The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. How viable is Taric as a Support in higher level of play in comparison to, say, Soraka? Ask Question. Asked 9 years, 3 months ago. Active 7 years, 8 months ago.
Viewed 4k times. As such, what is the advantage those champions have over Taric? Improve this question. Fashion sense, fabulous taste, no other support is so truly, truly, truly outrageous. Add a comment. Active Oldest Votes. Improve this answer.
Jacimovski Jacimovski 1, 7 7 silver badges 12 12 bronze badges. This is mostly correct though a big reason why he is not played competitively is his poor mana efficiency with his stun costing 95 mana and his heal with just a low regeneration.
His passive doesn't find much use since as support he doesn't auto attack a lot. As I said, he just has nothing that makes him a better support than Sona for example. Sona has a heal, a Speedbuff, a deffense Buff, has Burst dmg, and Aoe stun This is a great combo with Corki's armor shred from his Gatling Gun.
VacaLoca VacaLoca 11 1 1 bronze badge. The meta changed significantly after this question was asked. For the season 4 meta: You do not want a support that heals. Support that buffs generally not preferred. You want a support with: A lot of CC. High base spell damage. Early game harassing potential. Tarc doesn't have any of the stuff we are looking for in a support.
So he isn't a viable support. Soraka has nothing at all. At least Taric has meh cc and meh damage. Sona has: 1,2,3. Esqarrouth Esqarrouth 3, 8 8 gold badges 31 31 silver badges 52 52 bronze badges. You don't want a support that heals or buffs?
Why then does so many ppl play sona? Because of her high base spell damage, early game harrassing potential, slow, reduce damage, stun. It's good to have an update on the meta, but could you add how this applies to the question i. Are the assumptions made in the question that Taric isn't picked much relative to Soraka, Janna, or Sona still valid? Heal-less ADC. Ranked 3 in Support Role. Items Starting Items. Relic Shield Health Potion 2. Control Ward Oracle Lens. Tear of the Goddess Glacial Buckler.
Core Items. Zeke's Convergence Knight's Vow. Vigilant Wardstone. Example Full Build. Example Full Build 2. Ability Order. Starlight's Touch Q Q. Bastion W W. Dazzle E E. Cosmic Radiance R R. Extreme Major Even Minor Tiny. Show All. None Low Ok Strong Ideal. Extreme Threats. Ideal Synergies. Ideal Strong Ok Low None. Gathering Statistics Please check back soon for detailed counter information. Taric shines most when allied with strong initiators.
Simultaneously, he counters enemy burst with his ultimate. However, due to his short range, he struggles against champions with lots of mobility and poke. Melee supports and immobile ADCs are the best enemies to use Aftershock against.
Don't take it in matchups where you know you'll be easily outranged since you'll rarely get the chance to engage, rendering the rune useless. Also keep in mind that landing Dazzle is the only way you can activate Aftershock as Taric, and missing it means that you're essentially without a keystone for a while. If either of these is a concern, including if you're not confident that you can land most of your stuns, it's better to instead use Guardian and make use of its guaranteed utility.
With it, enemies you CC are marked for 4 seconds, and any ally that hits them regenerates health. Since the heal scales with max HP, you get a decent amount of extra healing in throughout the game. What's that? Revitalize buffs both? It's a match made in heaven! This adds up to crucial seconds off of Cosmic Radiance and Flash , both of which have notoriously long cooldowns, as well as any active items you have such as Locket of the Iron Solari.
Targon's Buckler : By earning gold through Spoils of War , your Relic Shield will upgrade into this, gaining improved stats and the Sightstone active. Sightstone will provide you with three refillable Stealth Ward s that last much longer than those from your trinket. Farm well and proc Spoils of War often because getting this item is vital for establishing vision control over your enemies. Bulwark of the Mountain : With more health, more gold generation, and more AP, this fully upgraded support item continues to keep you healthy and wealthy.
Gain gold through Spoils of War to activate this upgrade. Although the Spoils passive leaves once you get this item, you gain increased gold generation to compensate. Taric's abilities form a diverse yet cohesive kit. Each spell has a way of interacting with another, and they offer usage in whatever situation you find yourself in. Depending on your needs, you can easily switch between protecting your allies and dealing damage.
More Dazzle Tricks. Video Demonstrations. Play Video Play Video. Examples: Abilities You Can Counter. Examples: Revives and Invincibility to Combo With.
