Taric

The Gem Knight

How this differs from the live game

  • The Abilities are completely different. Read the descriptions
  • Can solo lane and maybe jungle

Build

Support
Summoners
FlashExhaust
Start600g
Faerie CharmSight Ward3Vision WardHealth Potion2Yellow Trinket
Core5,850g
Philosopher's Stone1Sightstone2Shurelya's Reverie3Runic Bulwark4
Full build12,875g
Shurelya's ReverieRuby SightstoneIonian Boots of LucidityRunic BulwarkLocket of the Iron SolariFrozen Heart
Situational
Mikael's CrucibleRanduin's OmenNinja TabiMercury's TreadsTwin ShadowsThornmail

Runes and masteries

Runes
  • x9Minor Mark of ArmorMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of GoldQuint
  • Armor +16.20
  • Magic Resist +12.60
  • Gold +3.00 / 10s

Armor marks and seals make Taric much harder to punish in melee support trades and directly add damage to Shatter, which scales with armor. Magic resist glyphs cover enemy support poke, while gold quints fit Season 3 support income.

Rune page

Support

Statistics

  • Armor+16.20
  • Magic Resist+12.60
  • Gold+3.00 / 10s
Masteries30 points0 / 9 / 21
Offense0
0/1
0/4
0/4
0/2
0/4
0/4
0/1
0/3
0/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense9
0/1
0/3
4/4
0/2
3/3
1/3
0/1
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility21
1/1
0/3
3/3
0/1
1/1
3/3
0/3
0/2
4/4
0/1
0/3
1/1
2/2
3/4
0/3
0/1
0/1
2/3
1/1

Use 0/9/21: deep Utility gives support income, starting gold, summoner cooldowns, CDR, and movement speed, while Defense 9 adds the early durability Taric needs to walk up for Dazzle and Shatter.

Skill order

ultimate at 6, 11 and 16

Gemcraft

ImbueQ
ShatterW
DazzleE
RadianceR
  • Imbue (Q) takes points at levels 3, 8, 10, 12, 13.
  • Shatter (W) takes points at levels 2, 4, 5, 7, 9.
  • Dazzle (E) takes points at levels 1, 14, 15, 17, 18.
  • Radiance (R) takes points at levels 6, 11, 16.

Start E for level-1 stun threat, take W at level 2, then max W first for armor aura, armor shred, and armor-scaling damage. Q is maxed second for lane sustain and midgame skirmishes, with E left for last because the stun duration is the main value.

Alternative — Max Q before W when the lane is low-kill and you are mainly surviving poke rather than forcing armor-shred all-ins.

Why these items

Openingsall within the 475 starting gold

  • Faerie CharmSight Ward3Vision WardHealth Potion2Yellow Trinket

    Wealth ward startStandard Utility support start with Wealth: Faerie Charm plus three Sight Wards, one Vision Ward, two Health Potions, and Yellow Trinket gives lane coverage and a path toward Philosopher's Stone.

  • Crystalline FlaskSight WardHealth Potion2Yellow Trinket

    Flask sustain startTake Crystalline Flask with a ward and two potions into poke lanes where repeated health and mana refills matter more than maximum early ward count.

  • Sight Ward4Vision WardHealth Potion2Yellow Trinket

    Heavy vision startUse the ward-heavy start when your team plans level-1 control or you expect early jungle pressure and can delay gold-per-10 components.

Corein buy order

  • 1

    Philosopher's Stone700gPhilosopher's Stone is the early support economy and sustain item Taric wants before building team actives.

  • 2

    Sightstone800gSightstone supplies repeatable warding without spending every recall on single-use wards.

  • 3

    Shurelya's Reverie2,100gShurelya's Reverie turns Taric's point-click stun into reliable engage or disengage for the whole team.

  • 4

    Runic Bulwark2,950gRunic Bulwark is the premier Season 3 defensive aura when your team needs mixed-resist protection.

Situationalonly when the game asks for it

  • Mikael's Crucible2,500gBuy Mikael's Crucible when one carry is being locked down by stuns, slows, taunts, fears, silences, blinds, or roots.

  • Randuin's Omen3,125gBuy Randuin's Omen against fed auto-attackers or double marksman-style physical damage teams.

  • Ninja Tabi1,000gUse Ninja Tabi instead of Ionian Boots when the lane and enemy team are heavily basic-attack based.

  • Mercury's Treads1,200gUse Mercury's Treads instead of Ionian Boots when magic damage and crowd control are the main threat.

  • Twin Shadows1,900gBuy Twin Shadows when your team needs pick setup and scouting before objectives.

  • Thornmail2,200gBuy Thornmail only into extreme physical carry threats that are forced to hit you in fights.

One build, written by a player. Newest first.

Write a Taric build
Taric Jungle - Show them your Gemsby GauvinyesWritten by a player, not generated · its own page

Build

Jungle
Summoners
GhostSmite
Core11,860g
Madred's Razors1Spirit of the Ancient Golem2Berserker's Greaves3Frozen Heart4Guardian Angel5Force of Nature6
Full build11,860g
Madred's RazorsSpirit of the Ancient GolemBerserker's GreavesFrozen HeartGuardian AngelForce of Nature

Runes and masteries

Runes
  • x8Mark of Attack SpeedMark
  • x1Mark of Critical ChanceMark
  • x9Seal of Scaling HealthSeal
  • x5Glyph of Scaling Magic ResistGlyph
  • x3Quintessence of Movement SpeedQuint
  • Attack Speed +13.60%
  • Critical Strike Chance +1.00%
  • Move Speed +4.50%
  • Scaling Health +11.70
  • Scaling Magic Resist +1.00

Rune page

Jungle

Statistics

  • Attack Speed+13.60%
  • Critical Strike Chance+1.00%
  • Move Speed+4.50%
  • Scaling Health+11.70
  • Scaling Magic Resist+1.00
Masteries30 points0 / 9 / 21
Offense0
0/1
0/4
0/4
0/2
0/4
0/4
0/1
0/3
0/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense9
1/1
0/3
4/4
2/2
1/3
0/3
1/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility21
0/1
3/3
3/3
0/1
0/1
1/3
3/3
0/2
1/4
1/1
0/3
0/1
2/2
2/4
0/3
0/1
1/1
3/3
1/1

As published: the page names no opening, only a buy path. Left as the author set it.

Skill order

ultimate at 6, 11 and 16

Gemcraft

ImbueQ
ShatterW
DazzleE
RadianceR
  • Imbue (Q) takes points at levels 3, 8, 15, 17, 18.
  • Shatter (W) takes points at levels 1, 4, 5, 7, 9.
  • Dazzle (E) takes points at levels 2, 10, 12, 13, 14.
  • Radiance (R) takes points at levels 6, 11, 16.

Why these items

Corein buy order

  • 1

    Madred's Razors700g

  • 2

    Spirit of the Ancient Golem2,000g

  • 3

    Berserker's Greaves900g

  • 4

    Frozen Heart2,900g

  • 5

    Guardian Angel2,750g

  • 6

    Force of Nature2,610g

Notes

the author's own words

Taric clears on Imbue and armour, and Dazzle is the gank. Frozen Heart and Force of Nature are what make the ganks stick once the jungle stops being the point.

Build by Gauvinyes, transcribed from the League Classic Wiki archive.

Abilities

per rank
P

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.

Q

Imbue5 ranks

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.

Heal Amount
60 / 100 / 140 / 180 / 220 + 60% AP
Heal
84 / 140 / 196 / 252 / 308 + 84% AP
Cooldown
20 / 19 / 18 / 17 / 16s
Cost
80 / 95 / 110 / 125 / 140 Mana
Range
750
W

Shatter5 ranks

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.

Damage
50 / 90 / 130 / 170 / 210 + 20% Armor + 60% AP
Cooldown
10s
Cost
50 Mana
Range
400
E

Dazzle5 ranks

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.

Damage
35 / 65 / 95 / 125 / 155 + 40% AP
Max Damage
70 / 130 / 190 / 250 / 310 + 80% AP
Cooldown
14 / 13 / 12 / 11 / 10s
Cost
75 Mana
Range
650
R

Radiance3 ranks

Taric slams his hammer into the ground to deal damage to nearby enemies. For a time after, Taric's gems radiate energy empowering Taric and his allies with bonus Attack Damage and Ability Power

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

Matchup against

62 champions, one-on-one
  • Ahri

    AhriUnfavoured

    Ahri controls the duel with range, Charm, and Spirit Rush, while Taric only gets a real trade if she wastes a dash or lets him Dazzle from close range.

    Watch for Charm: it stops your walk-up and lets Ahri land both passes of Orb of Deception before you can heal or stun back.

    How to beat

    Hold outside Charm angle and do not chase through minions where Orb of Deception can hit twice. Bait Spirit Rush or Charm first, then Flash or walk into Dazzle range and unload Shatter plus Radiance while she has no escape charge to reset distance.

    Later Finished Ahri still wins the side lane by kiting and picking the engage timing. Taric is more valuable grouped, where he protects carries with Dazzle and armor aura instead of trying to chase Ahri alone.

