The safest way to carry out the lane is to stay away from her, let your ADC farm, and wait until the midgame to be relevant. Nami has range, lots of CC, sustain, and poke, making her one of your most annoying and dangerous counters by far. A good Nami will whittle you down and buff her ADC's attacks to hit you with big damage while not allowing you anywhere near her. Watch out for how effectively she can trade with you. Empowering her or her ADC's autoattacks with Tidecaller's Blessing and landing a deadly Aqua Prison can easily spell an early recall or even death for you.
Don't walk up to her if you don't have to. Ebb and Flow kills two birds with one stone by healing and dealing damage, and consequently, it is her main way of maintaining an advantage in lane. Fortunately, it costs a lot of mana to use, so she can't spam it without running OOM.
Her ultimate, Tidal Wave , is a dangerous engage tool, especially since you lack the mobility to dodge it. It packs a heavy slow as well as a knock up, so prepare for it with Cosmic Radiance if you're in a tough spot. When you think "healer," you probably think Soraka, and it's easy to see why.
Astral Infusion and Wish offer potent, frequent heals that have the potential to mend any wound her allies take. Make targeting Soraka your priority. If she is allowed to live, everyone on her team will live as well due to her sustain. Astral Infusion 's cooldown can get to as low as 1 second with enough levels and ability haste — that's a lot of healing! If you're paired with a strong ADC in lane, engage on her when you see an opening.
Even better, ask your jungler for an early gank since she has no mobility. In teamfights, stun her whenever you can so your team can take her down.
Avoid getting hit by Starcall during laning phase by keeping your distance from her. It can deal quite a bit of damage, slow you, heal her, and temporarily empowers Astral Infusion.
All on a 5 second cooldown. Because of the massive shield and health regeneration from Thick Skin , this catfish is tricky to kill. Going for one of his allies is also difficult since he can Devour them to safety at a moment's notice. Fighting him in melee range is dangerous. Given he can fully stack An Acquired Taste , he can Devour you to deal a large part of your max health and leave you in an unfavorable position.
Post-6, Tahm has dangerous ambushes when he uses Devour , so play defensively and try not to get caught out. Vel'Koz outranges you by a lot. Many Plasma Fission s will be thrown out, so avoid as many of them as you can, especially since he can activate Organic Deconstruction by following up with more spells.
Life Form Disintegration Ray does fearsome damage, and it is even more lethal against Researched targets.
After level 6, if you see him engage by tossing out several spells, be ready to use Cosmic Radiance. The laser can be stopped by Dazzle as long as you react quickly enough. Playing against Yuumi is a matter of patience. Laning phase is her domain entirely — she can poke you and your ADC down from almost a screen away, dodge the majority of your attacks, and keep up with you in terms of sustain. Fortunately, she's an easy kill when she's caught alone, and if you don't let her and her ADC snowball early, you don't have as much to worry about later on.
Early game is poke, poke, and more poke. You'll basically be Neo in the Matrix, except instead of dodging bullet after bullet while looking cool, you'll likely hobble around for a tense and tedious ten minutes while you try to avoid all of Yuumi's Prowling Projectile s.
The spell can be very tricky to avoid, especially since she can manually navigate it and it can hit from almost a screen away while she's attached to an ally. You'll want to be near minions whenever possible so you can hide around them. If it's bound to hit you or your ADC, cast Bastion to negate most of its damage.
Trying to hit Yuumi while she has company is in vain. With You and Me! In the case that you get the opportunity to engage, aim for her ADC instead. Yuumi's early game sustain is on par with if not better than your own. The shields from Bop 'n' Block -empowered autos combined with her Zoomies heals keep her and her ally resilient against whatever damage you may toss at them. Keep up the pace with your own sustain from Starlight's Touch , being watchful of your own mana.
Final Chapter is Yuumi's least threatening asset versus you. A telegrapehed AOE root? Use your telegraphed AOE invulnerability. By the time Yuumi's CC activates, your team will be protected and ready to counter engage.
Walk up. Walk back. Zyra can infest the lane with seeds that spur into action whenever she wants, making it dangerous to come anywhere near her. The only way to prevent the plants from spawning is to step on and destroy their seeds, but if you do so and she's in range to cast a spell, you put yourself at risk of getting hit by both her and the newly spawned vine.
One plant alone does noticeable damage, and several on you at the same time can take away a third of your health bar in seconds. Combined with the fact that she can stop you in your tracks with Grasping Roots and Stranglethorns , it's best to avoid confronting her. Instead, just sustain as much as you can. Caitlyn has the highest base range out of any ADC, and with it she will make it her job to bully you out of lane. Walk too close and get autoattacked, and if you try to approach her, she can launch herself away with a 90 Caliber Net.