Rocket Grab works in your favor as a free engage. If you get pulled, your natural tankiness will keep you alive, and since the gap has been generously closed, you can walk up to the enemy ADC for a free stun. On the other hand, if your ADC gets pulled, Bastion will protect them and you can send out a Dazzle from their position.
The only thing to be wary of is his strong roaming potential. If he's missing from bot lane for too long, let your teammates know so they can be prepared if he shows up in their lane.
Braum is a worthy opponent when it comes to manliness have you seen that 'stache? His main form of poke, Winter's Bite , won't do much to you if you time your shield correctly. While you shouldn't underestimate the stun from his passive, Concussive Blows , if he gets close to you to activate it, go on the offense. Your melee strength is far greater than his because of Bravado , and if you can get enough hits of it off, you can stun multiple times during a single fight.
Since Dazzle is a laser and not a projectile, it is not blocked by Unbreakable. Use this to your advantage if he attempt to intercept it. Leona is all about hard engages.
Fortunately, you're built to counter exactly that. Post-6, be wary of Solar Flare since its long range and quick activation make it hard to predict. React quickly with your own ultimate.
Although Nautilus has loads of CC four forms of it, in fact , he lacks threatening damage, so if you can peel him away, you're good to go. If someone gets locked down by him, a simple stun will often be enough to keep him at bay, and if need be, use Cosmic Radiance to protect your allies from any follow-up. Nautilus has to get into melee range to fight, often initiating with Dredge Line , which is where your advantage lies.
Being able to land hits and continuously activate Bravado makes your offensive power threatening, and your ADC will be hard to kill due to your constant healing and shielding. Fight back, win trades. Sion may look menacing, but his attacks are so telegraphed that getting hit is not an issue. Watch his attack patterns and either dodge his spells or time Bastion to defend yourself accordingly.
Because Sion is an AD support, you have an innate advantage against him because of all your bonus armor. Naturally, you will outtank him in 2v2 fights provided you have enough mana. When he comes back with a vengeance through Glory in Death , shoot him with a Dazzle and exploit his biggest weakness — walking away slowly. When he engages on your team with Unstoppable Onslaught , you know what to do. Smash that R button a couple seconds before he crashes into you and the engage will be next to useless.
While it's difficult to catch a Rakan, out-sustaining him is fairly easy. Gleaming Quill 's heal is outclassed by a your own, and its damage is negligible in the early levels.
His hit-and-run tactics, they won't be too effective since you have Bastion for protection. If you ever want to engage, go for his ADC and not him. You may get lucky and he'll dash to his ADC to help them, getting caught in Dazzle as well. When a teamfight is approaching, he'll often be the one engaging, and very dangerously so. A good Rakan can appear from a screen away in less than a second with a combination of Battle Dance , Flash , and Grand Entrance , setting up an instant charm and knockup in an area.
As such, keep an eye on his position and stand a bit away from your team when you're grouped up. Then, if your allies get caught by him, you will still be standing for long enough to get Cosmic Radiance falling. Negating the damage from Time Bomb is easy. It has a significant delay before detonating which gives you plenty of time to shield with Bastion. Considering this is his only damage-dealing ability, you should expect to stay healthy throughout laning phase.
Just try not to get stunned if he throws out a second bomb. Trying to engage on him is difficult. With Time Warp he can greatly speed an ally up or slow an enemy down at the click of a button, and it only gets harder past level 6 with Chronoshift which can make your all-ins worthless.
See if you can get an early gank on him before he can utilize these powers too much. Alistar is less of a danger to you than he is an annoyance. While his engages are strong with a Pulverize and Headbutt combo, you're tanky enough to withstand it and can fire back with a stun on him and his ADC.
The thing is, if he uses those spells defensively, there's not much you can do; walking up for a stun means getting knocked back, which makes forcing trades not much of an option. You have better heals than him, but since Triumphant Roar is free, he will slowly creep up an advantage if you ever run OOM. Although he can reduce the damage he takes with Unbreakable Will and thus have stronger initiations, you can keep on fighting and belittle him with stuns and your ultimate.
Bard can make short work of your health with his Meeps, so avoid getting in his autoattack range when you can. In order to avoid the stun from Cosmic Binding , don't position yourself adjacent to your ADC — that will get you both stunned — but instead on the other side of the lane. If Bard uses Tempered Fate as an engage tool, you can cast Cosmic Radiance right before it lands to get a second wind of invincibility immediately after the gilding, making the engage useless. Respect Bard's roaming potential.
