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Taric

Champion guide

Patch 26.16

Taric

The Gem Knight

  • Support
  • Mana

A targeted stun you cannot dodge, a team-wide armor aura and a heal that comes back faster every time you swing. Taric doesn't peel from range: he walks forward.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
558+90
HP regen (per 5s)
7.6+0.5
Mana
311+56
Mana regen (per 5s)
4.5+0.4
Attack damage
55.5+3.5
Attack speed
0.625+2.02 %
Armor
23.7+3.2
Magic resist
31.25+1.25
Attack range
125
Move speed
340

Abilities

Taric, Gemcraft

Passive

Gemcraft

Taric loves to socket magical gems into all of his weapons, resulting in his basic attacks dealing bonus magic damage based on his maximum Mana.

  • Taric Q, ImbueQ

    Imbue

    5 ranks
    Cooldown
    20/19/18/17/16 s
    Cost
    80/95/110/125/140 Mana
    Range
    750
    Healing
    60/100/140/180/220 (+60 % AP)

    Taric brings forth earthen energy to heal an ally and himself. This heal is more potent when Taric heals only himself. Additionally,Taric's basic attacks reduce Imbue's cooldown.

  • Taric W, ShatterW

    Shatter

    5 ranks
    Cooldown
    10 s
    Cost
    50 Mana
    Range
    400
    Damage
    50/90/130/170/210 (+20 % armor +60 % AP)

    Taric is protected by a hardening aura, increasing the Armor of himself and nearby allied champions. He may choose to splinter the enchanted rocks surrounding him to deal damage and decrease the Armor of nearby enemies at the cost of some Armor for a short time.

  • Taric E, DazzleE

    Dazzle

    5 ranks
    Cooldown
    14/13/12/11/10 s
    Cost
    75 Mana
    Range
    650
    Damage
    35/65/95/125/155 (+40 % AP)

    Taric emits a brilliant ball of prismatic light from his gemmed shield, stunning his target and damaging them based on how close he is to them.

  • Taric R, RadianceR

    Radiance

    3 ranks
    Cooldown
    60 s
    Cost
    100 Mana
    Range
    400
    Damage
    150/250/350 (+70 % AP)

    Taric slams his hammer into the ground, dealing 150/250/350 (+70 % AP) magic damage to nearby enemies. For the next 10 seconds, Taric's gems radiate energy, granting him 20/40/60 Attack Damage and Ability Power. His nearby allies gain 15/25/35 Attack Damage and Ability Power.

In short

Taric is the most reliable engage support on the roster, because Dazzle is targeted: no skillshot to dodge, no zone to walk out of. You click, the target is locked down. Around that, he stacks everything a botlane needs to win an extended trade: a heal that recharges faster with every auto attack, Shatter, which grants armor to nearby allies and, when activated, strips it from enemies, and an ultimate that boosts the attack damage and ability power of his whole team.

His defining trait sits in his passive, Gem Craft: his auto attacks deal bonus magic damage scaling off his max mana. That's not flavor text, it's what turns him into a support who can actually poke in melee range. The cost is zero attack range, general slowness, and total dependency on staying next to his target.

Strengths and weaknesses

The targeted stun is the best guarantee in the game: against a champion burning their mobility spell, against a channeler, against something slippery, it always lands. Shatter wins lane trades without him even touching an enemy, simply because his carry takes less damage than theirs, and the active turns an enemy tank into a soft target for the whole team. His heal costs almost nothing to recast if he's swinging regularly, giving him fearsome lane endurance.

The flaws are structural. No slow, no disengage, no shield: if his carry gets caught, the only way to save them is to walk into the same spot yourself. His mana cost is heavy at low levels and the heal drains the bar in three casts. And he only has one form of control: once the stun is spent, he becomes a body that hits hard but stops nothing.

Laning phase

The lane plan is simple to state and hard to execute: stay within stun range of the enemy botlane without walking into their wave. Dazzle hurts more the closer you are to the target, so the trade that actually pays off isn't a max-range stun, it's one thrown while you're already glued to them, followed by autos and an activated Shatter to strip their armor.

Save your activated Shatter for the trade, not for clearing minions: the passive armor bonus you share is worth more in a war of attrition than the extra damage you scrape off a wave. Dazzle's cooldown drops faster the more you swing, so weave in autos on the enemy carry whenever you can, that's both harassment and cooldown management. Watch your mana bar: a dry Taric is a support with no stun, meaning no purpose.

Power spikes

The first real spike is your ultimate level, but the common mistake is reading it as a damage spell. Radiance is a team amplifier: it boosts the attack damage and ability power of everyone around you. Fired at the right moment in a four-man botlane skirmish, it flips a fight you were losing on paper.

The second spike comes with your first defensive items. Taric doesn't scale through damage, he scales by becoming nearly unkillable in the middle of a scrum while keeping his stun available. An item that gives both mana and armor works twice as hard on him, since his passive feeds off the mana bar. From this point on your role shifts: you stop following your carry and start opening fights.

Teamfights and positioning

You stand with the front line, but not past it. Your ideal spot is one from which you can reach the enemy carry in a single step if the window opens, while still covering your own carry with your armor aura. The question before every fight is the same: do I save the stun to open, or to protect? Against a dive comp, you save it.

In a fight, your priority order is clear. First the armor aura, which is passive and free, then activating Shatter in the middle of the scrum to weaken as much armor as possible, then Radiance once your team is committed and not a second before. The stun, meanwhile, waits until the last useful moment: on the enemy initiator if they open, or on whoever lands on your carry.