    • Save Dazzle until after Spirit Rush starts unless she has already missed Charm.
    • Side-step the returning Orb; the true damage return is the part your defenses do not soften.
    • If she holds Charm, your best play is usually to deny her engage rather than force one.
    BuyBanshee's VeilMercury's TreadsRunic Bulwark
  • Akali

    AkaliEven

    Taric can punish Akali when she commits with Shadow Dance, but Twilight Shroud and sustained spell vamp make the fight swing on whether he controls the reveal and stun timing.

    Watch for Twilight Shroud: it breaks your target access and lets Akali wait out Dazzle or Imbue cooldowns before re-engaging.

    How to beat

    Do not spend Dazzle just because she marks you with Mark of the Assassin; back up so she must Shadow Dance into your armor aura and melee range. Once she uses Shroud, step out of it instead of fighting blind, then stun her as she leaves or dashes after you.

    Later Akali wins isolated side-lane picks if she can dance around Shroud, but Taric scales better in grouped fights by point-and-click stunning her dive. Buy time for carries rather than trying to solo her through resets.

    • If Mark of the Assassin is on you, expect the dash proc and hold Dazzle for that landing.
    • Do not Radiance into an empty Shroud unless you know she must stay in it.
    • Your armor aura matters less than usual because much of her damage is magic.
    BuyBanshee's VeilSpirit VisageTwin Shadows
  • Alistar

    AlistarEven

    Neither tank kills the other quickly, and the duel is mostly about whether Alistar can disengage Taric's short damage window with Pulverize and Headbutt.

    Watch for Unbreakable Will: it removes Dazzle and cuts the damage from Shatter, Radiance, and Gemcraft during your only real all-in window.

    How to beat

    Do not full-combo into Alistar while Unbreakable Will is available unless you only need to force it. Let him use Headbutt or Pulverize first, then re-enter with Dazzle after the displacement chain is down and trade around Imbue sustain.

    Later Neither champion wants a side-lane duel late; Alistar has better displacement, while Taric offers steadier aura value and a reliable stun. Stay grouped and use Dazzle after Alistar commits so he cannot freely peel and reset.

    • If he casts Unbreakable Will after Dazzle, stop spending damage into him and wait it out.
    • Stand away from walls so Headbutt does not buy him a clean escape route.
    • Your Shatter armor aura is valuable for the team, so do not throw it away early unless the duel is committed.
  • Amumu

    AmumuUnfavoured

    Amumu's percentage damage and magic-resist shred grind through Taric's sustain, while Taric lacks the damage to finish him before Despair and Tantrum win the long fight.

    Watch for Despair: it punishes Taric for staying in melee, where he must be to use Gemcraft, Shatter, and Radiance.

    How to beat

    Stand behind minions or angle sideways so Bandage Toss is harder to land, and do not give him a free melee start. If he misses Bandage Toss, take a short Dazzle-Shatter trade, then back out before Despair turns the trade into an extended drain.

    Later Amumu is stronger in both side-lane tanks fights and teamfight initiation once items are finished. Taric should play behind the front line, stun Amumu's follow-up target, and keep armor aura on the carries rather than matching him in the center of the fight.

    • Short trades are mandatory; long trades are where Despair beats your heal.
    • Curse of the Sad Mummy can stop your retreat after you commit, so track it before walking into melee.
    • His Cursed Touch makes your magic damage and his magic damage both matter more after he attacks you.
    BuySpirit VisageBanshee's VeilMercury's Treads
  • Anivia

    AniviaUnfavoured

    Anivia's range, wall control, egg passive, and repeated Frostbite trades make it very difficult for Taric to ever finish the duel cleanly.

    Watch for Flash Frost: if it stuns you, Anivia gets a doubled Frostbite trade and enough space to wall off your answer.

    How to beat

    Stay outside Flash Frost's center line and never chase through narrow terrain where Crystallize traps you in Glacial Storm. Only commit after Flash Frost is down, and save Dazzle to stop her from walking away while you burst the egg or force her out of storm range.

    Later Anivia dominates side lanes and stalls grouped fights much better than Taric can force them. Taric should protect teammates caught by wall or Flash Frost and use Dazzle on anyone diving through Anivia's zone control.

    • Killing Anivia once is not enough; make sure you can hit the egg before you spend everything.
    • Do not stand in Glacial Storm just to finish a melee auto trade.
    • Crystallize can deny your retreat after Dazzle, so fight in open space when possible.
    BuyBanshee's VeilMercury's TreadsSpirit Visage
  • Annie

    AnnieUnfavoured

    Annie outranges Taric and can hold Pyromania to guarantee a Tibbers burst before he gets enough melee time to heal through it.

    Watch for Pyromania plus Summon: Tibbers: the stored stun turns her ultimate into a guaranteed burst and locks you out of Imbue timing.

    How to beat

    Count her Pyromania stacks and back off when the stun is ready instead of walking into her cast range. If she spends the stun on a spell that does not start the all-in, move in immediately with Dazzle before Tibbers is available again or before she can cycle back to another stun.

    Later Annie remains favored in picks and burst, while Taric is better as a grouped counter-engage support. Hold Dazzle for Annie after Flash-Tibbers or for the diver who follows her stun.

    • Do not trade into Molten Shield with repeated basic attacks unless her stun is down.
    • If Tibbers is already out, kite away from the bear before re-entering.
    • Mercury's Treads reduce the stun window enough to cast Imbue sooner.
    BuyBanshee's VeilMercury's TreadsRunic Bulwark
  • Ashe

    AsheUnfavoured

    Ashe wins the honest duel by spacing Taric forever with Frost Shot, Volley, and Enchanted Crystal Arrow unless he finds a clean Dazzle from close range.

    Watch for Frost Shot: every basic attack slows you, denying the melee uptime Taric needs to deal damage.

    How to beat

    Do not start the fight from her maximum range; use brush, fog, or a missed Volley to close the first gap. Once in Dazzle range, stun immediately and stay on top of her with Shatter and Radiance, because if she creates even one screen of space the fight resets in her favor.

    Later Ashe wins side-lane kiting, but Taric is useful in teamfights by absorbing Arrow pressure and stunning anyone who dives with her engage. Group with carries and force Ashe to hit front line instead of giving her a long lane chase.

    • Boots of Swiftness are specifically valuable because Frost Shot is the fight.
    • If Enchanted Crystal Arrow is down, she has far less protection against your first Dazzle.
    • Avoid straight river chases; Volley plus Frost Shot will keep you out forever.
    BuyBoots of SwiftnessNinja TabiRanduin's Omen
  • Blitzcrank

    BlitzcrankEven

    Taric out-sustains and out-armors Blitzcrank in a brawl, but Mana Barrier and the Rocket Grab into Power Fist window can flip the duel if Taric misuses his stun.

    Watch for Rocket Grab: it gives Blitzcrank the first melee contact and chains into Power Fist before Taric can choose the trade.

    How to beat

    Stand behind minions until Rocket Grab is down, then step forward and force the fight while Blitzcrank cannot choose the opener. Do not blow everything into Mana Barrier; once it triggers, heal, keep attacking with Gemcraft, and finish after the shield falls.

    Later Neither champion is a serious side-lane duelist late, but Blitzcrank has the higher pick threat while Taric is steadier in front-to-back fights. Stay between Blitzcrank and your carries, and answer a hook with Dazzle on the pulled target's attacker.

    • If he misses Rocket Grab, your next few seconds are the best time to trade.
    • Dazzle after Power Fist lands if you need to stop his follow-up damage.
    • Mana Barrier can make a won duel look lost; track his mana before committing lethal cooldowns.
    BuyAegis of the LegionNinja Tabi
  • Brand

    BrandUnfavoured

    Brand's spell range and Blaze percent damage punish Taric's health stacking and make melee trades too expensive unless Brand misses his stun setup.

    Watch for Sear: when Brand has already applied Blaze, Sear stuns you and confirms Pillar of Flame plus Conflagration damage.

    How to beat

    Do not walk in a straight line after Brand tags you with Conflagration or Pillar of Flame, because Sear is the real punish. If Sear misses, close immediately for Dazzle and a short burst trade, then leave before Blaze and cooldowns cycle again.

    Later Brand remains much stronger in grouped damage, but Taric can blunt his engage by stunning him after he steps forward to cast. Spread from allies so Pyroclasm does not bounce through the whole fight, and build magic resistance for the teamfight rather than the duel alone.

    • Blaze makes pure health weaker than magic resistance in this matchup.
    • Never chase Brand through Pillar of Flame's target marker.
    • If Pyroclasm is available, do not duel him near your minion wave or teammates.
    BuyBanshee's VeilRunic BulwarkMercury's Treads
  • Cho'Gath

    Cho'GathUnfavoured

    Cho'Gath is too durable for Taric to burst and wins long trades with silence, knock-up control, sustain, and Feast execute damage.

    Watch for Feral Scream: the silence prevents Imbue or Dazzle during the window where Cho'Gath sets up Rupture and Feast.

    How to beat

    Keep moving laterally so Rupture has to predict your path, and do not spend Dazzle before Feral Scream unless you are disengaging. Take only short trades after Rupture misses; if Cho'Gath still has Feast and you are low, leave instead of trusting Imbue to save you.

