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All Guides Taric Guides Reworked Taric, the real terror of top! (In-depth patch 6.8)
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Taric Statistics for Boobstrap Bill

Author's performance with Taric compared to the ranked average.

Value
Average
Games Played
7
Win %
43
Kills
1.5
Assists
13.0
Deaths
5.4
KA:D Ratio
2.7
Gold Earned
9K
Creep Score
43.4
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Classic Pantsu Flash. This has a surprise factor to it since it has no cast time. Dodge skillshots, block skillshots, chase people, run away from people, and make plays. People will love you for flash healing just to save them from death.
12.png Oh the places you'll go. TP to a tower to save it from minions, TP to split push, or turn the tables in a teamfight by suddenly showing up. You're pretty much Shen. This spell is better with good communication and a split pushing strategy.
14.png KILL IT WITH FIRE BEFORE IT LAYS EGGS. If you think you can bully your opponent and kill them early on, this helps you do just that. This is strong versus other sustain heavy champions. (Ex: 36.png, 8.png, 48.png, etc.)
3.png If your support grabbed ignite instead of exhaust, you need to grab it to win late game teamfights. You can cripple your victims with exhaust, making it useful for chasing, dueling, kiting, and peeling. This is basically Thresh and Malphite in a summoner spell. This also helps against very aggressive lane opponents who want to fight you 24/7  (Ex: Shyvana, Volibear, Tryndamere, just to name a few)

New Runes Back to Top

Masteries Back to Top

There are two mastery pages I use on Taric. One is the teamfight page which seeks to get as much value off of windspeaker's blessing. Since reworked Taric has an AOE heal and a point and click shield, you will constantly be granting your entire team bonus armor and mr with windspeaker's blessing.

The other page opts for a "lone wolf" split push strategy. This page uses Undying Grasp to give Taric better dueling powers and presence in lane.


Teamfight build (Windspeaker's Blessing = value)

18 in Cunning

Savagery is a crutch for last hitting. You can run this if you are not good at csing, but I highly advise getting used to last hitting without Savagery so you can take advantage of the roaming movement speed from Wanderer.

Biscuits give your potions extra value and helps a lot early game. This is even better if you have an opener involving health pots.

Meditation helps Taric's early mana problems before he gets his 3025.png Iceborn Gauntlet. You also won't be able to get your opponent below 40% health in the early game without jungler help anyway, but extra mana regeneration always helps.

I've been experimenting with pickpocket lately, and it seems decent. It does lose value after you have six items, but it can be good against an aggressive lane opponent who will zone you away from the creep wave. This will help you get your power spike earlier when you are being zoned. Dangerous game is awesome in teamfights. The pseudo heal and mana sustain from kills and assists helps you last longer.

Intelligence lets you get 45% CDR, which is huge on Taric. If you sequence your spells and auto attacks correctly, you'll be able to spam your abilities continuously and reset your sheen procs. This is one reason why Iceborn Gauntlet 3025.png is so strong on Taric.

Windspeaker's Blessing is good if your team composition wants to kite or protect a VIP. The 10% increased healing works on Taric as well, but he does not get the bonus armour and magic resist. Since Taric can continously spam his heal and shield in teamfights, you be able to constantly give your allies extra armour and magic resist. With the Taric update, windspeaker's blessing is even better because Taric has both a targetted shield AND an AOE heal. Constantly granting your entire team bonus resistances makes them that much harder to kill.

12 in Resolve

Unyielding gives you more armour and magic resist. Taric scales off armour. Enough said.

Tough skin helps you take less damage. You are the frontline after all.

Runic armor synergizes with Taric's heal and shield. This is a no brainer.

Insight reduces your summoner spells by 15%, which means  more man-boob flashing and play making.

AFK top build (Opening d Gatez)

12 in cunning, 18 in resolve.

We put 5 points into swiftness because Taric is very suspectible to kiting and crowd control. In the rare case the enemy has no crowd control, then legendary guardian is better for the extra resistances.

Undying grasp gives Taric slightly better dueling prowess and lane presence.

This page works best if you are going to spend the majority of the game split pushing.

Abilities Back to Top

E
Q
E
W
E
R
E
Q
E
W
R
W
W
W
Q
R
Q
Q
Passive
Q
2
8
15
17
18
W
4
10
12
13
14
E
1
3
5
7
9
R
6
11
16
Bravado
Bravado

Innate: After casting an ability, Taric's next two basic attacks within 4 seconds each gain 100% bonus attack speed, deal 22 - 90 (based on level) (+ 15% bonus armor) bonus magic damage and reduce the cooldowns of his basic abilities by 1 - 0.55 seconds, increased to 6 - 3.3 seconds for Starlight's Touch.png Starlight's Touch's recharge time.

The cooldown reset of Taric's passive works on Turrets. This makes him much better at taking down towers, especially with constant sheen procs.



Starlight's Touch
RANGE: X
COST: 60 / 80 / 100 / 120 / 140 Mana + All Charges
Recharge Time: 15
Starlight's Touch

Passive: Taric stores a charge of Starlight's Touch periodically, up to a maximum of 3 stored at once. Starlight's Touch cannot be cast without charges.

Active: Taric heals himself and all nearby allied champions, with the amount increasing with every stored charge at the time of cast.

Combine this with Windspeaker's blessing to give your entire team more resistances.


  • Heal per Charge: 20 / 30 / 40 / 50 / 60 (+ 20% AP) (+ 1.5% bonus health)
  • Total Heal: 60 / 90 / 120 / 150 / 180 (+ 60% AP) (+ 4.5% bonus health)
Bastion
RANGE: 1000 / 1500
COST: 60 Mana
COOLDOWN: 15
Bastion

Passive: Taric and his Bastion BuffBastion-marked champion gain bonus armor.

  • Bonus Armor: 10 / 12.5 / 15 / 17.5 / 20% of Taric's armor

Active: Taric shields himself and the target allied champion for 2.5 seconds, blessing them with Bastion BuffBastion and causing his abilities to be replicated on them while both are near each other, though the effects do not stack.

  • Shield: 8 / 9 / 10 / 11 / 12% of target's maximum health

Taric can self-cast Bastion to shield himself and his marked ally if he's within range, or the nearest ally. Only one champion can be marked at a time, and selecting a new ally clears the previous mark

This scales incredibly well with Windspeaker's blessing and allows certain champions to become a "Dazzle delivery system".



Dazzle
RANGE: X
COST: 60 Mana
COOLDOWN: 15
Dazzle

Active: Taric projects a beam of starlight towards the target location, erupting after a 1-second delay, dealing magic damage to all enemies hit and Stun icon stunning them.

Taric can still move around while charging up his stun. This charge up time does not count as a channel, so it cannot be interrupted .


  • Magic Damage: 60 / 105 / 150 / 195 / 240 (+ 50% AP) (+ 30% bonus armor)
  • Stun Duration: 1 / 1.125 / 1.25 / 1.375 / 1.5


Cosmic Radiance
RANGE: X
COST: 100 Mana
COOLDOWN: 160 / 130 / 100
Cosmic Radiance

Active: After a 2.5-second delay, cosmic energy descends upon Taric, granting invulnerability to him and all nearby allied champions for 2.5 seconds upon impact.