Avoid directly engaging unless she's out of position or you're receiving help. Prepare to get zoned by Yordle Snap Trap s. Caitlyn can lay down several of them across a lane, making it hard for you to move freely. Stepping on one is bad news — you not only get stunned but also become susceptible to a Headshot from a very long range.
A quick Bastion will negate much of its damage, though. Ezreal becomes very difficult to catch with Arcane Shift. If he has it up, he can escape from most dangerous situations with ease, and on top of Flash , trying to catch him often proves fruitless. However, if he shifts towards you, you have a great opening to attack since he sacrificed a valuable method of escape.
Kalista is way too jumpy to pin down. As long as she's able to hop with Martial Poise , it will be difficult landing a stun on her, so be wary; if you miss, she can then relentlessly chase you down and Rend you for heavy damage. Lucian is a great duelist who specializes in kiting. Don't use your stun on him unless he has already used Relentless Pursuit or else he will likely dodge it and turn the fight in his favor.
However, he's bound to dash towards you eventually, and there lies your chance to catch him. Sivir's Spell Shield not only blocks your stun but also gives her mana if she does so. Its long cooldown means she cannot block it every single stun, though, so by taking advantage of its downtime, you can catch her when she cannot prevent your engage.
Play Video. Red Side Version. More mana regen, a reworked Starlight's Touch , and a Dazzle that has more early game power. Clarified the choices more.
Now accurately explains Starlight's Touch and its interaction with Bastion. Wording on the other abilities touched up as well. Goes more into detail and clarifies that some of the items mentioned are optional. Added eye of the equinox , adjusted Ardent Censer 's and Redemption 's build order.
Rushing the item is no longer necessary, so the tank build is back in business. New descriptions added and rune page image updated in the Runes chapter.
Credit to RikudouDovahkiin for the suggestion. Now includes the S8 Guide Award and Milestones. Cleaned up the Changelog. No more free spellcasts upon level up or takedown. Now, a percentage of max mana is returned on takedowns exclusively.
This means no more heal spams in lane or snowballing during a fight, so overall it not as reliable of an option. Prioritized Magical Footwear. Cosmic Radiance cooldown increased.
Situational items grouped into Protective and Aggressive. Added a second Example Final Build. Updated Nami matchup and switched its classification to hard. IT was redundant with the rune description.
Goodnight, sweet prince. Item build path updated. Runes chapter updated accordingly. Aftershock added to the cheat sheet. Added Frostfire Gauntlet and Chemtech Putrifier. Updated descriptions under some items in the Items chapter. Taric's Top Items Bulwark of the Mountain. Locket of the Iron Solari. Taric's Top Runes. L3gislacerator Taric Guide. Follow Twitter YouTube Twitch. Cast Your Vote Today! Join MFN. Taric has been one of my favorite champions for a long time now, and over the years I've accrued over a million mastery points playing him.
What's there to love about him so much? Well, everything! Taric is one of the most versatile champions on the Rift. His kit allows him to adapt to any situation whether you want to get up close and personal with your enemies or stand back and protect your allies. With an entertaining smugness and dazzling abilities, it's hard to not enjoy playing him. While Taric is easy to pick up, he's definitely hard to master. You'll need a keen sense of time, good decision-making, and a little creativity if you want to bring out his full potential.
Once you get the hang of him, though, it's as rewarding as no other, and soon enough you'll be outplaying your opponents time and time again. This guide is going to show you the ins and outs of playing the gem knight as well as the builds I've had the greatest success with yet. With so many tools to shield, heal, and peel for your team, any well-played teamfight can be considered won. Without further ado, let's dive right in! Unmatched Survivability The endurance you can grant your team is astounding, and this build only exemplifies your capability to do so.
With heals, shields, and invincibility, you'll keep your allies standing throughout any skirmish while also peeling enemies who come too close for comfort. They reward coordination, playing off of your teammate's position to land near-guaranteed stuns from range and secure kills with ease while also making sure they leave without a scratch. Tankiness and Armor With defensive items and the armor buff from Bastion , you'll scale into an incredible guardian.
Not only will you be able to soak up tons of damage for your team, but you can make your allies tankier as well. Sustain in Lane While not on the scale of medics like Soraka , you have a valuable heal that will keep you and your partner alive during laning phase.
Also, your shield can negate harass and buffer you whenever you engage. Susceptible to Poke As a melee support, you will have to brave a lot of hits if faced against a ranged support.