    Later Cho'Gath wins the side lane and brings stronger zone control to grouped fights. Taric should avoid matching him alone and instead use Dazzle to interrupt Cho'Gath's walk-up on carries after his silence is spent.

    • Feast is true damage, so do not judge lethal range by your armor or magic resistance.
    • If Feral Scream hits first, you usually cannot heal before his next spell lands.
    • Do not fight inside minion waves where Vorpal Spikes add free damage while he last-hits for sustain.
    BuyBanshee's VeilSpirit VisageWarmog's Armor
  • Corki

    CorkiUnfavoured

    Corki's mixed ranged damage, armor shred, and Valkyrie escape make him very hard for Taric to pin down in a fair duel.

    Watch for Gatling Gun: it reduces your armor while Corki keeps firing, cutting into the defensive stat Taric normally relies on.

    How to beat

    Do not run straight at Corki through Gatling Gun; angle out of the cone and wait for Valkyrie to be used defensively or aggressively. Once Valkyrie is down, Dazzle immediately and force a short all-in before Missile Barrage and Phosphorus Bomb poke you out again.

    Later Corki wins side-lane duels by kiting and mixed damage, while Taric contributes more as peel in grouped fights. Sit near carries and punish Corki only if he Valkyries forward or gets caught within Dazzle range.

    • Armor alone is unreliable because Corki mixes magic, physical, and true damage.
    • If Valkyrie is up, your stun usually forces distance rather than a kill.
    • Step sideways out of Gatling Gun instead of backing directly away inside the cone.
    BuyRanduin's OmenGuardian AngelNinja Tabi
  • Dr. Mundo

    Dr. MundoUnfavoured

    Dr. Mundo outlasts Taric with regeneration, cleaver slows, and Sadism, while Taric lacks reliable anti-heal or sustained damage to finish him.

    Watch for Sadism: it erases Taric's burst window and turns a close melee trade into a losing extended fight.

    How to beat

    Stand behind minions to block Infected Cleaver and avoid letting its slow start the fight on Mundo's terms. If he uses Sadism, disengage with Dazzle rather than continuing to swing; fight again only after the regeneration window has passed.

    Later Mundo is much better in the side lane and can ignore Taric unless the team brings Grievous Wounds. Taric should group, peel Mundo off carries with Dazzle, and let damage dealers handle the health bar.

    • Do not chase through repeated Infected Cleavers; one slow usually leads to the next.
    • Your stun is often better used to disengage Sadism than to start the fight.
    • Executioner's Calling is only worthwhile if you are actually applying basic attacks often enough.
    BuyExecutioner's CallingSpirit VisageWarmog's Armor
  • Evelynn

    EvelynnEven

    Evelynn can choose the opener from camouflage and burst hard, but Taric's point-and-click stun and heal punish her if she commits without killing him quickly.

    Watch for Shadow Walk: it lets Evelynn start the duel on her terms and forces Taric to react after the first Ravage or Agony's Embrace.

    How to beat

    Keep the fight near wards or allied space when possible, and do not waste Dazzle before she is committed in melee. Once she opens with Ravage, stun her immediately, use Shatter and Radiance during the stun, then heal after her first burst rather than before it.

    Later Evelynn is more dangerous in picks and flanks, while Taric is stronger when grouped and ready to counter-stun her dive. Buy vision and magic resistance, then make her reveal into your team instead of taking isolated paths.

    • If she appears but does not use Ravage yet, hold Dazzle until she commits.
    • Agony's Embrace slows your retreat, so do not fight with no exit behind you.
    • Twin Shadows helps find her before she gets the perfect opener.
    BuyTwin ShadowsRuby SightstoneBanshee's Veil
  • Ezreal

    EzrealUnfavoured

    Ezreal wins by kiting with Mystic Shot and Arcane Shift, and Taric has no way to keep him in melee after the first stun unless Ezreal mispositions.

    Watch for Arcane Shift: it breaks Taric's Dazzle follow-up and resets the fight back to Ezreal's poke range.

    How to beat

    Use minions to block Mystic Shot and force Ezreal to last-hit or shift before you commit. If Arcane Shift is down, Dazzle at once and spend your whole burst window; if it is up, your stun mostly forces him away rather than winning the duel.

    Later Ezreal wins side-lane spacing and poke, while Taric is better attached to a team where his stun can punish Arcane Shift forward. Protect carries from his poke and only chase him after mobility is down.

    • Do not let Mystic Shot repeatedly hit you for free cooldown refunds.
    • Essence Flux lowers attack speed, so Gemcraft trading gets worse after it lands.
    • A full-health Ezreal with Arcane Shift up is not a realistic solo kill target.
    BuyNinja TabiRanduin's OmenBanshee's Veil
  • Fiddlesticks

    FiddlesticksUnfavoured

    Fiddlesticks beats Taric if Drain channels for full value, and Terrify plus Dark Wind make it difficult for Taric to interrupt at the right moment.

    Watch for Drain: it out-heals Taric's damage unless Dazzle is saved to interrupt the channel.

    How to beat

    Hold Dazzle specifically for Drain, not for the first Terrify unless you are escaping. If Fiddlesticks uses Drain while your stun is ready, cancel it and burst immediately; if Dazzle is down, break range instead of feeding the channel.

    Later Fiddlesticks has far more teamfight threat with Crowstorm, while Taric's job is to stop the channel follow-up or peel feared allies. In side lane, avoid fog-of-war fights where Crowstorm starts on top of you.

    • Dark Wind silence can stop Imbue, so cast heal before it bounces if you are already low.
    • Never stand still in Crowstorm just to finish a melee trade.
    • If Dazzle interrupts Drain, the duel becomes much more playable.
    BuyMercury's TreadsBanshee's VeilQuicksilver Sash
  • Gangplank

    GangplankEven

    Taric's armor and heal handle Gangplank's basic trades, but Remove Scurvy denying Dazzle and Parrrley poke can let Gangplank win if he controls the spacing.

    Watch for Remove Scurvy: it cleanses Dazzle and heals through the burst window Taric depends on.

    How to beat

    Do not open with Dazzle unless you are forcing Remove Scurvy for a later fight. Trade with Shatter and Gemcraft first, wait for him to cleanse or heal, then use Dazzle after it is down to lock him in melee.

    Later Gangplank scales better as a side-lane damage threat, while Taric has the more reliable teamfight utility. Group up, keep armor aura on allies against Parrrley pressure, and save Dazzle for after Remove Scurvy or for another priority target.

    • If Remove Scurvy is ready, Dazzle is a cooldown tax, not a kill setup.
    • Do not stand in Cannon Barrage while trying to chase; the slow ruins your melee uptime.
    • Armor is high value because Parrrley applies his physical poke pattern.
    BuyNinja TabiRanduin's OmenThornmail
  • Garen

    GarenUnfavoured

    Garen outlasts Taric with Perseverance between trades and wins extended melee once Demacian Justice turns Taric's slow sustain into execute range.

    Watch for Demacian Justice executes Taric after Garen has chipped through Imbue and Shatter armor.

    How to beat

    Keep him tagged with occasional Shatter or Dazzle so Perseverance does not freely reset the duel. Do not stand in Judgment for the full spin; stun him after Decisive Strike is spent, trade once with Gemcraft, then back out before the execute threshold.

    Later Garen wins the side lane because Taric cannot force him to stay low. In teamfights Taric is more useful if he saves Dazzle for Garen's entry and keeps armor aura on the carry line instead of chasing a solo kill.

    • Damage him often enough to stop Perseverance, even if the trade is small.
    • Dazzle after Decisive Strike's speed burst, not before it.
    • Heal before you enter Demacian Justice range; late Imbue may not matter.
    • Shatter's armor helps against Judgment, but not against the ultimate execute.
    BuyFrozen HeartRanduin's OmenNinja Tabi
  • Gragas

    GragasUnfavoured

    Gragas controls the distance with Body Slam and Explosive Cask while Happy Hour lets him win the long poke-and-reset pattern.

    Watch for Body Slam interrupts Taric's approach and slows him long enough for Gragas to kite out of Dazzle range.

    How to beat

    Hold just outside Body Slam range and make him spend it defensively before walking in. If he misses Body Slam, Dazzle immediately, use Shatter at point blank, and take the short trade before Barrel Roll and Happy Hour grind you down.

    Later Gragas remains better in side lane because he can disengage and farm from range. In teamfights Taric should anchor the front line, keep allies healthy after Explosive Cask displacement, and stun Gragas only if he Body Slams into the team.

    • Do not chase in a straight line through Barrel Roll zones.
    • If Body Slam is down, Gragas has no clean answer to point-blank Dazzle.
    • Explosive Cask can throw you out after you commit, so do not spend every cooldown before it lands.
    • A longer duel favors Happy Hour unless you can keep him in melee.
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  • Heimerdinger

    HeimerdingerUnfavoured

    Heimerdinger's turrets and ranged spells make Taric cross too much damage before his stun trade can matter.

    Watch for H-28G Evolution Turret creates a zone where Taric loses health before he ever reaches melee.