AOE Kayle ultimate. This makes the likes of Fiddlesticks and Kennen disgusting.

Items Back to Top

Starting Items

    Good start vs physical damage dealers. Later builds into Iceborn Gauntlet.
    This is a good start if you plan on maxing your heal first and your opponent does not have the damage to zone you away from creeps. Your heal scales with health and ap, both of which are supplied by doran's ring. The mana regen is nice too.
    The health regen on this item is nerfed in Patch 6.8, but it now gives more mana back. Lately, I've been liking this item more and more, since you can get a lot of value out of this item by gaining 3 free potions every time you base.

Core Items

    Now just because these are listed as core doesn't mean you should rush these every game. However, you should get them at some point. Iceborn gauntlet helps fix Taric's low mana, provides 20% CDR, and gives an on-hit slowing field and bonus damage. You gain more wave clearing potential with this item. The field will grow to ridiculous proportions later in the game when you have over 400 armor, making this an excellent peeling and sticking item against those without dashes.
    90% of the time you will get Iceborn gauntlet. However, if your team has tons of crowd control and not enough damage, it's ok to get a trinity force. The main plusses of this item are the movement speed from zeal and phage procs, 10% CDR, and the enhanced sheen proc. Since patch 6.4, Iceborn Gauntlet slow does not linger, making Trinity Force a better item for sticking to targets with dashes.

Situational Items

    Ninja tabi is awesome vs auto attack heavy teams. Mercury treads keeps crowd control back. Shwifty boots helps you catch mobile champions. Get boots of lucidity if you are facing a purely physical damage team composition and you don't have 20% CDR from runes.
    Grants 10% CDR and gives a hefty amount of MR, as well as increasing your heal's potency on yourself. This is a must have against those meddling mages.
    Armour, health, and movement speed. Taric loves this item as much as he loves his gems. The on-hit bonus damage and slow is icing on the cake.
    The recent change to sunfire cape makes this even better for split pushing. In case you don't know, the 6.3 patch made the AOE burn deal more damage to minions. It also provides a decent amount of health and armour.
    Facing an auto attack heavy team or fed ad carry? Make them suffer for trying to kill you. Since Taric is capable of getting outrageous amounts of armour, you'll be returning a lot of damage to anyone foolish enough to auto attack you. Most people will end up killing themselves faster than you kill them.
    This item does not provide a lot of mr for the individual, but its aura is awesome if your team is too stupid to buy mr against a fed magic damage dealer. The active is life saving as well. The 10% CDR is good too.
    I don't usually get this item since Iceborn Gauntlet already has a slowing field. However, this item's passive makes crits hurt less and slow the attack speed of anyone auto attacking you. This item is good for peeling vs multiple opponents or keeping your victims within range if they escape from your ice field.
    This item is awesome. It is basically a 6th man on your team who will keep lanes pushed towards the enemy's side or help with tower sieges. It also acts as bait against careless opponents. Pro tip: you can teleport to the Rot portal.
    In the uber late game, it usually comes down how fast the ad carry can kill everyone. Lets make sure they have to kill us twice. When you have six items and this item's passive is down, sell it for another item, then rebuy it after 5 minutes have passed. Guardian angel is not cost efficient without its passive.
    If the enemy team is completely ignoring you, then you can buy damage items to help kill the enemy team faster. Titanic Hydra makes your auto attacks hit harder and deal AOE damage. Since Taric's new passive doubles his attack speed for his next two auto attacks, you get more value out of on hit effects.
    I usually dont get this item since i already have 10% CDR from runes. If you dont have any CDR runes then you can buy this along with iceborn gauntlet to get 45% cdr.
    Gotta go fast! Beat mobility with mobility! This item is awesome if your team needs to catch someone without fail. This item also lowers your dependency on flash. Combined with deadman's plate, everyone will stay 198849292 miles away from you to avoid the turbo dazzle.
    Cockblock all the grabs, hooks, bindings, etc. This is very good against low range mages that have only one crowd control spell (such as veigar).

Cooldown reduction is a core stat on Taric. With 45% CDR, you'll be able to continuously spam your spells by abusing Taric's urf mode passive. See the abilities section for more details.


You want health and armour for Taric. His heal scales off health, while his passive and w scale off armour. 

Unfortunately, none of Taric's abilities scale off magic resist, but that doesn't mean you should not get it. Most games the enemy team will have some magic damage.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Medium
  • Akali
    Hard
  • Alistar
    Easy
  • Cho'Gath
    Medium
  • Darius
    Medium
  • Diana
    Medium
  • Ekko
    Medium
  • Evelynn
    Hard
  • Fiora
    Hard
  • Gangplank
    Easy
  • Garen
    Medium
  • Gnar
    Medium
  • Gragas
    Medium
  • Graves
    Medium
  • Hecarim
    Medium
  • Heimerdinger
    Medium
  • Illaoi
    Medium
  • Irelia
    Medium
  • Jax
    Medium
  • Jayce
    Medium
  • Katarina
    Easy
  • Kennen
    Medium
  • Lee Sin
    Medium
  • Lulu
    Hard
  • Malphite
    Easy
  • Malzahar
    Medium
  • Maokai
    Easy
  • Nasus
    Easy
  • Nidalee
    Medium
  • Olaf
    Hard
  • Poppy
    Easy
  • Quinn
    Medium
  • Renekton
    Medium
  • Rengar
    Medium
  • Riven
    Medium
  • Shen
    Medium
  • Shyvana
    Hard
  • Singed
    Medium
  • Sion
    Medium
  • Swain
    Hard
  • Tahm Kench
    Easy
  • Talon
    Easy
  • Teemo
    Hard
  • Trundle
    Hard
  • Tryndamere
    Medium
  • Udyr
    Hard
  • Vladimir
    Hard
  • Volibear
    Hard
  • Wukong
    Easy
  • Xerath
    Medium
  • Yasuo
    Medium
  • Zed
    Easy

VS

Aatrox

Medium

This is a very snowbally lane. Be careful of him reaching level 2 sooner than you. He will attempt to cheese you if he gets level 2 faster than you, especially if he has ghost and ignite. He has a lot of sustain and good dueling capabilities with his passive. You can out trade him in quick trades when you have your sheen and glacial shroud. You can 1v1 him when you have your 45% CDR powerspike, especially if he does not have his passive. Like any auto attack based champion, he is extremely vulnerable to crowd control. Try to bait out his ultimate before dueling him.

VS

Akali

Hard

She can poke you consistently due to low cooldowns. Watch out for what build she goes. If she brings grasp of the undying, she will go for the tanky bruiser build that's trending in korea. In this case she will max her e first, which deals physical damage. Rush a glacial shroud and max your w. Bruiser akali has a massive power spike at level 9 because her e will be on a 1 second cooldown, which is a lot of consistent aoe damage. You laugh at her lategame because she will run out of energy before she gets close to killing you. If she builds the traditional ap assassin build, rush spectres cowl and max your heal. She becomes your bitch when you have 45% CDR. Bait out her shroud before all inning her or bring a pink ward. Akali is very good at sticking to targets so if she gets ahead, you will have to hug the turret. 

