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-   -   [Guide] Taric, the Gank Knight (http://forums.na.leagueoflegends.com/board/showthread.php?t=52254)

LikeFiftyNinjas 01-26-2010 11:12 PM

[Guide] Taric, the Gank Knight
 
This guide is copied from my guide over at Leaguecraft. The guide, build, and theorycrafting can be accessed at:
http://leaguecraft.com/strategies/gu...0Gank%20Knight

Table of Contents
1. Abilities
2. Introduction
3. Masteries & Runes
4. Items
5. Skill Order
6. Summoner Abilities
7. Build example
8. Pros / Cons
9. Creep Jungling
10. Working in the team
11. Farming

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1. Abilities

Gemcraft
Taric's passive allows him to regenerate mana for hitting things. That means minions, neutrals, players, and yes, even buildings. This is the main reason Taric wants his mace to become close friends with your opponent's face.

Imbue
Nearly useless if the other team has an Executioner's Calling. In high ELO games, you are very likely to encounter teams which have a ranged dps, who, if they see your team has a healer of any sort, will almost certainly be working an EC into their build. Thus, you will be taking, at most, ONE point in this skill until late game. I prefer not to level it at all unless I'm really getting harassed.

Shatter This is the skill which, when not on cooldown, will provide you with a decent amount of defense (30 armor at rank 5). This is a great skill for bursting an opponent down while they're stunned by your next skill. . .

Dazzle This is how Taric sets up his ganks. Note that the closer you are, the more DAMAGE it does, but the shorter the duration of the STUN it does. The inverse is also true. The further you are, the less DAMAGE it does, but the longer the STUN duration. What this means is that you want to be casting this max range. Taric is one of the few heroes where it's actually not necessarily a terrible thing if your opponents are running from you when you are chasing them.

Radiance This is how Taric makes the mace meet face. Note that not only does this ability give YOU a large damage boost, but you're like a walking rally stick for your teammates as well! Combined with a relatively short cooldown, this is one amazing ability, and one you'll want to be sure to rank up every time it's available. Its progressively larger mana cost means you'll want to use this ability in short bursts so as to conserve mana. The golem buff can prolong this ability's uptime by several seconds, so don't forget to get it whenever you can.

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2. Introduction

Taric is a champion that is oft misunderstood and oft misplayed. Many see that he has not one, but two abilities which heal and automatically assume he's meant to be a healbot for the other champions. What they fail to realize is that Taric is capable of not only holding his own in melee combat, but giving his teammates an incredible buff to their damage and healing at the same time! All he requires is a proper build to make his carry + support component shine.

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3. Masteries & Runes

The short answer:
For masteries, go 21/9/0 avoiding cooldown reduction, magic penetration, and making sure to pick up rally.

For runes, go 100% Crit chance (Malice).

The long answer:
Taric's cooldowns are short, so there is no need to invest in cooldown reduction either in masteries or runes. Be sure to pick up improved exhaust if you go exhaust and improved rally for the magic damage buff (primarily for your caster teammates) and the increased duration (for longer team fights and tower pushing). For runes, you want to go all critical strike chance. Why? Your ultimate already gives you incredible damage. Your items will give you incredible attack speed, nearly capping you. The most effective use of your IP is in crit chance runes. A full tier 3 crit rune page will give you nearly 29% crit without having a single percent of crit from items. Wow!

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4. Items

The short answer:
Starting item: Vampiric Scepter

Build order:
Malady
Berserker's Greaves
Sword of the Divine
Madred's Bloodrazor
Last Whisper
Stark's Fervor

The long answer:
This build utilizes attack speed to achieve the maximum benefit of Taric's passive and ultimate.

To begin with, we will be building a Malady for some lifesteal, which will remove your need to rely on Imbue or HP regen items to recover whatever HP you may lose from minions or players. So start out with a Vampiric Scepter as your first item. Combined with Taric's passive, this will keep you in the lane as long as possible, key to maintaining early lane presence and ensuring that you are not outleveled by your lane opponents.

This is good advice for nearly any champion without teleport, but if you can at all do it, try to buy at least Boots of Speed with your first purchase. This will get you back to the action more quickly, ensuring minimal loss of laning XP.

Next you will build your Sword of the Divine, which wreaks havoc on enemy players every fourth swing and is absolutely ridiculous for farming neutrals and lane minions.

Your next item, Madred's Bloodrazor further amplifies your killing ability, making even the most beefy tanks fear your swiftly swinging mace. Not only does it give you 40% attack speed and a massive 4%-max-hp-per-hit passive, it also gives you 30 (54 with max rank Radiance) attack damage and 25 more armor!

Next up is Last Whisper. If your enemies' tanks weren't already quaking in their boots, they will be now with a devastating 40% armor penetration, 40% MORE attack speed, and another 20 (36 with rank 3 Radiance) attack damage. Most games will not progress past this point, but if they do. . .

Your final item is a Stark's Fervor. This will nearly cap your attack speed, give you more lifesteal, reduce your nearby opponents' armor, and give your allies a nice little aura which gives them lifesteal and attack speed.

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5. Skill Order

Priority for skilling up is as follows:
Radiance (at 6, 11, 16, no exceptions)
Shatter
Dazzle
Imbue

It's up to you whether you want to pick Shatter or Dazzle as your first ability. I usually pick Shatter for the potential burst.

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6. Summoner Abilities

Rally is a non-negotiable. It is too good on Taric combined with his ultimate to not take.

Exhaust/Ghost is up to you. I usually end up going Exhaust since it can also be readily used as a defensive measure against physical dps heroes.

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7. Build Example
http://leaguecraft.com/builder/Taric...516b12e41fac18

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8. Pros / Cons

Pros:
Great Melee DPS
Stand toe-to-toe with tanks and win
Excellent ability to initiate ganks with stun
Excellent jungle farmer
Makes efficient use of both lizard and golem buffs.
Great team damage buff and heal over time.
Excellent tower pusher.

Cons:
As with all carries, susceptible to crowd control
Early game, much less of a threat to enemies, susceptible to harassment.

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9. Creep Jungling

I wouldn't recommend jungling until you have at least a Malady and Berserker's Greaves and at least rank 3 Shatter. Once you have that, you can walk into most neutral camps and level them quickly and without issue, but you might want to even wait until you have Radiance. Once you have Radiance, it's a done deal. You can solo all the creeps except Baron.

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10. Working in the team

Your stun should be the one to initiate as its duration is based upon the distance to the target. Try to lane with physical dps champions and during the team fights, stay near them so that they get your ultimate's aura.

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11. Farming

Hit stuff. If you want to down a creep wave quickly, whack each of them a couple of times and then pop Shatter.


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