    How to beat

    Do not duel him inside multiple turrets; clear or pull away from the turret nest first. Commit only after CH-1 Concussion Grenade misses or is used on the wave, then Dazzle from the closest angle and leave before turrets retarget you for a full trade.

    Later Heimerdinger still wins static side-lane setups if he has time to place turrets. Taric is stronger in grouped fights when he can force Heimer to move, provide aura value, and stun him after grenade is down.

    • Walking into two turrets turns your heal into a delay, not a win condition.
    • Dazzle loses value if grenade stuns or blinds you before your follow-up attacks.
    • Force him to move; stationary Heimer is the version Taric cannot beat.
    • Shatter can help kill a turret, but spending it in turret range costs armor aura.
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  • Janna

    JannaEven

    Taric can win if he reaches her, but Janna's movement, shield, knock-up, and Monsoon usually deny the all-in rather than beat him directly.

    Watch for Monsoon knocks Taric away after Dazzle and resets the only window where he can stay in melee.

    How to beat

    Walk her down without opening with Dazzle at max range; make her use Howling Gale or Zephyr first. Once a disengage tool is gone, stun and trade quickly, but be ready to stop chasing when Eye Of The Storm absorbs the burst.

    Later Neither champion wants a pure side-lane duel, and Janna can usually avoid it. In teamfights Taric should not tunnel on her; hold Dazzle for whoever commits after Janna has used Monsoon or shielded the carry.

    • A max-range Dazzle gives Janna time to buffer disengage and walk out.
    • If Monsoon is available, plan for two engages, not one.
    • Eye Of The Storm can make your Shatter trade look worse than it is; wait out the shield if possible.
    • Her passive movement means small spacing mistakes decide whether you ever touch her.
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  • Jarvan IV

    Jarvan IVUnfavoured

    Jarvan's armor shred, percent-health opener, and Cataclysm keep Taric trapped in the kind of physical duel Taric cannot finish fast enough.

    Watch for Dragon Strike lowers Taric's armor before Jarvan's follow-up attacks and Cataclysm damage land.

    How to beat

    Avoid letting him start with Martial Cadence for free; if he walks in, Dazzle before his full combo connects. Save Shatter until after Dragon Strike if you can, then disengage after the short trade rather than fighting inside Cataclysm until cooldowns cycle again.

    Later Jarvan wins the side lane and has stronger engage threat. Taric's teamfight job is to stand near carries for Shatter aura, stun Jarvan after his dive, and use heals to survive the first Cataclysm rotation.

    • His first basic attack matters; do not give it away before you are ready to trade.
    • Dragon Strike makes your armor aura less reliable for that burst window.
    • Cataclysm can trap you away from your team value, which is exactly what Jarvan wants.
    • If he misses the flag-and-drag angle, your stun trade is much safer.
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  • Jax

    JaxUnfavoured

    Jax scales past Taric in any extended duel because Counter Strike denies Gemcraft attacks while Grandmaster's Might ramps his damage.

    Watch for Counter Strike dodges Taric's basic attacks and removes the Gemcraft follow-up that makes his stun trade hurt.

    How to beat

    Do not auto into Counter Strike; back away during the dodge window and stun as it ends if he stays in range. Take short trades around Dazzle and Shatter, then leave before Grandmaster's Might attack speed turns the fight into repeated empowered hits.

    Later Jax hard wins the finished side lane and will shred Taric if left alone. Taric is far more valuable grouped, where he can stun Jax after Leap Strike and stack armor aura plus anti-attack-speed items for the carry line.

    • Your passive damage is basic-attack gated, so Counter Strike is the matchup.
    • If Jax leaps before using Counter Strike, hold Dazzle for the dodge ending.
    • Do not chase him after one good trade; his next rotation is stronger than yours.
    • Armor helps, but his mixed damage means health and attack-speed reduction matter too.
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  • Karthus

    KarthusEven

    Taric can punish Karthus if he reaches melee, but Wall of Pain and repeated Lay Waste casts make the approach costly and Death Defied can still finish the trade.

    Watch for Wall of Pain slows Taric and reduces his ability to stay on Karthus after Dazzle.

    How to beat

    Move unpredictably at the edge of Lay Waste and do not walk through Wall of Pain unless Dazzle is ready. Once Wall is down or placed badly, stun, step into melee, and keep moving between attacks so isolated Lay Waste does not land repeatedly.

    Later Karthus contributes more global and area damage in teamfights, while Taric is not a real side-lane answer once Karthus has mana and damage. Taric should save Dazzle for interrupting positioning around Defile and keep teammates healthy before Requiem cleanup.

    • Killing Karthus at low health can still be losing because of Death Defied.
    • Do not stand still to auto; Lay Waste punishes predictable Gemcraft swings.
    • Wall of Pain is more important than the first Q for deciding whether you can stay attached.
    • Heal before Requiem finishes if the duel ends with both champions low.
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  • Kassadin

    KassadinUnfavoured

    Kassadin resists Taric's magic damage, silences his heal timing, and Riftwalks out whenever the melee trade becomes uncomfortable.

    Watch for Null Sphere silences Taric and can deny Imbue or Dazzle at the moment he needs to answer the burst.

    How to beat

    Do not open with spells while Null Sphere is available unless you are already committing; bait the silence, then heal or stun after it expires. Fight near minions or terrain that limits his clean Riftwalk angles, and take only short trades because chasing Kassadin is usually wasted time.

    Later Kassadin wins side-lane control through mobility and repeated Riftwalk trades. In teamfights Taric should not chase him into fog; hold Dazzle for the Riftwalk-in target window and buy enough magic resistance to survive the first silence combo.

    • Void Stone makes your Shatter and Dazzle damage less threatening than expected.
    • Null Sphere can stop the heal that would normally swing a duel.
    • If Riftwalk is available, Dazzle must punish where he lands, not where he was.
    • Long chases feed his cooldown pattern.
    BuyBanshee's VeilMercury's TreadsSpirit Visage
  • Katarina

    KatarinaFavoured

    Taric's targeted stun directly stops Death Lotus, and his armor, heal, and point-blank burst make Katarina's reset-less duel poor.

    Watch for Death Lotus deals heavy channel damage if Taric has already spent Dazzle.

    How to beat

    Hold Dazzle for Death Lotus unless you can kill her before she channels. Let her Shunpo in, stun the channel or the arrival, then use Shatter and Gemcraft attacks while she has no reset target to refresh cooldowns.

    Later Katarina is still more dangerous in chaotic teamfights if she finds resets, but Taric is one of the clean answers to her engage. Stay near carries, keep Dazzle unspent until she commits, and do not chase her away from the fight before Death Lotus is handled.

    • Do not waste Dazzle just because she used Bouncing Blade.
    • Shunpo damage reduction can blunt your first hit, so stun after she commits if possible.
    • Your targeted stun is more reliable than trying to walk out of Death Lotus.
    • If she cannot reset Voracity, the duel heavily favors your sustain.
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  • Kayle

    KayleUnfavoured

    Kayle outranges and kites Taric with Righteous Fury, then uses Intervention to erase his only committed burst window.

    Watch for Intervention negates Taric's Dazzle-Shatter burst and lets Kayle keep attacking while invulnerable.

    How to beat

    Do not chase during Righteous Fury unless Dazzle is guaranteed; she wants to slow with Reckoning and hit you for free. Bait Intervention with a partial trade, back off during the immunity, then re-enter only if Righteous Fury is ending and Dazzle is coming back.

    Later Kayle wins the side lane because she can maintain ranged damage and ignore Taric's commit. In teamfights Taric should focus on stunning Kayle before she ultimates a carry or peeling the target she empowers, not trying to solo through Intervention.

    • Righteous Fury changes the matchup from melee to ranged; respect the timer.
    • Reckoning's slow usually decides whether you ever get a second auto.
    • Do not dump Radiance into Intervention unless it secures time for your team.
    • Armor alone is not enough because much of her pressure is magic or mixed.
    BuyBanshee's VeilMercury's TreadsSpirit Visage
  • Kennen

    KennenUnfavoured

    Kennen's range, movement, and Mark of the Storm stuns let him kite Taric while stacking enough magic damage to win before Taric can stick.

    Watch for Slicing Maelstrom rapidly stacks Mark of the Storm and can stun Taric during his all-in.

    How to beat

    Stay outside repeated auto and Thundering Shuriken poke until Lightning Rush is used. If he spends Lightning Rush forward or misses Q, Dazzle immediately, trade once, and leave before he reaches three marks or starts Slicing Maelstrom.

    Later Kennen is more valuable in side pressure and has a much stronger teamfight ultimate. Taric should build magic resistance, keep formation spread enough to limit Maelstrom value, and stun Kennen after he enters rather than before he commits.

    • Track your Mark of the Storm count; two marks means the next hit changes the fight.
    • Lightning Rush makes pre-cast Dazzle timing awkward, so punish the exit.
    • Do not stand in Slicing Maelstrom trying to finish one more Gemcraft attack.
    • Mercury's Treads are specifically valuable because his stuns chain into more hits.
    BuyMercury's TreadsBanshee's VeilSpirit Visage
  • Kog'Maw

    Kog'MawUnfavoured

    Kog'Maw's Bio-Arcane Barrage lets him burn Taric from outside melee, and Taric has no reliable way to stay attached through Void Ooze.