VS

Alistar

Easy

His main damage spells are powerful, but they have long cooldowns and cost a lot of mana. Alistars who spam their spells whenever they're off cooldown will quickly run out of mana. Get a spectre's cowl to mitigate his magic damage. This is a boring farm lane because Alistar has sustain and can disengage whenever you try to fight him. Try to pump fake his pulverise. You can 1v1 him when you have 45% CDR.

VS

Cho'Gath

Medium

Welcome to farm simulator 2016. He has as much sustain as you, if not better. He will shove the wave to your tower and you wont be able to do much about it. Position yourself in such a way so that you dont get hit by his vorpal spikes. His silence prevents you from comboing, and his knockup lets him kite you. However, they have long cooldowns so he cant do much when they are on cooldown. Care for his true damage ult. You can 1v1 him when your hit your 45% CDR spike and have a spirit visage.


VS

Darius

Medium

His early game is much stronger than Taric's. Try to pump fake his Q dariuscleave.png before going to farm or fight him. Watch out for his level 6 all-in, especially if he has ignite. Fortunately, he is quite slow and will eventually push the minions to your tower due to his spin. This allows you to farm under turret or call for a gank. Assuming you're not behind by too much, you can 1v1 Darius as soon as you have your Iceborn Gauntlet and 45% CDR. He will try to kite you with his low cooldowns. You make him useless in teamfights because he won't be able to escape your chain stuns and slows without flashing.

VS

Diana

Medium

Rush a spectre's cowl and max your heal. Diana's trading potential against melee champions is amazing. She has a shield that refreshes itself, AOE damage every third auto attack, and ranged poke with her Q. Play safe and focus primarily on farm. Try to dodge her Qs and pump fake her shield. Diana runs out of mana very fast, so you should be able to out sustain her and bore her to death. You can 1v1 her when you have 45% CDR and a Spirit Visage.

VS

Ekko

Medium

He has high base damage and  can easily kite you with his passive. Max your heal first and rush spectres cowl. You can 1v1 him when you have 45% CDR. Be careful where his clone is and avoid standing next to it. His ult deals a lot of damage. When he prepares his w, predict where it will land and avoid standing there. Most top ekkos nowadays go tanky, allowing him to stick to targets while taking heavy punishment. If he builds tanky, you will both end up sandbagging the lane to the point where there is no point in harassing each other.

VS

Evelynn

Hard

I personally have not played this matchup. I expect it to be difficult because she can consistently poke you with her hate spikes, which deal magic damage. She can regenerate her mana with her passive if she hangs back. She also has a good all in with her ult. Rush spectres cowl and max your heal. You should be able to duel her when you have 45% CDR and a spirit visage.

VS

Fiora

Hard

She can poke you constantly and avoid retaliation with her riposte. If she uses it prematurely, you have a huge window of opportunity to make something happen. Thankfully, her lunge attracts minion aggro. This lane became much more difficult because she can easily dodge or riposte your main form of harass, which is your stun. She has disgusting sticking power with her ult and dashes. Bait out her ult first before you try to duel her. You must constantly reposition yourself so she cannot pop your vitals as easily. She outscales you late game in terms of dueling prowess. When fighting her, wait for her to dash first before attempting to stun her. This way, you force her to either riposte or flash to avoid your dazzle.

VS

Gangplank

Easy

He will constantly poke you with his pistol and barrels. Gangplank's pistol has a 5 second cooldown at all ranks, so he can use it constantly to poke you down. Unfortunately for him, it attracts minion aggro. His true damage passive hurts a lot early game. Tarics auto attack animation is slower than most champions, so defusing barrels is a risky option. Be careful of him placing a barrel out of your reach and in bushes. He will place another barrel next to it and blow them both up in an attempt to harass you. He can use oranges to cleanse your stun, but it has a long cooldown. You can 1v1 him when you have 45% CDR if he doesn't kite you properly. Be careful all inning him early game. He deals a surprising amount of burst damage with barrels and his ult. Be careful of backing at low health. He can use his ult to finish you or a teammate off.

VS

Garen

Medium

He deals a ton of damage early game, but it is predictable and highly telegraphed. Stun him before he silences you so he can't follow up with his spin to win. If he uses his spin to farm, that is your opportunity to trade with him. Be careful if you are the villian. His ult deals true damage to whoever is the villian.You can duel garen when you have 45% CDR. Depending on his build, he either becomes a glorified super minion or a squishy but heavy hitting assassin in the late game.

VS

Gnar

Medium

A very annoying matchup. He can kite you easily and slowly poke you down. His auto attack range is the same as your stun. Do not fight him early game when he has his melee form. You can 1v1 him when you have 45% CDR. If you can bait out his hop, reset the cooldown on your stun as fast as possible so that you can re-engage. You can max your heal first if he's giving you a rough time. Be careful of his mega form baits and do not hug walls. He can bounce on minions to get within melee range of you.

VS

Gragas

Medium

Max your heal first and rush spectres cowl. He deals quite abit of magical burst damage early game. He also has a lot of sustain due to his passive and can farm with his barrels. Dodge his barrels and farm up. You can duel him when you have 45% CDR if he doesn't kite you properly. Keep in mind his ultimate can knock you back and has a relatively low cooldown.

VS

Graves

Medium

Stay behind your minions when farming. His bullets can't go through minions. Do not hug walls or else he will get easy harass with end of the line. He can dash away from you before your stun connects. He also becomes very tanky by constantly refreshing his quickdraw. You can 1v1 him when you have 45% CDR and boots of swiftness. However, if he plays correctly, you won't be able to touch him.

VS

Hecarim

Medium

His Q does not attract minion aggro. He can also cast this without interrupting his movement, allowing him to kite you. He has good sustain thanks to his W, which heals him based on how much damage is dealt to enemy units within a certain radius. You outtrade him in short trades when you have a sheen and glacial shroud. You can 1v1 him when you have 45% CDR. Iceborn Gauntlet does double duty in this matchup because it provides armor and the slow decreases Hecarim's movespeed, which takes away his bonus attack damage. He can use his ultimate to escape or initiate a fight.

VS

Heimerdinger

Medium

He will shove the wave to your tower. There is not much you can do to stop him. You will need jungler help to kill him. Get a spectre's cowl and max your heal. If he strays too far from his turrets, punish him. If you try to fight him within his turrets, you will die, even with 45% CDR. Bait out his ult before you all in him. This matchup gets worse when he gets  3116.png . His turrets will apply a 40% slow every auto attack. This pretty much translates to you become perma slowed while you fight him through his turrets. 