Your sustain should keep you on your feet, but you will have to be more cautious about how you position. Telegraphed Abilities Your stun and your ultimate activate after a delay, so timing them is crucial. To be effective, you have to be able to predict your enemies' attack patterns and positioning then capitalize on them.
No Mobility Besides Flash , you don't have any reliable mobility, so you should always be wary of getting caught in a bad position. Group up whenever you can, and stay in the middle of your team during fights so you can reach everybody but remain safe.
This is the most commonly used and universally useful keystone for support Taric to have. As a protector, your specialty is keeping your allies alive for as long as possible, and Guardian helps you do just that. The shield can be easily set up by casting Bastion on someone or standing near them when you anticipate oncoming damage.
The recent changes to this keystone in patch The shield now only procs on bursts of damage or fatal damage, not just any damage received. The end result is a rune that is less good for escaping but still effective at protecting.
That works just fine for Taric for whom running is a last resort. Your specialty remains keeping friends alive then turning things around when the going gets tough. What's an ADC? As far as anyone's concerned, you're the carry now. Aftershock turns you into the manliest of men. With it equipped, you can engage much more powerfully and confidently , most notably during laning phase.
The key to making the most of this rune is to be aggressive. Landing your stun arms you with a heap of bonus defenses, scaling with your armor and magic resist, for a few seconds before exploding for damage in a circle around you. In short, your main goal is to blow up and then act like you don't know nobody. Give your target the old Razzle Dazzle , smack them across the head with Bravado , then let Aftershock's burst do its explosive work before you walk back to safety. All that time you'll be tanking through a lot of the damage coming your way.
Conditioning gives you bonus resistances after a minute waiting period, so it will kick in by midgame once teamfights begin. It scales with your own total resistances, so you continue to get bulkier as the game goes on. Since you will regenerate your health after each hit you take, you won't get whittled down by them so easily.
When using it, you won't get hit as hard by combo champions like Leona and Alistar. Alternatively, when you're the one engaging, Bone Plating reduces how much retaliation damage you take which helps you come out on top of more trades. It also gives a small amount of mana regeneration while in combat, increasing based on level.
This rune lacks much of the luster it had before Season Before, it was a juggernaut of a minor rune, offering permanent mana on takedowns on top of refunding mana on each takedown. Now, it is a specter of its old self. The mana restore is not as powerful as before since the rune no longer gives free max mana, and the item pool this season leaves Taric with less max mana in general. Nevertheless, while it doesn't dominate the minor rune scene anymore, it is still a worthwhile option.
That being said, it is not the only option, and a secondary in Inspiration is back to being viable. Being immobile, it does a lot for Taric's potential to catch up to or run from persistent opponents. Additionally, when you're peeling and taking CC in place of your allies, this makes your job easier. Magical Footwear This rune is a solid investment at the sacrifice of some early-game mobility.
Opting for it disables your ability to buy boots before 12 minutes 45 seconds less per takedown but nets you free boots afterwards, saving you g in the long run. Biscuit Delivery Biscuits grant you a lot of staying power in lane. You are given 3 biscuits in total: one every 2 minutes until 6 minutes into the match.
Besides healing you, they also alleviate some of your mana issues since consuming or selling one permanently increases your maximum mana by That's mana total!
In this item economy, where finding mana is important but tough, that free base mana is a lot. Standard Setup Bonus attack speed is incredibly useful, especially since Bravado will double it, leading to faster cooldown resets and a higher damage output. A double spec in armor is exactly what the gem knight needs. The shards, combined with an already high base armor and Bastion's buff, quickly turn you into a physical wall.
You'll also be doing more damage thanks to your armor scalings. Mixed Damage Self-explanatory. If your enemies deal mixed damage, replace some armor with bonus health for more general protection. Heavy AP Don't let mage supports push you around!
Lessen poke damage and survive dangerous combos by packing tons of magic resist. Don't Worry, We Scale So your lane was lost in champ select. Win the war of attrition with a focus on survival and scaling.
Best paired with Biscuit Delivery for increased survival and guaranteed mana stored up for later. Flash holds a spot in nearly every champion's arsenal for good reason. With it, you can perform maneuvers that you otherwise couldn't due to your low mobility. One of its best uses is in conjunction with Dazzle. The key is to channel the stun first, then as soon as it's about to fire, flash in your enemy's direction. This gives your target hardly any time to react and is a great way to catch out important enemies.
This spell is also your one and only escape tool. If you're ever in trouble, don't hesitate to use it to get over a wall or dodge a skillshot that would otherwise be your demise.
