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The Gem Knight

Magical Damage

General counter information:

Apply heal reductionBuild HPBuild TenacityHard CCKnock BackTry to kite and pokePlay aggressive early game

Counter Items & Summoner Spells:

Health Points: 468 (+90 / per level) Health Regen: 7.1
Mana Points: 255 (+56 / per level) Mana Regen: 30
Damage: 58 (+3.5 / per level) Attack Speed: 0.625 (+2.02 / per level)
Attack Range: 125 Movement Speed: 315
Armor: 16.5 (+3.2 / per level) Magic Resistance: 30 (+1.25 / per level)
Influence Points (IP): 1350 Riot Points (RP): 585



After casting a spell, Taric gains a buff that deals 20% of his total Armor as bonus Magic Damage his next auto attack. Passive empowered attacks reduce the cooldown of all abilities by 2 seconds



Active: Taric channels earthen energy to heal his target ally. As the magic flows through them he is healed for the same amount. If Taric heals only himself, the heal will be 40% more effective.
Range: 750

Cost: 80/95/110/125/140 mana
Cooldown: 18 / 17 / 16 / 15 / 14 seconds
Heal: 60/100/140/180/220 (+0.3 per ability power)(+5% of bonus health)
Self Heal: 84/140/196/252/308 (+0.84 per ability power)



Passive Aura: Taric hardens crystals around him, providing a permanent armor bonus to himself and nearby allies. Nearby allies gain bonus armor equal to 12% of Taric's Armor.
Aura Radius: 1000(Passive)
Active: Taric shatters the crystals surrounding him, dealing magic damage to nearby enemies and decreasing their armor for 4 seconds. His own passive armor bonus is not in effect during the cooldown.
Cooldown: 10 seconds
Radius: 400

Bonus Armor(self): 10/15/20/25/30
Cost: 50 mana
Magic Damage: 40 / 80 / 120 / 160 / 200 (+20% total Armor)
Armor Reduction: 5/10/15/20/25(5% of Taric's total armor)



Active: Taric emits a brilliant ball of prismatic light at a target enemy, dealing magic damage (lower damage the farther the target is), and stunning them.
Cost: 75 mana
Range: 625
Missile Speed: 1400

Cooldown: 18 / 17 / 16 / 15 / 14 seconds
Stun Duration: 1.2/1.3/1.4/1.5/1.6
Minimum Magic Damage: 40/70/100/130/160 (+0.2 per ability power)
Maximum Magic Damage: 80/140/200/260/320 (+0.4 per ability power)



Active: Taric slams the ground dealing magic damage to nearby enemies. For the next 10 seconds, Taric gains attack damage and ability power and receives an aura that grants nearby allied champions half the bonuses.
Cost: 100 mana
Cooldown: 75 seconds
Radius: 400
Aura Radius: 1000

Magic Damage: 150/250/350 (+0.5 per ability power)
Attack Damage and Ability Power Self Bonus: 30/50/70

Counter Tips

Taric is able to provide a lot of armor for his team, making him weaker against Magic damage.
Taking cleanse or buying a Quicksilver Sash later will help you escape from his Flash + Stun initiates.
When his stun is down or if he accidentally stuns a minion, punish him hard.