VS

Illaoi

Medium

How good are you at dodgeball? She has decent poke with her tentacle smash and very good zoning capabilites with her passive tentacles. Prioritize farm over removing tentacles. Stay behind a minion to avoid getting your soul ripped out. If she grabs your soul and you become a vessel, kill the tentacles to remove the curse. If she grabs your soul without nearby tentacles, you can try to fight her. Just make sure her tentacle smash doesn't hit both you and your soul when going in for the trade. When she hits level 6, tell your jungler to ignore top lane. Illaoi can easily 1v2 early game with her ultimate. You can 1v1 her when you have 45% CDR, but do not all in her when her ultimate is off cooldown. Bait it out first before committing to a duel. When fighting her, be mindful of other tentacles and dodge them whenever Illaoi dunks you with her gap closer. Depending on how many tentacles she gets with her ult, prioritize stunning her in teamfights so she doesn't kill your entire team with sheer AOE damage. Outside of the laning phase, she is useless without her ultimate.

VS

Irelia

Medium

This is a very snowbally lane. Armour does nothing vs true damage. She out trades Taric and can sustain in lane as well. She also has the tools to run away from you if you somehow get a lead on her. Put more points into your heal if you're having trouble. You won't be able to 1v1 Irelia without 45% CDR and a slight lead. In laning phase, focus on farming and save your stun for when she activates her true damage steroid. That way you can disengage and avoid taking a buttload of damage. If you decide to fight her, bait out her hiten style first. In teamfights, it's sometimes better to save your stun for her dash. That way she uses her gap closer and your teammates have time to disengage.

VS

Jax

Medium

This is a very snowbally lane. He deals a decent amount of burst damage early on with his leap strike plus counterstrike combo. If he does that too many times, he will go oom. He deals mostly physical damage early game, then transitions into the guinsoo's gunblade combo, allowing him to deal a ton of magic damage. Don't let him get free trades on you pre level 6. Focus on farm and save your stun for his counterstrike. You can either stun him right before he can reactivate it so he is forced to use his leap strike to catch up to you or after his counter strike ends so you can trade. Post level 6 He can duel you easily. Do not go for extended trades. Make quick trades and outsustain him. You won't be able to 1v1 him without 45% CDR and a significant lead. End the game as quickly as possible or suffer Jax's late game raid boss status.

VS

Jayce

Medium

He has all the tools to harass you and disengage. He is a hardcore lane bully. The only reason he is not rated as hard is because he uses mana, which will eventually run out if he uses his combos too much early on. He doesn't have sustain, so any damage you deal to him will stick if he doesn't have health pots. Max your heal first or second and try to farm safely. You can 1v1 him when you have 45% CDR and boots of shwiftyness as long as he doesn't kite you properly. In teamfights and/or tower sieges, tank the Jayce balls for your squishies and heal yourself. His combo takes up a lot of mana.

VS

Katarina

Easy

Her basic abilities have low base damage. If she uses her shunpo offensively, punish her for it. Her ult applies grevious wounds, but you can interrupt it with your stun. Both of you are good in quick trades, but you have sustain. Rush a spectre's cowl. You can 1v1 her when you have 45% CDR. Bait out her shunpo first before committing to an all in. She should not be able to burst you down from 100 to 0 with her full combo unless she is obscenely fed. If she ever disappears grom lane, call missing. You don't want her to get free kills from roaming.

VS

Kennen

Medium

He auto attacks you in lane quite a bit, so starting cloth 4 pots is not a bad idea. Max your heal first and farm. His base damage is not high enough to push you out of lane easily. He will simply run away from you if you try to fight him. In teamfights, he is a monster. Stun him before he can get to the rest of your team to avoid getting 5 man ulted.

VS

Lee Sin

Medium

His early game is strong. He has high burst damage, sustain, and disengage. He can harass you easily with his tempest. Try to not let him land his sonic wave on you. You trade evenly in quickies when you have a sheen and glacial shroud. You can 1v1 him when you have 40% CDR. Try to sidestep his sonic wave in 1v1s. That is Lee Sin's main source of damage. Keep in mind he can use his safeguard to dash to minions and wards to dodge your stun. If you ult too early, he will just kick you away. You will never be able to kill a good Lee Sin by yourself, but he should not be able to kill you, assuming you are even with him and you have 40% CDR.

VS

Lulu

Hard

This is everything you don't want to go up against. She can easily kite you and turn you into a critter to mess up your combo. She also deals magic damage. Max your heal and rush spectres cowl. If you try to all in her or her teammate, she will use her ult to give them a massive boost in health while slowing you and annoying you to death. You can 1v1 her at 45% CDR. She'll probably just run away in response. She doesn't deal as much damage as other mages lategame, but excels at kill denial.

VS

Malphite

Easy

A boring wet noodle fight. His abilities have high mana costs and his mana pool is abysmal. He will run oom if he tries to harass you. Max your heal first. Pay attention to whether or not he is building ap. His combo deals a lot og damage if he does go ap. He should not be able to kill you on his own. However, he can easily initiate for jungler ganks. His teamfighting capabilities are powerful. Don't clump up in teamfights. You can duel him when you have 45% CDR.

VS

Malzahar

Medium

Rush spectres cowl and max your heal. He will shove the wave to your tower while harassing you at the same time. Be careful of his ult. It forces you to stand still while it is channeling. You can try to predict when he will ult and stun him right before his casting animation ends. If you do this properly, he will be stunned right as he ults you, effectively cancelling it and putting it on cooldown. You should he able to duel him when you have 45% CDR. 

VS

Maokai

Easy

Super boring farm lane. He has sustain from his passive and will attempt to push the wave towards your tower. Max your heal and rush spectre's cowl. He can kite you with his arcane smash and and Sapling toss. Do not hug your minions so he has to choose between harassing you or pushing. You can 1v1 him when you have 45% CDR, but it will take a while to kill him, since both of you are utility tanks. His dash can dodge your stun.

VS

Nasus

Easy

A farm simulation lane as well. You dont have the early damage output to scare him. His life stealing ensures you won't be able to kill him early on. Rush a sheen on your first back to try to deal more damage to him. He'll try to ignore you and farm up his stacks. If he uses his abilities to trade with you, he risks losing potential stacks. His ultimate and wither give him strong dueling capabilities, so bait them out before you fully commit to a fight. You can 1v1 him when you hit your 45% CDR powerspike early to mid game if you bait out his ultimate first. You counter him badly in teamfights simply because he is too slow. Constant stuns and heals will make him useless. He will try to split push to get his raid boss status. Coordinate with your team to catch the other team in a 5v4 situation or kill Nasus before he can get any towers. End the game as quickly as possible or else you will have to deal with the ultimate raid boss of league.

VS

Nidalee

Medium

She can poke you by auto attacking you and spear spam. She also has good lane sustain and can trade well with her cougar form. Her cougar form abilities do not cost mana. Try to punish her if she uses her pounce to farm. Rush a spectre's cowl. The number of points you put into your heal is up to you. If you're good at dodging spears, you may not need to put a lot of points into your heal early on. You can 1v1 her when you have 45% CDR if she does not kite you properly. She is strongest when sieging towers, and weakest when she is defending. Do not bronze V chase her across the map.