Ignite greatly ups your kill potential. Healers such as Soraka will have an especially bad time against it since their attempts to save their allies will be weakened. Ignite's high damage and frequent uptime makes it a powerful pick almost every matchup. Exhaust is a great tool for preventing burst.
With its movement speed slow and damage reduction, it can severely hinder enemies when used appropriately. Picture yourself in lane against a Draven. When he decides to all-in, you should be prepared with one goal in mind: preventing him from getting a kill and snowballing. When you prevent the fatal damage and your ADC lives another day, consider it a win. In teamfights, save Exhaust for the enemy who has the most kill pressure or burst damage — most often an assassin.
Spring it on them quickly as soon as they're about to use their most powerful moves. It's always better to use it early rather than too late. Relic Shield : This is the best first pickup as a tanky support, specifically a tanky enchanter. The bonus health will make you harder to kill, and the AP goes directly towards a slight boost in your heal and stun.
This item's Spoils of War passive periodically lets you execute minions with bonuses when you do so. Specifically, you can execute minions every 35 seconds, or around twice per three waves. The bonus gold you share, on top of the passive bonus gold generation, enables you to build towards your other items quicker.
This can be a niche pick in lanes versus a melee support and immobile ADC so you can pump out more damage with Bravado. However, in most other cases, stick to Relic Shield since its benefits are still useful even when you don't want to, or can't, constantly brawl. Health Potions : Sustain is essential in the early game, and these potions get the job done.
They're your way of healing after trades to stay as strong as possible, and they're also very helpful in sticky situations. A useful trick is to use them during a fight to have a constant edge over your opponents. Warding Totem : This trinket serves an important purpose by providing free, albeit occasional, sources of vision. During laning phase, its wards can be put to great use by spotting threats such as the enemy jungler before they have the chance to ambush you.
Plated Steelcaps : Become more resistant to physical attacks, particularly autoattacks. Plated Steelcaps are the new Ninja Tabi with the same stats: armor, percentage resistance, and upgraded movement speed. The armor synergizes well with your kit, so it will often be your optimal boot upgrade. It is a must buy against AD teams or any game where the enemy has a threatening AD carry.
Mercury's Treads : These boots are the upgrade to go for when you're struggling against crowd control, magic damage, or both. Being locked down by your enemies is a poor state to be in when your allies are depending on you to actively protect them and peel for them.
Buy this against enemies who have abilities with strong or frequent CC so that you can stay in the fight. Boots of Swiftness : These fulfill a similar role to Mercury's Treads but specifically against slows.
Not only that, but these boots have additional base movement speed over other boot upgrades. The extra speed helps keep up with enemies so you can continue attacking them, and it is also functional defensively if enemy slows are stopping you from running out of danger or to your allies' aid. Tear of the Goddess : Taric has mana issues. Especially in the early game, you can run dry after a couple spell rotations.
Building Tear of the Goddess is worthwhile at a mere gold, making it an easy pickup after your first or second back. Getting it early means you can immediately feel the effects of the extra mana and have more room to use your spells, and you also can get it stacking early to double down on that. No need to upgrade it; the mana alone is why you own it. It stacks on successful ability casts which affect allies ex. The goal is for the Tear to alleviate your mana issues at least somewhat throughout the game.
Once you've reached your full build, you can sell the Tear for another item. Glacial Buckler : A classic low-cost mana item that survived into Season 11, Glacial Buckler formerly Glacial Shroud remains a good option for early mana.
It is a component of Zeke's Convergence, an item that Taric should always be building this season for its well-rounded stats which include mana. Buckler is also a component of Frozen Heart which can be bought later on as well. It's a good idea to pick this up early, typically right after completing your Mythic Iteme and on the way towards completing Zeke's Convergence.
It is universally useful for its stats and active which synergize well with your kit and your purpose as a protector. Locket's active shield scales can negate impressive amounts of damage in an instant. By activating this item as enemy attacks are arriving and Cosmic Radiance is falling, you greatly increase the likelihood of your allies living long enough to be granted invulnerability and gain the upper hand in a fight.
When facing champions who have devastating area of effect attacks such as Katarina and Wukong , Locket will prove itself to be especially helpful. You will have a hard time against Morgana. Her stun and shield ability counters Taric to a large extend.
Since Taric has lost his point and click stun. Sona has become much harder to deal with. Her poke can give you some problems, but she is squishy. When engaging focus on her first. Please check back soon for detailed counter information. When new champions are released we need time to gather their data. Join or Log In. Join the leading League of Legends community.
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