    Watch for Bio-Arcane Barrage extends Kog'Maw's range and deals percent-health magic damage that cuts through Taric's tank stats.

    How to beat

    Do not walk at him while Bio-Arcane Barrage is active unless you can instantly Dazzle. Bait or sidestep Void Ooze, then use Dazzle to close for one burst trade; once he starts kiting again, disengage before Living Artillery finishes you.

    Later Kog'Maw wins any clean side-lane duel with space, especially when protected by range and percent-health damage. Taric's late-game role is pure peel: stun divers off Kog'Maw if he is allied, or stun enemy Kog'Maw only when the team can follow before he resumes firing.

    • Bio-Arcane Barrage is the timer; fighting during it favors Kog'Maw heavily.
    • Void Ooze on the ground usually means the chase is over.
    • Even if you kill him, Icathian Surprise can trade back if you stay beside the corpse.
    • Magic resistance is more important than stacking only armor against his W.
    BuyBanshee's VeilMercury's TreadsSpirit Visage
  • Lee Sin

    Lee SinUnfavoured

    Lee Sin's mobility, execute follow-up, and Dragon's Rage displacement let him control the duel tempo better than Taric's slow targeted stun trades.

    Watch for Sonic Wave / Resonating Strike gives Lee Sin a second-entry execute after Taric has already spent heal or stun.

    How to beat

    Stand behind minions or angle so Sonic Wave is hard to land before you commit. If he misses Q or uses Safeguard defensively, Dazzle and trade; if Q hits, save heal for after Resonating Strike damage and avoid being kicked into a wall or follow-up path.

    Later Lee Sin remains stronger in isolated skirmishes, though his damage falls off compared with true carries. Taric scales better as a teamfight peel support: stun Lee after he dashes in and use armor aura to blunt his physical burst on allies.

    • A missed Sonic Wave is your clearest trade window.
    • Do not panic-stun before Resonating Strike if Lee can still choose whether to take Q.
    • Dragon's Rage can break your melee uptime and set up another Q angle.
    • Shatter armor matters against his physical combo, so avoid spending it too early if you need the aura.
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  • Leona

    LeonaEven

    Leona and Taric are both low-damage tank supports, so the duel is mostly cooldown timing around layered stuns and Eclipse defenses.

    Watch for Eclipse makes Leona much harder to punish during the window when Taric wants to trade back.

    How to beat

    Do not unload into Eclipse unless you are using the time to disengage. Let her use Zenith Blade or Shield of Daybreak first, heal after her initial lockup, then stun and Shatter as Eclipse expires so your damage lands into lower resistances.

    Later Neither is a meaningful side-lane duelist late, and both belong in grouped fights. Leona has stronger hard engage, while Taric brings steadier sustain and armor aura; save Dazzle for the target Leona dives with, not for a harmless front-line slap fight.

    • If Eclipse is glowing, your return trade is mostly wasted.
    • Her Sunlight passive needs allies to cash out, so the 1v1 is less scary than her lane all-in.
    • Dazzle after Shield of Daybreak can prevent her from walking out when Eclipse falls.
    • In teamfights, matching her engage target matters more than dueling Leona herself.
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  • Lulu

    LuluUnfavoured

    Lulu's range, slows, shield, polymorph, and Wild Growth deny Taric's short all-in while Pix-enhanced attacks chip him down.

    Watch for Whimsy disables Taric during his approach or burst window, costing him the time needed to stay in melee.

    How to beat

    Approach from fog or after Glitterlance is used; walking straight at her in vision lets her slow and polymorph you before Dazzle range. If Whimsy is down, stun and trade quickly, but do not keep chasing once Help, Pix! and Wild Growth have absorbed the burst.

    Later Lulu avoids the side-lane duel and is usually more valuable by empowering a carry. Taric should stay grouped, stun the carry Lulu buffs when Wild Growth is down, and use aura plus heals to survive her peel cycle.

    • Whimsy is more important than Glitterlance once you are in range.
    • Help, Pix! can move Pix's shots and shielding away from your expected burst target.
    • Wild Growth can interrupt your follow-up positioning even after Dazzle lands.
    • Boot speed helps reach her, but cooldown tracking decides the matchup.
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  • Lux

    LuxUnfavoured

    Lux outranges Taric so heavily that Light Binding and Lucent Singularity usually stop him before his targeted stun can start a real duel.

    Watch for Light Binding roots Taric outside Dazzle range and sets up Lux's full spell rotation.

    How to beat

    Use side angles and minions to make Light Binding harder to land; never walk straight through Lucent Singularity's slow. If Light Binding misses, close immediately with Dazzle and take the short melee trade before she can refresh shield and passive procs.

    Later Lux stays stronger at range and in grouped siege, while Taric only wins if she is caught without cooldowns. In teamfights Taric should absorb or dodge binding for carries when possible, heal through poke, and stun Lux only if she mispositions inside Dazzle range.

    • Light Binding missing is the green light; if it lands, the duel is usually lost.
    • Lucent Singularity's slow can keep you just outside Dazzle range.
    • Prismatic Barrier may block both your burst and your team's follow-up, so watch the return shield.
    • Finales Funkeln punishes low-health retreats after your heal is already spent.
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  • Malphite

    MalphiteEven

    Taric can outlast Malphite's armor-heavy damage in short trades, but Malphite's shield resets and engage burst keep the duel from being clean.

    Watch for Granite Shield resets trades by absorbing Taric's low burst before Malphite commits again.

    How to beat

    Do not spend Dazzle just to break Granite Shield; tap him with an attack or Shatter first, then stun when the shield is down. Keep the fight close enough for maximum Dazzle damage, but disengage after Ground Slam if your autos are being slowed.

    Later Neither side kills the other quickly in a side lane, but Malphite's Unstoppable Force is usually the stronger teamfight button. Taric should hold Dazzle for Malphite's follow-up carries, not waste everything into the rock after he has already engaged.

    • Break Granite Shield before committing Radiance.
    • Ground Slam lowers your auto value, so trade with spells during it.
    • If Malphite ults past you, turn immediately onto his backline instead of chasing him.
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  • Malzahar

    MalzaharUnfavoured

    Malzahar controls the range and wins hard if Nether Grasp pins Taric inside Null Zone.

    Watch for Nether Grasp suppresses Taric long enough for Malzahar's full damage pattern to land.

    How to beat

    Stay outside Malefic Visions range until you can enter with Dazzle already aimed; slow walking at him lets him silence or suppress first. If Nether Grasp is down, force a close trade immediately because Taric's stun and heal can beat his remaining cooldowns.

    Later Malzahar remains the better side-lane duelist because suppression punishes Taric's short range. In teamfights, Taric should buy cleanse or spell-block tools and save Dazzle for after Black Shield-like protection is gone or for whoever follows Malzahar's suppress.

    • Do not stand in Null Zone while suppressed; leave before he can start the channel.
    • Kill Voidlings with Shatter or Radiance before they extend the trade.
    • A blocked Nether Grasp often turns the whole matchup.
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  • Master Yi

    Master YiUnfavoured

    Taric can stun one Highlander engage, but Master Yi's sustained autos and Meditate outlast Taric once the first rotation is gone.

    Watch for Highlander lets Yi stick through slows and stack attack-speed pressure until Taric's heal cannot keep up.

    How to beat

    Hold Dazzle until after Alpha Strike so he cannot dodge the stun with untargetability. Burst with Shatter and Radiance during the stun, then back away while Meditate is active instead of feeding him free reset time.

    Later Yi wins the side lane if he has room to chase, while Taric is much more valuable grouping with armor aura and point-click stun. In fights, stun Yi after Alpha Strike lands and layer armor items so his first target survives Highlander.

    • Never open with Dazzle before Alpha Strike is used.
    • Walk away from Meditate and restart after it ends.
    • Your armor aura matters most for Yi's target, not for killing Yi yourself.
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  • Miss Fortune

    Miss FortuneEven

    Miss Fortune wins if she keeps Taric at range, but Taric can stop Bullet Time and kill her if he reaches stun range.

    Watch for Bullet Time punishes Taric's slow approach unless Dazzle is ready to interrupt it.

    How to beat

    Do not walk through Make It Rain just to start the fight; let the slow expire, then close from an angle. Save Dazzle for either Bullet Time or the moment she loses Strut and cannot kite cleanly.

    Later Miss Fortune outscales Taric in open side-lane space, but Taric's teamfight stun can completely cancel her ultimate. Group near her likely channel angles and make her spend Flash before she starts Bullet Time.

    • Dazzle cancels Bullet Time if you are in range.
    • Hit her once to remove Strut before committing.
    • Avoid standing behind minions when Double Up can bounce.
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  • Morgana

    MorganaUnfavoured

    Black Shield denies Taric's stun and much of his magic damage, leaving Morgana free to bind and grind him down.

