easily set him up for a future kill.
Though these are only my top 3 favorite lane comps, Taric works well with basically anybody that can provide some decent burst damage and potential poking ability.
There are a couple of things that are universal on Taric though, and they are as follow:
- Give your Carry at least 95% of the cs in the lane
- Protect your carry via s and s whenever the enemy lane commits for a kill
- If the enemy lane has a lot of physical damage, save your for after they use their burst spells, and then use it
- Always ward near the bush to prevent ganks
- Always pressure the enemy team and perhaps try to deny them a bit
- Always have bush control
Mid GameTaric's Mid Game isn't much different than his Early Game.
There are a few exceptions however, they will be covered in this section.
- Gank / Roam
- Babysit Carries (Doesn't require a whole section, just prevent your allies from dying through heals and stuns)
- Take Dragon and keep dragon control
Ganking & Roaming
At this point in the game, you should be able to see who is winning their lane and who isn't.
It is your goal to help lanes in need, and help rebuild lane dominance in said lane.
This is actually a lot simpler than people make it out as.
There are 3 things to look for before considering ganking, they will be listed in order of importance below:
- Is their lane pushed past half way to your tower?
- Is your mid dying to their mid?
- Is your mid losing to the enemy mid in Creep Score?
If you answered "Yes" to any of the above questions, it is probably best if you gank the enemy mid.
This is really simple on Taric.
- Try to coordinate a gank on the enemy with your allied jungler.
- Simply run in, -> -> Auto-attack
- your allies
- Return to your designated lane
(Instead of repeating "The enemy mid" over and over, lets name said mid champion )
If all went well, your team would have probably killed .
If not, you will have at least scared her enough to either buy wards or play less aggressive in lane, both help benefit lane dominance.
If you see that is still playing really aggressive, simply gank her again and again until she has learned her lesson.
I cannot stress how important it is to ward as the team support.
Wards save lives, reveal sight on jungle camps, prevents ganks, etc...
I find this picture extremely useful as it shows some of the most well-known places to ward. Keep in mind that these are not the only good places to ward.
Taking Dragon can be very risky sometimes, and requires that you ward the area around it to help warn your team whenever the enemy team might be approaching.
Also, it is very important to grab a if you plan on taking an early game dragon.
There are a few situations that might cause your team to get a nearly "free" dragon if you want to call it that.
By calling it a free dragon, I mean that the enemy team will have to fight outnumbered to even attempt to contest your team taking dragon.
Some of these situations will be listed below.
- Enemy team 2 man ganks top
- Your team gets a kill with most everybody still full health
- The enemy team just went back to base
- The enemy team doesn't have dragon warded
When taking dragon, activate your and do not use your to further help you / your team tank dragon by taking minimal damage.
Late GameLate Game generally consists of 3 things:
- Team Fights
- Taking / Keeping control of Baron
- Pushing lanes
First and foremost, there are 2 possible ways to position yourself in a fight and when initiating.
- If your team lacks a tank, it is your job to initiate the fight.
- If you have a tank, stay between him and the ad carries in the back - being sure to be in range for possible stuns.
Your job in team fights is to one of two people:
- Your team's main focus
- The biggest threat on the enemy team
Other than that, basically just whoever is getting focused on your team, and make sure to have your up to help your team increase overall dps.
I see a common mistake made by a lot of Taric's out there, using at the wrong time.
If the enemy team has an AD heavy team, MAKE SURE YOU SAVE UNTIL AFTER THEY BLOW THEIR INITIAL BURST DAMAGE!!
The enemy team has a fed that likes to jump into fights and just completely go to work on your team, keep your armor aura active for your team, and use it following the burst from his burst damage, or until after he is dead.
To Sum it all Up
- Constantly teammates that are taking damage
- the biggest threat on the enemy team or your team's main focus
- Save your until most of the enemy team's ad damage is dealt
- Always have your up
- Don't be in the front of the fight, but don't be in the back - You have to be in range for stuns.
Baron Nashor spawns at 15:00 into the game, and is on a 7:00 death timer.
It is your responsibility to make sure that the team always has a ward at or near Baron to help warn your team whenever the enemy team might be preparing to do it.
A very common place to ward is right on top of baron.
This method makes it so that the ward is very difficult to click, ultimately making it hard to kill.
Whenever your team takes Baron, make sure to post when the next one is going to spawn (simply add 7 minutes to the current time).
When actually taking dragon, it it highly suggested that you get either a or an to help clear wards to prevent the enemy team from seeing what is going on.
When in the process of killing Baron, try to keep up to help your team kill it faster, but being sure to save enough mana for a team fight that might break out if the enemy team decides to come contest it.
This is very simple:
- Activate your when taking towers
- minion waves to help push the lane faster
- allies that have taken damage
- Leave your when actually taking the tower - your team takes reduced dmg from tower hits
Final CommentsWell this has been a pretty extensive guide on Taric and I hope you guys enjoyed it and found it useful.
If you guys don't mind, please post whether or not you found this helpful, and how your gameplay might have improved.
Leave comments, questions, etc... Im always willing to make some changes if necessary and to perhaps help the community get better!
Thanks for reading, there will be more guides to come :P