VS

Olaf

Hard

Rip Taric. True damage, strong dueling prowess, and immunity to crowd control. Even if you manage to beat him in lane somehow, you won't be able to do much to him in teamfights. What you can do is max your heal either first or second to keep your carries alive in teamfights. You can also max your heal first in lane if Olaf is maxing his true damage, which he most likely will. You won't be able to 1v1 Olaf even when you have 45% CDR without a significant lead. Be careful of his level 1 or 2 cheese. He can pick up his axes to reset their cooldown and perma slow you. If you decide to fight him, bait out his vicious strikes first.

VS

Poppy

Easy

She hits hard early game, but her abilities are easily played around. Avoid hugging walls so you don't get space jammed. Always stay on the move so her Q does not hit you twice.  She can poke you occasionally with her passive. You outsustain her and can trade quickly to eventually whittle her down. You win 1v1s when you have 45 % CDR. Make sure you do not hug walls. Her ult can set you up for a wall slam. If she builds damage early on, you can snowball if you get a lead on her.

VS

Quinn

Medium

An annoying lane. She can kite you with her vault and limit your vision with blinding assault to make sure you cannot click on her to stun her. If she uses her vault offensively, try to punish her for it. You can 1v1 her when you have 45% CDR and boots of swiftness if she does not kite you properly. Her ult gives her good roaming potential, so call mia even if she's away from lane for only 1 second.

VS

Renekton

Medium

Renekton is all about getting free trades. He deals little sustained damage when his abilities are on cooldown. Be careful when he has 50 fury. His empowered stun hurts a lot early game. If he uses all his abilities to harass you (dash in, stun, spin, dash out), you should most definitely trade back with him unless you are too low on health. His ult gives him a chunk of health, an aoe dot, and constant fury regen. Don't get baited by it. You can 1v1 the croc once you have 45% CDR. Bait out his ult first before fully commiting to a fight. Depending on his build, he becomes either a glorified super minion in the late game or a squishy assassin.

VS

Rengar

Medium

A resourceless champion wth good early burst and sustain. This lane is extremely snowbally. Never trade with him when he has 5 ferocity stacks. He can also bait you by healing himself with his w, so watch out for that. Play safe early game and farm your 45% CDR. Once you have 45% CDR, you can 1v1 Rengar no sweat. In recent patches, his burst has been lowered to buff his sustained damage. He'll still be able to murder squishies if you let him. Pink wards are your best friend in teamfights.

VS

Riven

Medium

She deals a ton of burst damage early game and can kite you easily. Play safe and don't let her get kills off on you. She is good at trading quickly. This is an extremely snowbally lane. You can 1v1 her when you have 45% CDR if she is stupid enough to stand around and fight you. Otherwise, she'll use her shield to dash away from you when you stun her. Your stun scews up her combo in teamfights. Coordinate with your team to cc and focus her when she goes in. Late game both of you can't do anything to each other. If you try to fight her, she will dash away. If she tries to fight you, you will take minimal damage and constantly stun her.

VS

Shen

Medium

Boring wet noodle fight. His taunt deals physical damage, plus he needs to auto attack to trade, so getting armor is good against him. Shen has a slightly better early game than Taric thanks to his shield and auto attack blocking. However, Taric can sustain what little damage Shen deals with his heal. Your stun interrupts his ult. Whether or not you can 1v1 him depends on his items and your positioning. Avoid standing between him and his spirit blade in 1v1s so he cannot amplify the damage he deals with his Q. Both of you are immortal lategame. He will reset his shield, while you reset your heals. Shen is vulnerable to kiting when his taunt is on cooldown. 

VS

Shyvana

Hard

She deals a lot of mixed damage early on due to high base damage on her abilities. She can out duel you and snowball easily if you give her even one kill early on. The bad Shyvanas will try to hit you with her E, run up to you with W, then hit you with her Q. This is very telegraphed so you can stun her before she gets to you. The good Shyvanas will wait for you to get greedy for cs, then punish you by harassing you for free. Dodge her E so that she cannot deal percent health damage to you. Play safe and get your 45% CDR ASAP. Bait out her W first before dueling her. Shyvanas will usually max that ability first. You can duel her once you have 45% CDR until she gets a Mortal Reminder. She becomes a raid boss late game so try to finish the game as fast as possible.

VS

Singed

Medium

He will attempt to push the wave to your tower and start his proxy shenanigans to avoid laning against you. Good thing you have sustain to tank the minions. Get a spectres cowl at first, then get an iceborn gauntlet. Do not 1v1 him when he activates his ultimate. Do not chase him through his poison. You won't be able to kill him ever if he kites properly. He suffers in teamfights because his only form of initiation is to run up to your team. The best tool against Singed is patience. He feeds off your rage and impatience and is pretty good at inducing it too. Keep your cool and you'll be fine.

VS

Sion

Medium

Wet noodle fight up top. Try to figue out whether or not he is maxing his q or e frst. His q deals physical damage, while his e deals magic damage. He'll shove the lane to your tower very often, leaving him open to ganks. You can 1v1 him when you have 45% CDR. He is helpless against you in teamfights. 

VS

Swain

Hard

Swain is the bane of immobile melee top laners. He has high base damage, deals magic damage, and can kite you. He also uses point and click abilities, so you will inevitably take some harass from him. His ultimate and passive let him sustain in lane forever. He can duel you even when you have 45% CDR as long as long as he kites you correctly. Max your heal and rush a spirit visage. You won't be able to kill him without ignite. Watch out if he has zhonyas hourglass. He can heal himself while he is in stasis as long as his ult is on. When Swain gets a lead, he becomes the raid boss of the midgame. He has little methods of protecting himself without his ultimate, so call your jungler to gank him before he reaches level 6.

VS

Tahm Kench

Easy

Wet noodle fight. He has as much sustain as you early game thanks to his e, and his devour lets him win trades by swallowing you. Thankffully, he does not deal a lot of damage early on and it is very telegraphed when tahm wants to try to kill you. Get a spectres cowl. You can 1v1 him if you have 45% CDR. In teamfights, tahm is a glorified super minion. Call mia on him whenever he goes missing, even if it is just for 1 second. He can gank easily with his ultimate. Split pushing is tough because he can take a friend with him on a trip to wherever he needs to go. 

VS

Talon

Easy

Squishy, runs oom fast, and cannot duel you when you have 45% CDR. He can harass you with rakes, but you can heal it all up. Do not let him get free trades. Wait for the slow from his rake to run out before trading. Both of you are good at trading quickly, but you have sustain. This lane snowballs heavily in your favour if you ever get a lead. He deals nothing but physical damage without dunderlords. Pink wards are your friend in teamfights. Respect his level 6 all ins.

VS

Teemo

Hard

This is everything you don't want to go up against. He deals mainly magic damage, can kite you, and his blind prevents your passive from proccing on auto attacks. Thankfully, he does not deal a lot of burst damage early on. The bad Teemo players throw out their blinds willy nilly and are the kind of players that play Teemo because they are not comfortable playing melee champions. The good Teemo players will blind you to deny creeps or mess up your auto attacks if you try to fight him. He also uses point and click abilities as well, leaving no room for counterplay other than healing yourself or letting him zone you. Max your heal first and get spectres cowl asap. You can 1v1 him when you get 45% CDR and shwifty boots as long as you don't get baited through his shrooms.