    Watch for Black Shield blocks Dazzle, removing Taric's only reliable way to force the duel.

    How to beat

    Bait Black Shield with forward movement or Shatter pressure before using Dazzle. If she misses Dark Binding and Black Shield is down, commit instantly; otherwise stay out of Tormented Soil and accept that she controls the lane-shaped fight.

    Later Morgana is still harder to duel, but Taric can be more reliable in front-to-back fights if he waits out Black Shield. His job is to force the shield early, then stun a different target or peel Soul Shackles from his carries.

    • Do not throw Dazzle into Black Shield unless breaking it wins the fight.
    • Step sideways first, then forward; Dark Binding is her real setup.
    • Leave Soul Shackles range before the second hit if Dazzle is unavailable.
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  • Nasus

    NasusUnfavoured

    Nasus eventually overpowers Taric with Wither, lifesteal, Siphoning Strike damage, and Fury of the Sands.

    Watch for Wither cuts Taric's movement and attack speed, turning his short-range trade into a losing chase.

    How to beat

    Trade before Wither ramps, then back off rather than standing in Spirit Fire with reduced armor. If Nasus uses Fury of the Sands, stun him and disengage; fighting through the ultimate is exactly what he wants.

    Later Nasus wins the side lane decisively once Siphoning Strike is stacked. Taric should group, provide armor aura, and use Dazzle to interrupt Nasus's access to carries rather than trying to match him alone.

    • Do not fight inside Spirit Fire; it removes the armor advantage you rely on.
    • Dazzle is best used to leave his ultimate, not to start into it.
    • Short trades are acceptable before Wither ranks are high.
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  • Nidalee

    NidaleeUnfavoured

    Nidalee's ranged poke, heal, brush speed, and cougar mobility let her choose every trade Taric wants to force.

    Watch for Javelin Toss chunks Taric before he can ever reach Dazzle range.

    How to beat

    Hold minion cover and brush control so long spears do not start the fight for her. Only commit after Javelin Toss misses or cougar Pounce is used forward; then Dazzle immediately and dump Shatter plus Radiance before she can kite back to human form.

    Later Nidalee remains the stronger side-lane skirmisher because she can poke, heal, and leave. Taric should force grouped fights where her poke is mitigated by aura items and where a cougar jump can be stunned on arrival.

    • Long-range spears decide the duel before melee starts.
    • Bushwhack makes your all-in much worse because it strips both resists.
    • Stun cougar Nidalee after Pounce, not while she is safely human at max range.
    BuyBanshee's VeilSpirit VisageTwin Shadows
  • Nunu & Willump

    Nunu & WillumpEven

    Both champions are durable sustain tanks, and Taric can interrupt Absolute Zero but struggles to punish Nunu through Ice Blast and Consume healing.

    Watch for Ice Blast slows Taric's movement and attack speed, denying the extended melee trade he wants.

    How to beat

    Do not chase blindly after Ice Blast; let the slow fall off before spending Dazzle. Save Dazzle for Absolute Zero unless Nunu has already used it, because interrupting the channel is the one clean swing Taric has.

    Later Nunu rarely side-lane duels Taric to a kill, but his Blood Boil and objective control matter more around teams. Taric should match his utility by grouping, interrupting Absolute Zero, and stunning the carry Nunu is speeding up.

    • Dazzle cancels Absolute Zero if you hold it.
    • Consume makes minion-wave duels drag on, so fight away from easy minion healing.
    • Ice Blast makes auto-heavy trades poor until the debuff expires.
    BuyMercury's TreadsSpirit VisageShurelya's Reverie
  • Olaf

    OlafUnfavoured

    Olaf beats Taric because Ragnarok ignores Dazzle and Reckless Swing bypasses Taric's armor stacking.

    Watch for Ragnarok makes Olaf immune to Dazzle during the window where Taric most needs peel.

    How to beat

    Bait Ragnarok with movement and Shatter pressure, then disengage instead of trying to duel through it. Once Ragnarok ends, Dazzle and heal through the last part of the trade, but avoid low-health slugfests where Berserker Rage and Vicious Strikes take over.

    Later Olaf wins the side lane and can run past Taric in teamfights while Ragnarok is active. Taric should protect carries with auras and delay tools, then stun Olaf only after immunity ends or turn onto the rest of Olaf's team.

    • Never rely on Dazzle while Ragnarok is active.
    • Reckless Swing is true damage, so armor alone does not solve the duel.
    • If Olaf is low, he is often more dangerous, not less.
    BuyWarmog's ArmorRanduin's OmenBoots of Swiftness
  • Pantheon

    PantheonEven

    Pantheon has the sharper burst, but Taric's armor aura, heal, and point-click stun can survive the combo and win if Pantheon wastes Aegis Protection.

    Watch for Heartseeker Strike deals heavy champion damage while Taric is locked in place after Aegis of Zeonia.

    How to beat

    Pop Aegis Protection with a basic attack before using your important damage, since it can block your next attack. After Pantheon jumps with Aegis of Zeonia, answer with Dazzle and walk out of Heartseeker Strike's cone before re-engaging.

    Later Pantheon is better at picking side targets and joining fights with Grand Skyfall, while Taric offers steadier teamfight value. Taric should buy armor, deny Pantheon's burst target with Dazzle and healing, and avoid being the isolated pick.

    • Remove Aegis Protection before committing autos.
    • Side-step Heartseeker Strike rather than trading into the full channel.
    • Pantheon's stun starts the fight; yours decides whether he can finish it.
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  • Rammus

    RammusEven

    Rammus and Taric are both armor-stacking tanks, so the duel is slow and usually decided by whether Taric attacks into Defensive Ball Curl and taunt.

    Watch for Puncturing Taunt forces Taric to hit Defensive Ball Curl and take reflected damage while his armor is reduced.

    How to beat

    Do not auto during Defensive Ball Curl unless you are forced by taunt; use the window to heal or reposition. When Ball Curl ends, Dazzle close-range and use Shatter to reduce his armor before trading.

    Later Rammus has stronger picks and tower pressure with Powerball and Tremors, while Taric is better as a defensive aura support. In fights, Taric should peel the carry Rammus taunts and avoid wasting damage into Ball Curl.

    • Stop attacking when Defensive Ball Curl is active if taunt is down.
    • Shatter after Ball Curl ends gets more value.
    • Powerball can be stopped by Dazzle if you are ready for the approach.
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  • Ryze

    RyzeUnfavoured

    Ryze's low-cooldown spell chain and Rune Prison keep Taric at range while magic damage burns through his armor advantage.

    Watch for Rune Prison roots Taric before he reaches melee, letting Ryze unload repeated Overload and Spell Flux casts.

    How to beat

    Do not start from max range; approach from fog or after Ryze uses Rune Prison on something else. If you reach him, Dazzle immediately and burst with Shatter plus Radiance, then leave before Desperate Power spell vamp turns the extended fight.

    Later Ryze wins side-lane duels once he has mana and cooldowns, and Taric cannot stand still in his rotation. Taric should stack magic resist for the team, peel Ryze's short-range entry, and avoid giving him clustered targets during Desperate Power.

    • Rune Prison range is the line you must respect.
    • Do not clump near minions or allies when Spell Flux can bounce.
    • Desperate Power makes long trades worse for Taric.
    BuyBanshee's VeilSpirit VisageRunic Bulwark
  • Shaco

    ShacoEven

    Shaco can win with setup and clone confusion, but Taric's point-click stun and armor make a direct melee duel awkward for him.

    Watch for Jack In The Box fears Taric and creates the free backstab window Shaco needs.

    How to beat

    Do not chase into unwarded boxes; make Shaco come to you or clear space with Shatter. Save Dazzle for after Deceive appears, then face him during the stun follow-up so Backstab does not multiply his damage.

    Later Shaco is better at side-lane picks and split pressure, while Taric is far stronger in grouped fights. Taric should carry vision, protect isolated carries, and punish Shaco after Deceive rather than chasing Hallucinate into traps.

    • If Shaco disappears, turn before he lands so Backstab is harder to use.
    • Do not waste Radiance on the clone unless the real Shaco is committed too.
    • Boxes make the terrain choice more important than the raw duel.
    BuyRuby SightstoneNinja TabiRanduin's Omen
  • Shen

    ShenEven

    Shen's shields and sustain make him hard to kill, but Taric can match his low damage and interrupt his attempts to leave or peel.

    Watch for Shadow Dash taunts Taric through Shen's minion wave and forces a losing trade window.

    How to beat

    Keep enough distance that Shadow Dash cannot hit for free, then punish after it misses or is used through you. Dazzle after Feint absorbs damage rather than into the shield, and use Shatter to make your melee window count.

    Later Shen is the better side-lane champion because Stand United lets him pressure and still join fights. Taric should group and either stun Shen out of Stand United when possible or punish the enemy team while Shen is channeling elsewhere.

    • Do not dump damage into Feint if you can wait it out.
    • Stand United can be interrupted by Dazzle if you are in range.
    • Shadow Dash missing is your best trade window.
    BuyWarmog's ArmorFrozen Heart
  • Singed

    SingedUnfavoured

    Singed wins by refusing Taric's clean melee trade, dragging him through Poison Trail, and using Insanity Potion to outlast him.

