This is a continuation and the second (and probably final) part of my Armor Warriors series. The first was for RammusSquare Rammus which you can find here. And as such this begins with the same intro, with the most important thing to consider when thinking about a champion: as with any champion design, the most important thing about them is their "Power Fantasy".

The Power Fantasy defines everything there is to know about a champion from both lore and gameplay perspective. For example OriannaSquare Orianna is a dancer by nature, performing a constant tango between her and her ball. DravenSquare Draven is a showoff who loves to stand out and perform for the crowd. SionSquare Sion is a gargantuan undead warlord who shakes the very ground under his assault. JinxSquare Jinx is a mayhem sowing excitement lover who blows up things for fun before speeding away chasing the next thrill. Etc. And every champion has one.

When a champion really makes you go 'wow... ' and takes your breath away, it's pretty much always because they have a power fantasy which matches what you personally like. When it comes to Taric, there is really only one Power Fantasy which he fulfills. And that is Paladin. Taric is a heavily armored bulky healer. While Galio becomes a better mage as he gets tankier, Taric becomes a better support.

Taric's current issues with his kit mean than he has difficulty becoming good. A lot of his power is delayed behind his sluggish auto attacks, for reference Taric has actually got some amazing damage values against a target which is standing still, however he needs to space out his his passive to make use of them and his stun only lasts for so long, in between cast animations and an incredibly clunky attack animation the target he wants to beat up will run away before he gets his second passive proc off. And don't get me started on his optimal skill combo.

And thankfully something Riot recently did open the perfect solution, the creation of a new role in League of Legends (or at least the new term for a role, before they were only referred to as "bad bruisers") Juggernauts. The official juggernauts so far are DariusSquare Darius, GarenSquare Garen, SkarnerSquare Skarner, MordekaiserSquare Mordekaiser and new girl IllaoiSquare Illaoi. However there are many more as well, the likes of Tahm KenchSquare Tahm Kench, NasusSquare Nasus, VolibearSquare Volibear, etc. also share many traits of the Juggernauts too.

Juggernauts were created with their weaknesses in mind BEFORE their strengths. In fact whether a champion is a Juggernaut or not is defined entirely BY their weaknesses. DariusSquare Some build mostly AD, MordekaiserSquare Some build mostly AP, SkarnerSquare some build mostly tank, Tahm KenchSquare some even can build support. But they're all slow moving, they're short ranged, they're easily kitable... but that's OK. Juggernauts don't care. For them it's more of a case of NasusSquare "Your deadly skill is running away? Mine is making you wish you could run faster."

And that's exactly how TaricSquare Taric is supposed to be. What if Taric didn't lose these weaknesses and instead embraced them? The only difference is that normal Juggernauts bring heaps of pain to those which find themselves in their danger zone, Taric would instead bring heaps of disruption. With pronounced weaknesses, Taric's strengths can truly shine for what they are. He may be slow, but if he ever manages to wander close then the enemy is truly truly fucked.

(And if there's one thing I learned while doing research for this... it's that Taric doesn't actually know squat about the spiritual purposes of gemstones. I didn't find any sources at all which said anything like what he talks about. Emerald is not for insight, it's for hope and recovery. Ruby is not for vigor, it's for love and protection. And Opal is the polar opposite to Harmony, it's known as the king of jewels because of its marbled effect making it look like it's made up of lots of different other gemstones, it's known for bringing conquest and victory. He did get "Sapphire for Divinity", right though?)



When Taric casts an ability he creates a 600 radius AoE on the ground which grants allies bonuses while they stand on it depending on the skill used to create it.

Gemcraft's area lingers forever while Taric stands in the area himself and disappears 3 seconds after Taric leaves the area and doesn't return. If Taric leaves the area and casts a skill with Gemcraft available then the Area is instantly replaced (old one removed), Taric may cast skills from within the Area without creating a new one or consuming Gemcraft's Cooldown.

Gemcraft - Diamond: No matter what ability Taric uses to trigger Gemcraft, the area will always give allied champions who stand on it bonus armor equal to 10% of Taric's armor. In addition to this, once per second they are granted on-hit magic damage equal to 10% of Taric's Armor (double damage for Taric's own auto attacks).

Ability Details

Additional Information:

  • Gemcraft's cooldown can be reduced by CDR (with 40% CDR it has a 7.2 second cooldown), as well as Radiance's effect.
  • The On-Hit magic damage can only trigger once per second however any number of allies can trigger it.
  • The area gives Taric and his allies the power to 'dig into' a location and enemies will have to force them away.
  • It works especially well with longer ranged auto attackers such as CaitlynSquare Caitlyn or champions who use Rapid Firecannon item Rapid Firecannon on Taric's team who can make armor empowered potshots in a siege.
  • Taric must choose the correct AoE to suit the situation in order to make best use of this skill.

RANGE: 600
COST: 70/80/90/100/110 mana

Taric uses earthly magic to heal target ally, Taric himself heals as well. If Taric targets himself then the heal is increased by 50%.

  • Ally/Self Healing: 40 / 55 / 70 / 85 / 100 (+10% Taric's Maximum Health)

Gemcraft - Emerald: If Imbue triggers Gemcraft, the AoE is centered around the target. Allies standing in the AoE are granted 20% increased healing (applied before the Imbue heal itself) and also gain 10+(3*level) health and mana regeneration per 5.

  • Empowered Self Healing: 60 / 82.5 / 105 / 127.5 / 150 (+15% Maximum Health)
Ability Details

Additional Information:

  • When you take into account the additional healing from the Emerald AoE, Imbue heals allies for 48/66/84/102/120 (+12% Taric's Maximum Health) and himself for 72/90/126/153/180 (+18% Maximum Health)
  • When you take into account the additional healing, Emerald's health regeneration gives 12+(3.6*level) health/5.
  • Emerald grants a lot of lane sustain and sieging power because of the healing.