With Traveler's Call and Magical Journey , he can traverse the map quickly and through unexpected routes, so ward often and warn your other lanes if he's missing for too long.
Expect Brand to deal lots of damage, and try to block as much of it as you can. His most-used form of harass is Pillar of Flame ; while it is briefly telegraphed, the main way you can expect and avoid it is if he starts walking up to you further than usual.
A good opportunity to engage is after he's used one or more of his major spells, especially if he misses his stun, Sear. His spells have relatively short cooldowns, so you have to act quickly. If he casts Pyroclasm , move away from your ADC or else it will repeatedly bounce between you two.
A well-timed Cosmic Radiance can negate some of its damage and the Blaze explosion that will likely follow. Karma is well-equipped for both utility and damage. Inner Flame hits in an area, so don't stand too close to minions or you may get hit indirectly. During laning phase, she will often empower it with Mantra to poke even harder, so as soon as you hear her chanting, prepare to use Bastion.
Don't worry if she tries to land a root with Focused Resolve. Your stun can suspend her long enough for her target to move away and break the tether. Voidlings hurt. A lot. As a melee support, they can easily swarm you and deal insane damage.
Don't try to all-in him at medium to low health. Void Shift prevents you front confronting Malzahar directly. If you try to use Dazzle on him while he has it up, it will be negated, and you will likely be in range for him to cast his spells on you.
However, if you have an ADC with long-range spells or autoattacks, they can take the shield down for you and render him vulnerable to an engage. Also, as long as it's down, you can interrupt Nether Grasp by stunning him. Black Shield , Dazzle 's premier counter, makes for a very rough laning phase. It negates both the stun and the damage, and its cooldown isn't too shabby. Don't attempt to engage while it's up.
With a well-timed Bastion , you can mitigate the majority of its damage. A follow-up Tormented Shadow is easily healed up by Starlight's Touch. Because Soul Shackles takes 2. Using it quickly enough ensures that you and your allies will be protected during her CC. Facing a Pyke can be very tricky. Stay on your toes and don't pick fights if you don't have to — just keep your carry alive and punish him if he gets overly aggressive.
Landing a stun on him is unlikely unless he's used both Ghostwater Dive and Phantom Undertow , both easy escape tools in his arsenal. However, the perk in this matchup is that you're hard to kill. Since he is an AD support, you have an innate advantage against him with all of your bonus armor. Also, your shields weaken his surprise attacks in lane or assassination attempts outside of that.
Pyke's main strength in this matchup is his catching potential. Bone Skewer is a versatile spell with long range and deadly CC. Getting hooked places a heavy slow on the person hit, so if you get hit, it's easier to walk away and defend yourself rather than attempt to counterattack his ADC. A well-timed Cosmic Radiance can be instrumental in stopping Pyke from going on a killing spree.
If you can make an ally invulnerable before they fall below Death from Below 's execute threshold or, even more clutch, right before Pyke lands the ability , your target lives and Pyke won't get the reset.
After that happens, he'll be a fish out of water. Sona's main threat against you is her high damage. Hymn of Valor , especially when empowered by Power Chord , is dangerous yet predictable, so when she approaches, block as much of it as you can with your shield.
Although Sona has sustain through Aria of Perseverance , your own heal has similar strength. Be sure to wait for it to charge up to get the most out of it and not waste too much mana keeping up with her.
Follow up on her Crescendo with Cosmic Radiance to turn fights around. If you're quick enough, you can even precede her ult with it. Beware Thresh's initiations. With Death Sentence , he has frequent pick potential and an easy way to start fights from range. However, if he misses it, the rest of his kit is not as punishing, so it's a perfect opportunity to engage.
On another note, Dark Passage makes lane ganks against you quite easy, so always ward to know the enemy jungler's position and play cautiously if they're nearby. Hitting level 2 before him is essential. Once Thresh has both Death Sentence and Flay at hand, he can force you into an early trade that you probably won't win. Push the second wave with Dazzle so that you can quickly level up and get another ability at your disposal for security.
Aggressive Thresh players will often look for opportunities to roam, and with all the CC at his disposal, he poses a threat to your other laners. This is especially true if he picks up Mobility Boots early on. If he's out of lane for even a short amount of time, send out a warning. The former's cooldown is relatively low and the shield value is high, so if you want to deal any meaningful damage, you'll need to play around it.