    Watch for Fling puts Taric behind Singed and forces him to walk through Poison Trail to continue or escape.

    How to beat

    Do not chase Singed through poison; hold your ground and make him step into Dazzle range first. If he uses Insanity Potion, stun defensively and disengage until the stat boost is gone, then look for a short trade.

    Later Singed wins side-lane pressure and is much harder for Taric to pin down. In teamfights, Taric should protect carries from Fling angles and use Dazzle after Singed commits rather than chasing him out of formation.

    • Chasing Poison Trail is the matchup losing condition.
    • Mega Adhesive makes your already short range feel worse, so do not fight in it.
    • Fling is strongest when it puts you between Singed and his team.
    BuyBoots of SwiftnessSpirit VisageShurelya's Reverie
  • Sion

    SionUnfavoured

    AD Sion's stun, shield, and Cannibalism lifesteal let him win extended melee fights that Taric cannot burst through.

    Watch for Cannibalism gives Sion enough lifesteal during autos to erase Taric's sustained damage.

    How to beat

    Bait Death's Caress before committing; if the shield is active, back away so he cannot detonate it on you. Use Dazzle to interrupt his lifesteal window or create distance after Cryptic Gaze, then re-enter only when Cannibalism is down.

    Later Sion wins the side-lane duel if he can keep attacking, while Taric is better when grouped and layering armor for his team. Taric should apply anti-heal if specifically forced into the duel, but in teamfights he mostly stuns Sion away from carries and avoids feeding Cannibalism resets.

    • Do not stand near Death's Caress when the shield is about to pop.
    • Cannibalism makes low-health all-ins unreliable.
    • Cryptic Gaze into shield detonation is his cleanest burst pattern.
    BuyExecutioner's CallingThornmailRanduin's Omen
  • Sivir

    SivirUnfavoured

    Sivir wins most clean duels because Spell Shield denies Taric's only reliable engage and her sustained ranged damage keeps him from getting enough Gemcraft attacks.

    Watch for Spell Shield blocks Dazzle and turns Taric's commit into a free kite window.

    How to beat

    Walk at her without casting E until Spell Shield is shown or until she has to spend it on Radiance/Shatter pressure. If the shield drops, Dazzle from as close as possible, use Shatter during the stun, then stay glued for Gemcraft hits instead of chasing through Boomerang Blade's return path.

    Later Sivir wins the side lane if she has space, while Taric is much more useful grouping around armor aura, stun, and peel. Force her Spell Shield before fights with allied poke or item actives, then save Dazzle for when she steps forward during On The Hunt.

    • Do not open with Dazzle into an unused Spell Shield.
    • Side-step after engaging so Boomerang Blade does not hit both ways.
    • If she uses Ricochet to trade, minions can extend her damage onto you before you ever reach her.
    BuyNinja TabiRanduin's OmenThornmail
  • Skarner

    SkarnerUnfavoured

    Skarner's repeated Crystal Slash, shielded attack speed, and sustain through cooldown cycling let him outlast Taric in melee.

    Watch for Impale suppresses Taric and guarantees Skarner keeps him in Crystal Slash range.

    How to beat

    Do not stand in a long melee trade while Crystalline Exoskeleton is active; stun him after the shield appears and back out until the speed window is gone. Commit only after W breaks or expires, then use Shatter and Radiance together for a short burst before his Q cycle takes over again.

    Later Skarner remains the stronger isolated duelist and pick threat, especially if he can drag Taric away from allies. In teamfights Taric should stay near carries and answer Impale with aura value and follow-up CC rather than trying to split into him.

    • Breaking Crystalline Exoskeleton matters more than the damage from Shatter itself.
    • If he has Energize uptime on you, the duel gets worse every second.
    • Hold Dazzle for after he starts running at you, not while he is still outside engage range.
    BuyQuicksilver SashNinja TabiRanduin's Omen
  • Sona

    SonaFavoured

    Taric can survive Sona's poke and wins if he ever gets into Dazzle range, because she has little durability in a straight duel.

    Watch for Crescendo stops Taric's all-in and creates enough distance for Sona to reset with auras.

    How to beat

    Take the first few notes patiently and close from brush or after she uses Power Chord on minions. Once she is inside Dazzle range, stun, walk into point-blank Radiance and Shatter, then keep attacking so Gemcraft damage finishes what her W cannot heal through.

    Later Sona is more valuable than Taric in wide teamfight aura uptime if she stays untouched, but she still cannot side lane into him. Taric should threaten flank stuns and force Crescendo defensively before his carries commit.

    • Count Power Chord; trading into the damage-reduction chord makes your burst much weaker.
    • Her 550 range matters only until Dazzle connects.
    • If Crescendo is down, she has no real way to stop your melee follow-up.
    BuyMercury's TreadsSpectre's Cowl
  • Soraka

    SorakaEven

    Soraka struggles to kill Taric quickly, but Infuse and repeated healing can deny his burst and make the duel a slow resource fight.

    Watch for Infuse silences Taric and can stop Imbue or Dazzle at the moment he needs to stabilize or lock her down.

    How to beat

    Do not spend all cooldowns into Astral Blessing's armor window unless you are already close enough to keep attacking afterward. Bait Infuse with movement pressure, then Dazzle once the silence is unavailable and use Shatter after her armor buff falls if possible.

    Later Neither champion wants a finished-build side duel; Soraka's global Wish and defensive utility are better across the map, while Taric is better at starting short-range picks. In teamfights, force Soraka to heal herself before your team commits damage into priority targets.

    • Her passive MR makes your magic-heavy burst less clean than it looks.
    • Astral Blessing's armor specifically reduces your follow-up attacks after Dazzle.
    • If she saves Infuse for your Q, you can lose the sustain race.
    BuySpirit VisageMorellonomicon
  • Teemo

    TeemoUnfavoured

    Teemo beats Taric by blinding his Gemcraft attacks and kiting with Move Quick while poison chips through Taric's healing.

    Watch for Blinding Dart denies Taric's empowered basic attacks, removing the damage he needs after Dazzle.

    How to beat

    Do not fight while blind unless you are only using spells; wait it out, then stun immediately before Teemo regains distance. Approach through cleared paths and avoid chasing into unknown mushrooms, because one Noxious Trap usually gives him enough room to restart the kite.

    Later Teemo wins the side lane through shrooms, blind, and ranged attrition, while Taric is stronger grouped where his armor aura and point-click stun protect carries. Buy detection through the team plan and use Dazzle on Teemo only when he has already committed forward.

    • A Dazzle into blind is not a real all-in unless you can wait before attacking.
    • Radiance can reveal his position if he is too close after Camouflage, but it will not solve the kite.
    • Move Quick turns off when you damage him, so landing any spell before walking up matters.
    BuyMercury's TreadsSpirit VisageBoots of Swiftness
  • Tristana

    TristanaUnfavoured

    Tristana's range, Rocket Jump, and Buster Shot make it very hard for Taric to keep contact long enough to win.

    Watch for Rocket Jump creates distance after Dazzle and slows Taric where she lands.

    How to beat

    Hold Dazzle until after Rocket Jump if she uses it aggressively, or force Buster Shot first with a partial walk-up. If she still has both displacement tools, take the short trade and leave; only commit when at least one escape is down and you can fight away from open space.

    Later Tristana heavily wins side lanes once Draw a Bead gives her late range, but Taric can still decide teamfights by stunning her during Rapid Fire if allied damage is ready. Do not chase her alone through resets; stand between her and your carries instead.

    • Point-click stun does not matter if she buffers distance immediately after it ends.
    • Buster Shot can undo your entire walk-up, so fight near walls or allies when possible.
    • Her Explosive Shot passive can punish you for trading inside low-health minion waves.
    BuyNinja TabiRanduin's OmenFrozen Heart
  • Tryndamere

    TryndamereUnfavoured

    Tryndamere eventually overpowers Taric with crits and Undying Rage, while Taric lacks the damage to finish him through the invulnerability window.

    Watch for Undying Rage denies Taric's burst finish and lets Tryndamere keep hitting through lethal damage.

    How to beat

    Use Dazzle defensively after he Spinning Slashes in, then kite during his Fury-heavy damage window instead of brawling. If he casts Undying Rage, stop spending damage cooldowns and use movement plus another stun window to survive until it ends.

    Later Tryndamere dominates the side lane and forces Taric to answer with teammates or wave control, not a solo duel. In teamfights Taric should stun and exhaust the entry timing if available, then peel until Undying Rage expires.

    • Do not Shatter away your armor aura too early if he is still free-hitting you.
    • Mocking Shout hurts your already limited attack damage, so face him when backing out if possible.
    • His crit chance rises as he gets low, exactly when Taric wants to finish.
    BuyThornmailRanduin's OmenNinja Tabi
  • Twisted Fate

    Twisted FateFavoured

    Taric wins if he reaches Twisted Fate because TF is fragile and has no true escape in the duel beyond Gold Card spacing.

    Watch for Pick A Card Gold Card stuns Taric and lets Twisted Fate create the distance needed to kite.

