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TARIC
Roaming in Style
by The Rain Man
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RUNES>
9 Greater Mark of Resilience
3 Greater Seal of Replenishment
6 Greater Seal of Resilience
9 Greater Glyph of Warding
2 Greater Quintessence of Avarice
1 Greater Quintessence of Fortitude

MASTERIES>
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SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Gemcraft (Passive)
Imbue X X X X X
Shatter X X X X X
Dazzle X X X X X
Radiance X X X
ITEM BUILD>
boots-of-speed health-potion sight-ward Standard roam starting build.

Depending on if you can get assists off on your roam or not, you may be able to afford an early

heart-of-gold

Mid game build should be looking like

mercurys-treads heart-of-gold philosophers-stone

Always leaving space in your inventory for wards, after you finish your 2 gold/10 items, build

aegis-of-the-legion, but keep warding and make sure you are destroying wards with oracle.

Late game you should have spent so much money on wards that you will probably not be able to complete a full build. However, assuming you are getting money from assists and constant Gp5 flow you might be able to afford an extra MR or armor item depending on what you need.

Strong Taric roam versus physical:

mercurys-treads heart-of-gold heart-of-gold heart-of-goldaegis-of-the-legionfrozen-heart

By the time you get Frozen Heart you should probably drop a HoG and use that spot for wards.

Strong Taric roam versus heavy magic:

mercurys-treads philosophers-stone heart-of-goldaegis-of-the-legionbanshees-veil


If played right, Aegis should be your last item and you should be dropping tons of money on wards mid-late game so your carries can use the money to afford better items.
Introduction
While inferior to Janna or Alistar in many ways, Taric's stun can be very key as it is a ranged stun, and you can always count on it to land. Also, maxing Taric's W very early allows for you to have a nice AOE armor buff which can be very key early game. Overall, I think that Taric is a very strong roamer.
Masteries
I use a 0/9/21 Mastery build, getting 3 points in Strength of Spirit for some extra early game hp regen, and extra armor in defense tree. Next, I use the amazing talents in utility that can help Taric be a more viable roamer, including Gp5, extra experience gains, mana regen, movement speed, etc.
I find that for roamers, your main focus is on being powerful early game. This means your rune page should be flatter than Kate Hudson - Flat armor reds for survivability. A couple flat mana regen yellows and the rest flat armor because I find that Taric can have mana problems. With a few mana regen yellows and flat armor reds and yellows you should have around 17 armor bonus at level 1, which will make you very hard to kill. Next I recommend a flat MR blue, and 2 gold per 10 quints with a HP quint for some extra survivability. The 2x gold per 10 gives you extra money for wards etc, and as a roamer I feel that you are pretty gold starved if you do it right, as you should always try to give kills and farm to your carries.
Summoner Spells
[summoners/flash.png][summoners/clairvoyance.png]

Flash is key as it allows you to escape if you get caught in a bad position early levels. Should always carry flash on every roamer. Roamers should also carry the team CV. This CV can allow you to keep an eye on the enemy roamer and jungler. Also allows you free sight before you face check brush that you think people could be hiding. Putting 21 points into utility gives you a better CV with less cooldown as well.
Skills
[skills/taric/p.png] Passive: Gemcraft

Taric loves to socket magical gems into all of his weapons, resulting in his melee attacks replenishing his mana for 7.5% of damage dealt.

Explanation:


Pretty worthless passive, you won't be autoattacking much as a roam. Don't rely on this for mana regen, and if you are having problems with mana don't resort to autoattacking creeps in lane. This passive promotes bad playstyle, should be reworked imo.



[skills/taric/q.png] Q: Imbue

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
Range 625


Explanation:


Another basically useless spell. Use this heal to either

A. Save people
B. Heal somebody in lane if you are at full-ish mana

Do not use this heal if you are low on mana because a stun can be way more clutch than a heal.


[skills/taric/w.png] W: Shatter

Passive: Taric's gains 10 / 15 / 20 / 25 / 30 bonus armor and provides an aura that increases the armor of himself and nearby allies by 10 / 15 / 20 / 25 / 30.

Active: Taric deals 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.

Cooldown 16seconds
Cost 50 / 60 / 70 / 80 / 90mana
Range 400


Explanation:


The spell that makes Taric very beefy. Also, a maxed W is 30 armor reduction on ganks for 4 seconds. Usually this combined with a 2 second stun will be enough for 2-3 people to burst somebody down in a gank. Also, while roaming, only use this spell to assure extra damage in a gank. Don't use it if you are in a 2v2 fight because after the 4 seconds where the enemies armor is reduced, the passive will be lost and that is 30 armor that you and your teammate are not getting until the cooldown resets. Basically in a teamfight I am also very hesitant to use this spell unless the other team is running, or we really need to burst down one of their carries quickly.