The only way you're getting a kill in a lane against her is if you get a gank or if your ADC has a very strong early game. Janna's poke with Zephyr , autoattacks, and Summon Aery hurt badly. Stay out of her attack range unless absolutely necessary. She's fast and she has peel, so attempting to retaliate will be for naught.
Use Bastion and Starlight's Touch to mitigate her damage. Post-6, Janna offers a tremendous amount of peel for her team with Monsoon. If she has it up, don't use Cosmic Radiance to bolster your initiators since at the tap of a button she can render their engage useless. Instead, stick to using it defensively. Lulu does more than just destroy you: she demoralizes you. Shields, speed, poke, damage, survivability, slows, and more are all at her disposal, and since you're melee while she's ranged, she can do it all without consequence.
If that wasn't enough, Glitterlance will both slow you down and deal heavy damage, and getting hit by it is easy due to its short cooldown and long range. If you try to engage, Whimsy is all that she needs to prevent that by either zipping one of her allies away or turning her attacker into a harmless critter.
Post-6, trying to get a kill is even more difficult because of Wild Growth , which not only gives one of her allies an instant burst of health, but also knocks anybody near them up. The safest way to carry out the lane is to stay away from her, let your ADC farm, and wait until the midgame to be relevant. Nami has range, lots of CC, sustain, and poke, making her one of your most annoying and dangerous counters by far.
A good Nami will whittle you down and buff her ADC's attacks to hit you with big damage while not allowing you anywhere near her. Watch out for how effectively she can trade with you. Empowering her or her ADC's autoattacks with Tidecaller's Blessing and landing a deadly Aqua Prison can easily spell an early recall or even death for you.
Don't walk up to her if you don't have to. Ebb and Flow kills two birds with one stone by healing and dealing damage, and consequently, it is her main way of maintaining an advantage in lane. Fortunately, it costs a lot of mana to use, so she can't spam it without running OOM. Her ultimate, Tidal Wave , is a dangerous engage tool, especially since you lack the mobility to dodge it.
It packs a heavy slow as well as a knock up, so prepare for it with Cosmic Radiance if you're in a tough spot. When you think "healer," you probably think Soraka, and it's easy to see why. Astral Infusion and Wish offer potent, frequent heals that have the potential to mend any wound her allies take. Make targeting Soraka your priority. If she is allowed to live, everyone on her team will live as well due to her sustain. Astral Infusion 's cooldown can get to as low as 1 second with enough levels and ability haste — that's a lot of healing!
If you're paired with a strong ADC in lane, engage on her when you see an opening. Even better, ask your jungler for an early gank since she has no mobility.
In teamfights, stun her whenever you can so your team can take her down. Avoid getting hit by Starcall during laning phase by keeping your distance from her. It can deal quite a bit of damage, slow you, heal her, and temporarily empowers Astral Infusion. All on a 5 second cooldown. Because of the massive shield and health regeneration from Thick Skin , this catfish is tricky to kill. Going for one of his allies is also difficult since he can Devour them to safety at a moment's notice.
Fighting him in melee range is dangerous. Given he can fully stack An Acquired Taste , he can Devour you to deal a large part of your max health and leave you in an unfavorable position. Post-6, Tahm has dangerous ambushes when he uses Devour , so play defensively and try not to get caught out. Vel'Koz outranges you by a lot. Many Plasma Fission s will be thrown out, so avoid as many of them as you can, especially since he can activate Organic Deconstruction by following up with more spells.
Life Form Disintegration Ray does fearsome damage, and it is even more lethal against Researched targets. After level 6, if you see him engage by tossing out several spells, be ready to use Cosmic Radiance. The laser can be stopped by Dazzle as long as you react quickly enough. Playing against Yuumi is a matter of patience. Laning phase is her domain entirely — she can poke you and your ADC down from almost a screen away, dodge the majority of your attacks, and keep up with you in terms of sustain.
Fortunately, she's an easy kill when she's caught alone, and if you don't let her and her ADC snowball early, you don't have as much to worry about later on. Early game is poke, poke, and more poke. You'll basically be Neo in the Matrix, except instead of dodging bullet after bullet while looking cool, you'll likely hobble around for a tense and tedious ten minutes while you try to avoid all of Yuumi's Prowling Projectile s.