    How to beat

    Approach diagonally to dodge Wild Cards and do not Dazzle while Gold Card is already locked unless you can guarantee the trade. Once Gold Card is spent, stun him, close to point blank for Radiance, and keep attacking before he cycles another card.

    Later Twisted Fate avoids side duels by using Gate and Destiny to create map advantages, while Taric wins the direct fight if he catches him. Group around objectives, keep vision on flank channels, and punish TF after his teleport commits him.

    • Gold Card is the matchup; track the card over his head before you spend Dazzle.
    • Wild Cards are easiest to dodge while walking forward at an angle, not straight back.
    • If Destiny is used for vision and slow, save Dazzle for where he appears rather than casting early.
    BuyMercury's TreadsBanshee's Veil
  • Twitch

    TwitchUnfavoured

    Twitch wins most isolated duels by opening from stealth, stacking Deadly Venom, and using Expunge before Taric can force a clean melee fight.

    Watch for Ambush gives Twitch the first hit and positioning, often starting the duel with Taric already poisoned and chasing.

    How to beat

    Do not walk into fog without vision; if Twitch opens, Dazzle immediately to stop the Spray and Pray angle and move sideways out of the bolt line. If he uses Venom Cask early, wait out the slow before committing so your stun is followed by actual melee uptime.

    Later Twitch is far more dangerous in teamfights if he gets a hidden flank, while Taric's job is to stay near carries and interrupt his reveal burst. In side lanes, Taric should not hunt him alone without detection because the opener decides the fight.

    • Dazzling Twitch during Spray and Pray can break the whole damage window.
    • Expunge punishes staying until six poison stacks; leave before the final stack if you cannot finish.
    • Vision is a combat stat in this matchup, not just map utility.
    BuyNinja TabiRanduin's OmenThornmail
  • Vayne

    VayneUnfavoured

    Vayne's mobility, Condemn, and Silver Bolts let her shred Taric despite his armor and deny his short-range follow-up.

    Watch for Condemn knocks Taric out of melee range and can stun him into terrain, ending his all-in.

    How to beat

    Fight away from walls and do not cast Dazzle from max range if she can Condemn you before you arrive. Wait for Tumble or Condemn to be used, then stun, Shatter, and stay on top of her before Final Hour invisibility resets the spacing.

    Later Vayne wins the side lane and scales past Taric's armor with Silver Bolts, but Taric remains valuable as a point-click answer when she dives forward. In teamfights, peel rather than chase; Dazzle after a visible Tumble path or when she exits invisibility.

    • Your armor aura does not solve Silver Bolts.
    • Stand in open space; wall Condemn is usually the death sentence.
    • If she saves Tumble for after Dazzle, your melee uptime may be only one hit.
    BuyRanduin's OmenNinja TabiFrozen Heart
  • Veigar

    VeigarEven

    Taric can kill Veigar if he gets through Event Horizon, but Veigar's cage and burst can punish any direct walk-up.

    Watch for Event Horizon blocks Taric's engage path and stuns him if he crosses the edge.

    How to beat

    Bait Event Horizon by stepping into Dazzle threat range, then stop short or path around the wall instead of forcing through it. Once the cage is down, Dazzle immediately and stay close enough that Dark Matter is awkward to land while you unload Shatter and Radiance.

    Later Veigar's finished burst is more threatening in grouped fights, but he still hates being caught by Taric's point-click stun. Taric should build enough magic resistance to survive the combo, then force Veigar to cage defensively before allies commit.

    • Do not panic-walk through the cage edge; waiting can be better than self-stunning.
    • Dazzle range is your leverage, but Event Horizon range controls the first move.
    • His ultimate scales with your AP, so tankier Taric builds reduce his payoff.
    BuyBanshee's VeilMercury's TreadsSpectre's Cowl
  • Warwick

    WarwickUnfavoured

    Warwick out-sustains Taric in extended melee with Eternal Thirst and Hungering Strike, then locks him down with Infinite Duress.

    Watch for Infinite Duress suppresses Taric and gives Warwick a guaranteed damage-and-heal window.

    How to beat

    Take only short trades: Dazzle, Shatter, one or two attacks, then back out before Hungering Strike repeats. If Infinite Duress is available, stay near allies or terrain that makes follow-up awkward, because Taric rarely wins the full drain-tank fight alone.

    Later Warwick remains the better isolated duelist, while Taric brings stronger defensive teamfight value around carries. Save Dazzle for after Warwick's suppression ends or for his approach if he has not committed R yet.

    • Grievous Wounds matters because both his passive and Q extend the duel.
    • Your heal is burst sustain; his sustain keeps working while he attacks.
    • If Blood Scent turns on, disengaging gets harder, so leave before you are low.
    BuyExecutioner's CallingSpirit VisageQuicksilver Sash
  • Wukong

    WukongEven

    Taric's armor and stun make Wukong manageable, but Decoy and Cyclone can waste Taric's burst and win the timing fight.

    Watch for Decoy makes Taric spend damage or Dazzle on the wrong target and lets Wukong reset his engage.

    How to beat

    Do not instantly dump Shatter and Radiance when Wukong dashes in; wait a beat to confirm whether he used Decoy. If Cyclone is down or he has already spent Decoy, Dazzle him after Nimbus Strike and trade in your armor aura where his physical damage is least efficient.

    Later Wukong is more threatening in teamfights because Cyclone can knock up multiple targets, while Taric is better at peeling one diver. In side lane the duel stays playable for Taric if he does not waste cooldowns into clone, but Wukong has better engage and disengage control.

    • If he stops moving after trading, expect Decoy before committing spells.
    • Shatter's armor reduction helps your team punish him after Cyclone ends.
    • Crushing Blow's armor shred makes long trades worse than short stun trades.
    BuyNinja TabiRanduin's OmenLocket of the Iron Solari
  • Zilean

    ZileanEven

    Zilean can kite Taric forever with Time Warp and bombs, but if Taric catches him without Chronoshift timing he can force the fight.

    Watch for Time Warp slows Taric or speeds Zilean, denying the melee uptime Taric needs after Dazzle.

    How to beat

    Hold Dazzle until after Time Warp is used, or approach from fog so he cannot create space before the stun. If Chronoshift is active, stop trying to finish him and use the time to reposition so he revives inside your team's threat or away from escape paths.

    Later Zilean rarely wants the side duel, but his late-game revive is stronger than Taric's solo pressure in teamfights. Taric should force Chronoshift onto the wrong target or stun Zilean before he can cast it on a carry.

    • Do not chase through repeated Rewind cycles unless you already have movement help.
    • A bomb attached before you engage will punish standing on top of him too long.
    • If Chronoshift is down, he is much easier to all-in than most ranged supports.
    BuyMercury's TreadsBanshee's VeilTwin Shadows
18
Attack damage
115
Ability power
0
Armor
250.3
Magic resist
97.1
Attack speed
0.840
Cooldown reduction
40%
Critical strike chance
0%
Move speed
396.55
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
3,456
Health regen
26.1 / 5s
Mana
1,663
Resource regen
24.3 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Imbuerank 5/5

    Heal Amount
    220
    Heal
    308
  • W

    Shatterrank 5/5

    Damage
    260
  • E

    Dazzlerank 5/5

    Damage
    155
    Max Damage
    310
  • R

    Radiancerank 3/3

    Damage
    350

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second96.6
Attacks per second
0.840
Average hit
115
Normal hit
115
Critical hit
230
Armor after penetration
0
Magic resist after penetration
0
Time to kill
10.4s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
115
Ability power
0
Armor
78.1
Magic resist
52.5
Attack speed
0.840
Cooldown reduction
0%
Critical strike chance
0%
Move speed
340
18

Resources

Health
2,088
Health regen
16.1 / 5s
Mana
1,263
Resource regen
11.3 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at max rank
  • Q

    Imbuerank 5/5

    Heal Amount
    220
    Heal
    308
  • W

    Shatterrank 5/5

    Damage
    226
  • E

    Dazzlerank 5/5

    Damage
    155
    Max Damage
    310
  • R

    Radiancerank 3/3

    Damage
    350

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second96.6
Attacks per second
0.840
Average hit
115
Normal hit
115
Critical hit
230
Armor after penetration
0
Magic resist after penetration
0
Time to kill
10.4s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
115
Ability power
0
Armor
250.1
Magic resist
186.5
Attack speed
1.050
Cooldown reduction
36%
Critical strike chance
1%
Move speed
438.74
18

Click an item to leave it out of the numbers.

Resources

Health
2,906.6
Health regen
50.1 / 5s
Mana
1,843
Resource regen
21.3 / 5s

Offense

Attack range
125
Crit chance
1%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Imbuerank 5/5

    Heal Amount
    220
    Heal
    308
  • W

    Shatterrank 5/5

    Damage
    260
  • E

    Dazzlerank 5/5

    Damage
    155
    Max Damage
    310
  • R

    Radiancerank 3/3

    Damage
    350

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second121.9
Attacks per second
1.050
Average hit
116.2
Normal hit
115
Critical hit
230
Armor after penetration
0
Magic resist after penetration
0
Time to kill
8.2s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.