Crystal March
COST: 50 mana
COOLDOWN: 10 (after skill ends)
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Taric creates crystals on the ground with his every step. He ignores slows and walks in target direction at a rate of 110% of his movement speed for a duration, dealing magic damage to enemies he collides with. This counts as a dash and as such can only be interrupted by effects which normally interrupt dashes (knockups and Event Horizon Event Horizon, etc).

  • Magic Damage: 60 / 95 / 130 / 165 / 200 (+20% bonus armor)
  • Dash Duration: 2 / 2.25 / 2.5 / 2.75 / 3 seconds

If Taric collides with an enemy champion they will be stunned for 0.75 seconds and Taric will stop. Otherwise the skill ends when its duration completes, Taric walks into terrain or he reactivates the skill.

Gemcraft - Amethyst: If Crystal March triggers Gemcraft, the area is centered on Taric and can move with him. The rate the area moves at is 100% of Taric's movement speed which decays over 3 seconds down to 0. In addition to this all allies within the AoE recieve a 15% movementspeed boost.

Ability Details

Additional Information:

  • If Taric is stunned he will continue walking until the skill ends and be stunned at the end of it if the stun was long enough.
  • Taric can use Crystal March at point blank for an instant stun, otherwise it is very easy to dodge or even outrun in most cases as the speedboost which Taric gets is very minor.
  • Amethyst's Area can move alongside Taric for a short time after its creation, at first it follows him directly however starts to slow down before stopping. It will attempt to track his current position rather than his exact pathing.
  • Amethyst's Area can move a total of half the distance Taric can move in those 3 seconds.

RANGE: 600 / 200
COST: 70 mana
COOLDOWN: 16/15/14/13/12

Taric creates a shining gem at target location which forms over 1 second. When the gem is fully formed it taunts all enemies within range towards it for 1.5 seconds.

  • Magic Damage: 60 / 90 / 120 / 150 / 180 (+ 50% AP) (+ 6 / 7 / 8 / 9 / 10% of Target's maximum health)

The gem itself has 5 hitpoints, taking 1 damage from champion's basic attacks and 0.5 damage from minion attacks. Upon its destruction it deals magic damage to enemies surrounding it.

Gemcraft - Garnet: If Shatter is used to trigger Gemcraft the AoE is centered on Taric and will slow all enemies who are within the AoE by 15%.

Ability Details

Additional Information:

  • The Gem forms over one second, taunting all enemies within 200 range of it when it is completed.
  • When the Gem is fully formed it counts as a small amount of impassable terrain (Like a Pillar of Ice Pillar of Ice only without the slow).
  • Minions will not target the gem naturally however can be affected by the taunt and attack it.
  • The Gem will time out 5 seconds after forming (6 seconds after casting), also triggering the explosion.
  • Shatter's cooldown starts upon cast so with CDR and Radiance running it is possible to have 2 crystals on the battlefield at once if they are not destroyed.
  • The area created by Garnet is useful for hindering enemies trying to fight in one place.

RANGE: 400
COST: 100 mana
COOLDOWN: 150/135/120

Taric smashes the ground with his hammer, doing magic damage to enemies surrounding him. For the next 8 seconds, all of Taric's cooldowns lower at a much faster rate. On cast he will also create Opal even if Gemcraft was on cooldown, Opal cannot be replaced by any other AoE however it will time out and disappear once Radiance ends.

  • Magic Damage: 200 / 350 / 500 (+50% AP)
  • Cooldowns Lowered per Second: 0.5 / 0.75 / 1 seconds

Gemcraft - Opal: The Area created by Opal is centered on Taric and is very much larger than the normal Gemcraft areas, being 1000 radius. Allies who stand within the AoE are granted bonus AD and AP. In addition to this, when Taric uses an ability with Gemcraft off cooldown Opal will take on the effects of that Area until Taric replaces that effect with a different one. Emerald grants its increased healing and regen to Opal, Amethyst allows Opal to be moved around and grants allies a speedboost and Garnet causes Opal to slow enemies.

  • Bonus AD and AP: 20 / 45 / 70 (+10% Armor)
Ability Details

Additional Information:

  • Radiance causes Taric's cooldowns to quickly lower, allowing him to rapidly cast abilities for a short duration. At max rank Taric doubles the speed at which his cooldowns lower.
  • Radiance lowers its own cooldown while it is running, it effectivly has a 146/129/112 second cooldown with 0% CDR or a 86/75/64 second cooldown with 40%CDR.
  • Opal is formed before the damage of the ability is done allowing it to increase its own damage.
  • Opal allows Taric to rapidly switch Gemcraft effects at the expense of not being able to create any new area for a while. Opal will need to be moved using Amethyst's effects if the fight leaves the area but doesn't go too far away.
  • Opal takes on the colouration of the Area it is mimicing, starting off white but becoming tinted green/blue/red as Taric casts new abilities.
  • When Radiance ends and Opal disappears, Gemcraft will instantly come off cooldown (QoL change preventing Taric from being stuck without a Gemcraft area when his ult ends).

The absolute main thing I tried to do with this kit is to make his abilities actually work for an immobile champion and also to improve their usability too.

He can now entrench himself in an area and be difficult to shift. He isn't designed to go chasing after people unless the situation calls for it with Crystal March and Amethyst's area, and they only give him a pretty minor boost in that regard. The main use of that ability is to resist stuns, slows and snares which would bog him down.

Instead of Taric's ability combo going 'do this, and then do this, and then do this, and then do this... etc.', It is now designed to fit together like a jigsaw. With the gem created by Shatter being on a longish delay he can now ult in between his casts to still get the bonus of the AP.