VS

Trundle

Hard

He has good sustain, high early game sustained damge, and can easily 1v1 you at almost any point of the game with his ultimate. Avoid fighting him within his frozen domain. If you can bait out his frozen domain and ultimate, you can 1v1 him when you have 45% CDR. He suffers greatly in teamfights due to his lack of instant gap closers. Close the game out before he reaches raid boss status.

VS

Tryndamere

Medium

You are significantly weaker than him at early levels. He can fish for crits with his passive and will try to get level 2 faster than you to cheese you, especially if he has ghost and ignite. Play safe and farm up your 45% CDR. This lane is extremely snowbally. You outtrade him in short trades when you have your glacial shroud and sheen. Be careful of his diving capabilities when he has his ultimate. You can 1v1 him when you hit your 45% CDR powerspike, but not when he has 6 items. Be sure to kite him when he activates his ultimate. Randuins Omen is very good against him. Ignite will help you kill him after his ultimate ends, while exhaust will let you kite him when he ults. He will usually spend the rest of the game splitpushing, so make sure your team can force teamfights quickly when tryndamere does this. If he shows up to teamfights, be sure to crowd control him properly so he doesn't slaughter your team.

VS

Udyr

Hard

This is similar to the volibear matchup in which all he wants to do is to run up to you and kill you. He can all in you early game and sustain with turtle stance. He is also hard to catch once he gets 40% CDR because he'll just spam his bear stance to run away. Pay attention to what skill he maxes first. If he maxes tiger stance, build armor. If he maxes pheonix, build magic resist. You won't be able to 1v1 the Dyr unless you have a lead and 45% CDR. If you ever get ahead of him, he will be rendered useless. Udyr can be annoying due to his bear and turtle spam when he reaches 40% CDR, allowing him to run through turrets without worry. End the game quickly, or else he will become a raid boss lategame.

VS

Vladimir

Hard

He has better sustain than you and can harass you with point and click abilities. Thankfully, he has low base damage early game and your stun still hits him even if he pools. You should max your heal and rush spectres cowl asap. Be careful of his diving capabilities. You can 1v1 him when you have 45% CDR. He does not kit as well as other mages without 3116.png . He is a monster late game. You won't be able to kill him fast enough and he deals constant AOE damage.

VS

Volibear

Hard

His early game dueling prowess is amazing and can snowball very easily with an early kill. He will try to reach level 2 faster than you and cheese you, especially if he brings ghost and ignite. Play safe and try not to die early game. He will attempt to flip you into his minions, causing you to take additional minion aggro if you auto attack him. Stun him when he activates rolling thunder to avoid getting flipped. His w gives him a stacking attack speed buff and a bite that deals more damage the lower health you are. He will try to all-in you at level 6 with his ult, which gives him additional on-hit magic damage. You can 1v1 him when you have 45% CDR and his ult and passive are down. Late game, both of you are extremely tanky damage sponges. He wants to flip your teammates. Stun him before he does.

VS

Wukong

Easy

His combo takes up a lot of mana early game and does not have as much base damage as other physical damage dealers top lane. You should be able to outtrade and outsustain him. Try not to stun his clone. If he activates his stealth right before your dazzle hits him, you'll be able to tell because of the lack of the swirly effect above the clone's head. Care for his level 6 all in. His ult deals a lot of damage if he manages to get all its ticks on you. You can definitely 1v1 him when you have 45% CDR. Pink wards are your friends in teamfights. You snowball very hard with a lead, especially if the monkey builds damage instead of tank.

VS

Xerath

Medium

He has annoying poke and long range. His passive also gives him back mana so he can continuously harass you. This lane is significantly easier if you're good at dodgeball because all his abilities are skillshots. Max your heal and rush spectres cowl. You can 1v1 him if you have 45% CDR. Try to bait out his stun before going all in. Be careful when backing at low health. He can use his ult to snipe you. Do not hug the minions so you make him choose between using his abilities to farm or harass.

VS

Yasuo

Medium

Yasuo has low early game base damage, but he can poke you constantly. He has no sustain outside of health pots, but his passive grants him a free damage shield which helps him win quick trades. The good Yasuo players will kite you by dashing through your minions. Force him to use his Q on minions instead of you by walking up to him when one of your minions are low. He either last hits the minion with his Q or auto attacks it and risks taking harass. You can outtrade him in quick trades when you have a sheen and glacial shroud. His wind wall blocks your stun. You can 1v1 him when you have 45% CDR. It doesn't matter if he blocks your first stun with his wind wall. You'll just do it again. When dueling Yasuo, stay on the move so you can dodge his Q. Be careful of his ult which gives him 50% bonus armor penetration, even if it hits someone else. Try to dodge his third q so he cannot ult you. If you ever find him alone and he has nothing to dash to, he is free cash. If you get a lead on him, you can snowball very hard.

VS

Zed

Easy

His abilities have low cooldowns and can shove the lane very fast. To make matters worse, he is an energy based champion, meaning he can use his abilities all day long. Do not hug the minions. That will force Zed to choose between using his abilities to last hit creeps or harass you. Be careful of his level 6 all in. He can use his ultimate to dodge your stun. Keep an eye out for him in teamfights. He will try to sneak past you and assassinate your squishies. You can 1v1 him when you have 45% CDR. Make sure he uses his shadow clone jutsu before committing to an all in so he cannot escape. If you ever get a lead on him, you can snowball very easily.

Why top instead of bot? Back to Top

Who doesn't want to be on top ( ͡° ͜ʖ ͡)?


In all seriousness though, Taric is too item dependent to be toughing it out with gold per 10 items. Top lane provides the money he needs to get his items as fast as possible. Unlike most supports, Taric really needs to stay in the thick of the fight to be fully effective. While his abilities have a lot of versatility, their base cool downs are very long. He needs enough CDR to constantly reset his cooldowns with his passive, and he needs tank items to stay alive long enough to continuously chain abilities. This makes him excel in drawn out fights because other supports will have to wait for cooldowns, but Taric does not. He also suffers greatly against ranged opponents, which bottom lane will most certainly have.

Pros:
+ good sustain in lane thanks to your heal.
+ Constantly stun and heal people when you have 45% CDR. This can tilt opponents easily.
+ Can duel most melee top laners when you get 45% CDR power spike. Most people don't expect this.
+ easy to use point and click abilities. Very few champions can deal with a targetted stun.
+ can be very oppressive when he has a lead. The only counterplay to his stun for most champions is to stay out of range of it, allowing Taric to zone people away from creeps. If the opponent tries to harass him, he can heal himself. 
+ heal is great for seiging towers.
+ It's fun to chain Taric's spells and auto attacks together.
+ what is physical damage? RIP Juggernauts.
+ Guardian of the 5th Age skin makes you fabulous.
+ They are nothing more than ass, waiting to be smashed.
+ tank towers for your team. 400+ armor is nothing to laugh at.
+ becomes an unkillable raid boss if the other team lacks crowd control.