The spell can be very tricky to avoid, especially since she can manually navigate it and it can hit from almost a screen away while she's attached to an ally. You'll want to be near minions whenever possible so you can hide around them. If it's bound to hit you or your ADC, cast Bastion to negate most of its damage.
Trying to hit Yuumi while she has company is in vain. With You and Me! In the case that you get the opportunity to engage, aim for her ADC instead. Yuumi's early game sustain is on par with if not better than your own. The shields from Bop 'n' Block -empowered autos combined with her Zoomies heals keep her and her ally resilient against whatever damage you may toss at them.
Keep up the pace with your own sustain from Starlight's Touch , being watchful of your own mana. Final Chapter is Yuumi's least threatening asset versus you. A telegrapehed AOE root? Use your telegraphed AOE invulnerability. By the time Yuumi's CC activates, your team will be protected and ready to counter engage.
Walk up. Walk back. Zyra can infest the lane with seeds that spur into action whenever she wants, making it dangerous to come anywhere near her. The only way to prevent the plants from spawning is to step on and destroy their seeds, but if you do so and she's in range to cast a spell, you put yourself at risk of getting hit by both her and the newly spawned vine.
One plant alone does noticeable damage, and several on you at the same time can take away a third of your health bar in seconds. Combined with the fact that she can stop you in your tracks with Grasping Roots and Stranglethorns , it's best to avoid confronting her.
Instead, just sustain as much as you can. Caitlyn has the highest base range out of any ADC, and with it she will make it her job to bully you out of lane. Walk too close and get autoattacked, and if you try to approach her, she can launch herself away with a 90 Caliber Net. Avoid directly engaging unless she's out of position or you're receiving help. Prepare to get zoned by Yordle Snap Trap s. Caitlyn can lay down several of them across a lane, making it hard for you to move freely.
Stepping on one is bad news — you not only get stunned but also become susceptible to a Headshot from a very long range. A quick Bastion will negate much of its damage, though.
Ezreal becomes very difficult to catch with Arcane Shift. If he has it up, he can escape from most dangerous situations with ease, and on top of Flash , trying to catch him often proves fruitless. However, if he shifts towards you, you have a great opening to attack since he sacrificed a valuable method of escape.
Kalista is way too jumpy to pin down. However, many 'low-income' tanks and team-disruptors relied pretty heavily on the strength of these items to maintain the right level of bulk for their gold stream - you can read more on the why further down, but each of the below champions are picking up some stat adjustments so they'll hit similar breakpoints when it comes to being unbreakable. Tahm Kench. Shatter's aura now increases allied champion armor by the correct amount and the armor damage scaling has been reduced.
The shred of Shatter has also had its base value and armor scaling reduced. Like other supports, we'll be keeping an eye on Taric as the preseason progresses. Imbue's AP ratio is lower and now also scales with a percentage of Taric's bonus health.
We've also removed the AP scaling of Shatter as well as lowered its base damage. Shatter now scales even more with armor, and the shred scales with a percentage of Taric's armor. Finally, we've lowered the ability power ratios of Dazzle and Radiance, as well as increased their cooldowns. Context: Overall we are adding additional depth and skill differentiation to Taric's gameplay through a rework of his passive.
Additionally, as a tanky and fabulous support that excels in the middle of a team fight, we've introduced more defensive scaling for Taric to further define his intended role. These changes reduce Taric's lane dominance by lowering his burst damage and forcing him to make more tradeoffs when choosing which spells to level up. Main Page All Pages. Main page Recent changes Random page Join our Discord! Editing Help.
New to League? Explore Wikis Community Central. Register Don't have an account? View source. History Talk 0. NEST Hitpoint Winter. Hextech Series Split 3. Super Copa Flow UPL Fall Playoffs. Claro Stars Cup CNM Closing Playoffs. Circuito Tormenta Italy Playoffs. Trinity Force Puchar Polski LEA Split 3. Match History. Ban History. Shamed by a dereliction of duty and exiled from his homeland Demacia, Taric ascended Mount Targon to find redemption, only to discover a higher calling among the stars.
Imbued with the might of ancient Targon, the Shield of Valoran now stands ever vigilant against the insidious corruption of the Void. Bravado [Passive]. Innate: Spellcasts empower Taric's next 2 basic attacks to deal bonus magic damage, reduce his base spells' cooldowns by 1 second, and attack in quick succession. Taric's spells will also cast from a nearby ally protected by Bastion.
Passive: Bastion increases Armor.
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