[skills/taric/e.png] E: Dazzle

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
Cost 95mana
Range 650


Explanation:


Tarics ranged stun which gives him a ton of presence as a roamer. Because of the fact that only cooldown and damage are affected here I am going to prioritize this last over Q and W. The stun works better if the enemy is running, and if you are at max range when you cast it. In ganks, the enemy will probably be running so you will get more than just the 1 second stun. However, you shouldn't be sitting at max range just to get that extra couple of miliseconds of stun, and you should be autoattacking and using W to assure kills as well. Also, remember to save your stun until after the enemy is slowed/taunted/stunned, as you don't want to be stacking CC if you can help it.



[skills/taric/r.png] R: Radiance

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.

Cooldown 20seconds
Cost 20mana
Range 550


Explanation:


Basically the only time I could see making this ult useful is in ganks. Some extra bonus damage for allies could help in securing kills, but after using this for too long your mana will be completely depleted, and that is mana that could have been spent on a stun or a heal.



Skill Order
[skills/taric/e.png][skills/taric/w.png][skills/taric/q.png][skills/taric/w.png][skills/taric/w.png][skills/taric/r.png][skills/taric/w.png][skills/taric/q.png][skills/taric/w.png][skills/taric/q.png][skills/taric/r.png][skills/taric/q.png][skills/taric/q.png][skills/taric/e.png][skills/taric/e.png][skills/taric/r.png][skills/taric/e.png][skills/taric/e.png]

Start with E for ganks. Next get W, as it can also assist in ganks. Get 1 rank of Q for saves. Now, prioritize your W ability, maxing it at 9 and then prioritize Q as it can be very clutch early and late game as some extra armor for you and allies, and reduced armor when activated for enemies. I wouldn't even recommend leveling up R except it gives you and your teammates some extra damage in a gank, so it is good to have lying around for some extra utility. Finally, prioritize E last as the stun duration does not change in rank, only the damage and CDR.
Map Control
Ward at spots that allow your carries to farm in lanes without worrying about getting ganked. Also, if your team is being agressive you can ward their jungle and gank and key times. Buy an oracles when you are feeling confident you will not die. If you die with oracles you are set back to the point where you are going to have a really hard time getting back in. It is good to have at least one Heart of Gold before you oracle so you can start getting some income to afford wards and more items.
Gameplay
In this video, even though we lost you can see my presence as a roamer had a pretty big effect on the early game. Usually in ranked play you really can't go in expecting to get kills every time you enter a lane.



Another game as a roaming Taric, had a pretty substantial impact on the game and allowed blitz a solo lane.


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Comments: 29
  • BakuraVampire
    1 year ago
    Can you update this guide in light of the HoG nerf and the new Taric Ultimate?
  • PK Toysoldier
    1 year ago
    Needs to be updated. HOG Stack doesn't work.
  • Therainfan
    1 year ago
    fuck haters all of u .. THE RAIN MAN IS THE BEST !!!
  • SolidusBlitz
    1 year ago
    I hit dislike because this guide is out of date
  • tommyk
    1 year ago
    @fakirakos
    It doesn't stack with the same item, it is unique because of that. You can still get Heart of Gold, Kage's Lucky Pick, Philo stone in the same build and you still win the bonus of everything together.

    @exekillan
    I believe the reason he picks HoG is for the gold boost, since he's roaming, he won't farm.
  • fakirakos
    1 year ago
    this one is outdated since the gold/5 passive on items is unique now...
  • exekillan
    1 year ago
    with the HoG nerf do you now pick up HoG, Philo and Kage?
  • Ataljin
    2 years ago
    Awesome guide, just have a question about the 1 HP quint instead of another G/10. Is this just to beef up Taric's hp early? Or just personal preference?

    Also the 2nd video will not load for me, anyone else having this issue?
  • Bletzkarn
    2 years ago
    Do people still roam these days?

    I really liked that meta. [not eve]
  • 1337Rooster
    2 years ago
    @RageMorePhag if this happens, you can try to avoid team fights. You do this buy applying constant pressure on a lane. If you have pushed a lane up to a turret, the enemy team must send someone to defend it. Then in another lane you might end up with a 4v4. Hopefully this is to your advantage because:

    1. You should have 3 strong carries from your solo lanes, and your jungler should have been able to farm effectively (and possible counter jungle with your help) due to the map awareness you provided.

    2. Whoever you pulled away from the enemy group will likely be stronger than you

    3. You have good map awareness so you can safely be pushing lanes without fear of a gank. If you see them coming you should have time to run away or even recall.

    Hopefully this makes sense and im not making something up here.
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