Cons:
- weak early game compared to other top laners.
- Lack of mobility makes Taric vulnerable to kiting and ganks.
- Sucks at dealing with magic damage dealers and true damage.
- kit is significantly weaker if you don't chain your spells and passive procs properly. This makes crowd control very effective on Taric compared to other tanks.
- your w is not used to its full potential when you are alone.

Laning phase Back to Top

Taric is one of League of Legend's weakest level 1 duelists. You become much stronger once you get all 3 of your abilities. Against physical damage dealers, start with a cloth armour and 4 health pots. Against all else, start with a corrupting potion. You can start dorans ring against a low pressure lane opponent. Prioritize farming over fighting your opponent. You can harass the other laner with the dazzle, while negating retaliation with your heal and shield. The best time to harass someone is when your opponent is trying to last hit. If they decide to trade back, they could potentially not get the last hit. If they go for the creep, you get free damage on them. Taric is strongest against melee laners without sustain. He can slowly grind out an advantage by making quick trades and sustaining with his heal. Some people will try to play around your stun cooldown. You can refresh it with your passive and surprise careless opponents. Once you have 45% CDR, Taric can duel most physical damage dealers by constantly resetting the cooldown on his heal, shield, and stun. Taric deals a surprising amount of sustained damage by constantly resetting 3025.png Iceborn Gauntlet procs. Only hardcore duelists like 75.png Nasus, 24.png Jax, and 48.png Trundle can beat you in a straight up 1v1 at your 40% CDR powerspike, assuming they're not behind. If the opponent is someone with a dash, try to bait it out before attempting to stun them.

Mid game Back to Top

This usually comes around when the first tower of the game falls and teams begin goon squading. Make sure your lanes are pushing towards the enemy's side before grouping up for objectives. While Taric himself does not deal a lot of damage, he can tank objectives easily by constantly healing himself and having buttloads of armor. If you have teleport, you can ward the enemy's jungle and attempt to split push. Split pushing requires a lot of communication, vision, and map awareness to pull off correctly. If your team is full of plebs who don't ward, it may be better to group up. Taric is very strong at this point of the game, since he can duel most champions and is very disruptive in teamfights.
If several opponents are seiging a tower and you are by yourself, ditch the tower. It will not be able to save you from them diving you. Most players make the mistake of defending a tower by themself, only for the enemy squad to dive them and take the tower anyway. On the flip side, Taric is good at tanking towers as well, so if you have a buddy, you can dive lone squishies under their towers as long as you take tower aggro. Towers at this point are like the law: the law doesn't protect people. People protect the law.

Late game Back to Top

Death timers are long, and getting caught can mean defeat. Teams will definitely group up at this stage of the game. Try to get a good pick on an enemy VIP with your team. Taric's damage falls off in the late game, but he is still useful as a perma stunner, healer, and damage sponge. If you somehow manage to ace the enemy team but your minions are not pushed to their base, man up and tank the towers while your team helps you kill them. You should have over 400 armor against balanced team compositions and over 500 armor against full AD team comps. Towers will take forever to kill you, even if they have lasers. You are very good at tanking baron because it will not be able to outdamage your constant heals. If Taric had infinite mana, he could solo Baron at a snail's pace. Unfortunately, you need a partner who deals constant damage, such as an AD carry. Have a pink ward ready to clear the area before attempting to baron.

How to Team Death Match Back to Top

Learning how to teamfight takes a lot of time and experience. There are many different situations you have to have to adapt to be successful.

Taric is a front-liner and should be zoning the opposing team away from yours. Taric's stun is simple, but it his most powerful zoning tool. You need to take into account who to use it on and when to use it. Even if you can refresh your stun, most assassins can capitalize on small windows of opportunity to run past you and murder your squishies.

Taric's best role is to protect your team's VIP. He is capable of completely pinning down someone in a fight once he has 45% CDR by constantly stunning them with his beauty and healing his allies. The heal increases in value if you have Windspeaker's Blessing.

Some players can be tricky and will try to flank your teammates and/or wait for you to blow your stun on someone else. If you don't know where the enemy's anti-carries are, assume they are hiding behind a wall or in a bush waiting to pounce your squishies. A classic example of this is an enemy 55.png Katarina waiting for you to whiff your stun so that she can channel her ult without being interrupted.

Sometimes the enemy squishy will be out of position and you get to stun them. Make sure your team follows up before you commit. Taric does not have enough damage by himself to murder enemy carries fast enough.


When protecting your carries, stay near them but do not clump up with them. Enemies with AOE will use them on your carries. A classic example of this is a Malphite looking to ult your AD carry. You do not want to get caught in the crossfire. Pay extra attention to enemies with dashes or blinks. Sometimes, it is better to stun the enemy after they dash towards your team so your teammates can disengage. Most beginner carry players will not take enemy dashes into account and will try to follow up on your stun, only for them to get jumped on and killed.

When zoning out enemies, do not tunnel vision and chase after them without backup. Many beginner tank players will jump into the enemy team even though there will be no immediate follow up, causing them to die without accomplishing anything.

When going on the offensive, Taric himself is not the best initiator, but he follows up extremely well with champions who have gap closers. This is due to him being able to shield allies with his w and shoot his stun off of them. This is similar to Orianna's ball. For this reason, "ball delivery" compositions work well as a "dazzle delivery" composition.

Taric's ult is best used proactively than reactively. Champions who need to go into melee range but are very squishy love Taric's ult. Having an immortal Fiddlesticks crow storming everyone to death or immortal Kennen maelstromming everyone to death is disgustingly powerful.

How to Split Push as Taric Back to Top

Split pushing is a divide and conquer strategy. One or two members of your team go to a different lane to apply pressure on the enemy team by pushing and threatening to take their towers, while the remainder of the team defends a major objective and keeps an eye on the enemy team. Split pushing takes a lot of communication, map awareness, and teamwork. It is a constant game of Cat and Mouse. When done properly, you can secure many objectives while the enemy wastes time and resources trying to clean up after you and your team. There are many factors to take into consideration when split pushing. When taking towers, use your ultimate to give yourself more AD to take the tower faster. You should also layer out your abilities so you can proc sheen as much as possible. Taric can also heal minions so that they can tank the tower longer.

When to split push:
- The enemy cannot punish you or your team immediately.
- You know where at least four members of the enemy are.
- Your team can hold off the enemy while having a numbers disadvantage.
- The enemy team has weak initiation.
- Your team has strong disengage.
- If you die, your team can capitalize off of your distraction by taking another objective.
- Your team has good wards to spot flanks.

If the enemy team sends more than one person to deal with you, your main team now has a numbers advantage and can force another objective. This allows for the classic loop around where you avoid your pursuers, force them to clean up your minions while flanking the enemy's main forces to force a 5v4 or 5v3. Remember, split pushing is NOT a solo suicide mission. You MUST communicate clearly with your team what you are trying to do, and tell them that this strategy is attempting to put pressure all over the map instead of just one location.

As of the Taric rework, you can now proc the cooldown reset on turrets, making him even better at taking down the turret. Space out your abilities properly so that you have constant sheen procs. Depending on your items and enemy positioning, you can tank the turret for your minions so they do not die, thus allowing you to take the tower that much faster.

This strategy is even better when you have a ZZRot portal. If your team needs your help to defend, place your portal in a lane the enemy is not pressuring, then group up with your team. Your team no longer has to worry about fighting at a numbers disadvantage while your portal does all the split pushing for you. If the enemy stays grouped up, your portal will eventually push down the enemy tower. If the enemy sends one person to destroy the portal, you now have a numbers advantage and can pressure another objective. For this reason, ZZRot portal is very effective against "deathball" compositions that want to group up as 5 and start team death matches. To counter this, the enemy team can buy their own ZZRot portal and place it in the same lane your portal is to even out the pressure.

When not to split push:
- the enemy is in position to punish your or your team with a numbers advantage.
- You don't know where the enemy is.
- Your team cannot hold off the enemy while having a numbers disadvantage.
- The enemy has strong initiation.
- Your team has weak disengage/low mobility.
- Your team cannot capitalize off your distractions.
- Your team has little to no wards on the map.

The enemy team can respond in several ways:
- Force a 5v4 fight. This tactic is not as effective if you have teleport because you can show up to the fight any time you want. Depending on the team compositions, this can go either very poorly or very well. In the mid to late game, towers are not very helpful in defending and will not save your team from 5v4 dives, especially if the diving team has a dedicated tank to tank the tower.
- Send several people to kill you. Make sure you give yourself enough time to escape. This gives your main force a numbers advantage so they can force another objective. If you cannot escape, waste as much time as possible by running towards the enemy base.
- Send one person to defend the turret you are attacking. Depending on who is sent, you can either dive them under the turret or hold them there while your minions slowly whittle down the tower. If you manage to kill the defender, the enemy will have to send another person to try to stop you. You can group up with your team while the enemy is cleaning up your minions to force a 5v4 fight in your team's favor.

Special note about Nocturne: his ult renders teleport useless. You can't teleport across the map if you can't see it. Consider grouping with your team rather than split pushing if you know the enemy Nocturne is alive.

There is a popular League of Legends streamer known as Trick2g who focuses exclusively on the split pushing strategy (or as he calls it, "opening d gates"). His "My Way" videos are a great source of information and wisdom about opening d gates.

In short, split pushing is all about pressuring the enemy team. If you cannot pressure the enemy team through split pushing, it is better to group up.

How to freeze your lane as Taric Back to Top

Freezing the lane is a tactic in which you keep the lane minions constantly pushed to your side of the map without letting them touch your tower. If done correctly, the minions will be right outside of your tower range constantly, leaving the opponent open to ganks. Taric is a fantastic freezer due to his high armor to tank minions and heal to negate what little damage they do to him. To freeze a lane:

- make sure the minions are pushing towards your side of the map.
- do not use aoe abilities to farm. Only auto attack to last hit, not to damage minions.
- your minions will die faster than your opponents minions, which is what should be happening. Tank the minions with your heal and shield so they dont get within tower range. When your minions arrive, let them take aggro.

Your opponent will respond in 1 of 4 ways: 
1. If they know they are stronger than you, they will go aggressive and try to force you to retreat to your tower.
2. They will roam. Call missing on your lane opponent if they do this.
3. They will call their jungler or mid laner to help them shove the wave into your tower and maybe dive you.
4. They will stand around helplessly, not knowing what to do. This is the best case scenario, as now you get to deny them a lot of farm while safely securing farm for yourself. If they come up to the wave to farm, they risk opening themselves to ganks. There are very few champions who can deal with point and click stuns.

Freezing the wave is a powerful tactice, but it has its weaknesses. If your team is losing, you won't be able to help them because you are too busy farming. If you don't shove the lane properly and roam, your opponent could take your tower. Freezing the lane also means you won't be taking objectives for your team. In other words, you should only freeze the wave if your team has a lead and doesn't need your help. If your team is behind, they will need the global gold from towers and objectives. 

Here is a video on Youtube I found that teaches you how to freeze a lane if you need a visual example. 

Patch notes that affect Taric Back to Top

Patch 6.8 Notes

Taric's rework is released.

3025.png Bonus on hit damage is lowered to 100%. Obvious nerf is obvious, but you'll still get this in 90% of your games due to the slowing field.

2033.png Health regen lowered to 125 health per charge. Mana regen raised to 75 mana per charge. This is a small nerf to those who used this item to patch up their weak early game (Taric included). However, in the small chance you are the aggressor, you now get more mana to bully your opponent.

Biscuits instant health gain lowered to 15. Instant mana gain raised to 15. Same idea with the corrupting potion.

Patch 6.4 Notes
3009.png Shwifty boots movement speed lowered from 65 to 60. Not too big of a deal, but it won't be as effective for catching up to people anymore.

3111.png Tenacity increased from 20% to 30%. This is a decent buff to Mercury's treads. This is an indirect nerf to Taric because it makes the stun resets not as effective. 

3025.png The starting aoe is lowered from 190 to 180. The slow no longer lingers when you leave the ice field. The bonus armor scaling has been increased from 0.45 to 0.55.
This shifts the power curve of Iceborn Gauntlet to be slightly weaker early game, but being stronger late game. Taric embraces this change since he can have over 400 bonus armor in the late game.

Thoughts on the Taric rework Back to Top

Riot is clearly pushing his identity to be a defensively based utility support in the bottom lane. His passive now spreads the 2 second cooldown reduction over two attacks instead of one. His heal has the potential to heal the entire team, but its base numbers have been lowered to the point where it is negligible without using it at 3 stacks first. His W has been changed to provide a % health based shield on him and a target allied champion for a few seconds. However, Taric can cast his abilities from the person he last put his W on, giving him a lot more room for creative plays. His stun has been changed to be an AOE linear skillshot with a delay. His ult is no longer an aura steroid, but a delayed AOE Kayle ultimate. Overall, the rework nerfed a lot of Taric's reliability while buffing his utility.

I personally loved old Taric for how simplistic and reliable his kit was. His strongest spell was his ranged point and click stun. There was simply no room for counterplay other than staying far away from Taric. Riot deemed that to be too powerful for how easy it was to use, so they replaced it with something that takes more skill to use and has more counterplay, but the rewards for pulling it off are better. They also changed his other abilities so the only damaging ability Taric has after his rework will be his stun (which is delayed). This hinders his abilities to last hit and viability in the top lane, since his w is most useful when he has a lane partner to cast it on. He is not completely team reliant like Mordekaiser, but only time will tell whether or not he can still survive in the top lane after his rework.

Taric's w is incredibly powerful with an ally that can gap close. They become a "dazzle delivery system", similar to how an Orianna "ball delivery system" works. For example, Taric puts his w on a Malphite. Malphite ults into the enemy team. Taric follows up by shooting his stun off of Malphite. That's the "dazzle delivery system".

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