Taliyah Build Guide by Etyrnal

League of Legends Build Guide Author Etyrnal

(6.24 : Season 7) Taliyah, The Stoneweaver - In Depth Guide

Etyrnal Last updated on Today @ 08:45pm
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R


Battering Blows
Piercing Thoughts

Offense: 12


Defense: 18

Runic Armor
Veteran's Scars
Legendary Guardian

Utility: 0

Threats to Taliyah with this build

Show all
Threat Champion Notes
Aurelion Sol
Azir Very easy matchup for us. Catch him with a good E + W Combo, very easy lane to win. I recommend Ignite for easy, all in first blood potential.
Lissandra Fairly easy lane. Dodge Q's. You can win Trades easily utilizing your E + W Combo.
Lux Recommend Cleanse for the possible mistake of being caught by a Q.
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Taliyah, The Stoneweaver :: Mid Lane Guide
Twitch TV Live Stream

My summoner name is Etyrnal and I play in the North America region. I've been playing League of Legends since June of 2015 (Season 5) and I have played Taliyah since her release date of May 18, 2016. I finished Season 6 peaking at Gold 4, 100 LP, climbing the ladder while using Taliyah. Taliyah is classified as a control Mage who offers great ways of manipulating the nature of Summoner's Rift to control her enemies. Through slows, knockups, bursty damage combo's, and a wall that works better than the southern U.S. border, we control teamfights in ways no other champion can. The first part of the guide is the very basic setup to get going with Taliyah. As you continue on, you'll get to see and understand why Taliyah is such a unique pick in the Mid Lane and the epic proportions in how she changes the Rift like no other Champion can. Thank you for reading, I hope you can learn something new here and add to your knowledge of Taliyah.

If you have any comments, questions, or suggestions on how to make this guide better please feel free to discuss in the comment section. I usually reply in a day or less. To see Taliyah streamed live by me, you can visit my Twitch channel!

"This world is a tapestry of our own making."

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Pros / Cons

+ Great Damage Combos
+ Unique Team fighting Ultimate
+ Great Control and Easy Kiting
+ Mobility with Excellent Roaming
+ Able to Carry Games
+ Easy to Learn, Hard To Master
+ Excellent Wave Clear and Farming
- Farm Dependent
- 325 (Slow) Base Movement Speed
- Skill Shot Heavy
- Countered by high mobility
- No Escape Other than Weaver's Wall
- Requires excellent positioning and map awareness

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Rock Surfing

When Taliyah is moving near walls, you have increased movement speed based on your level. This creates easy roaming while in the Mid Lane. Many people find it to be a fairly useless passive however if used correctly, it's very useful. Find a way to punish the enemy team with it and setup early plays in other lanes.

Threaded Volley

This is the ability you will max first. With connecting all 5 shards from your Volley, the damage potential is amazing. I don't recommend trading with it in lane, rather using it in lane to secure the final health points of your enemy and score the kill.

Seismic Shove

Pretty straight forward. This ability makes trading in lane easy. It can difficult to master at first but it's an ideal way to pick enemies and throw your lane opponent into your Unraveled Earth (W) for an easy trade in lane with a Thunderlord's Decree proc.

Unraveled Earth

This is a mine field that is fairly small in size but extremely efficient when used correctly. You can use your Seismic Shove to throw the enemy into your Mine Field to slow them and win an easy trade in lane. Also extremely helpful with the slow in landing all of your Threaded Volley's.

Weaver's Wall

To Surf or not to Surf, that is the question. This Ultimate is both very dangerous and risky, not only to your enemies but to yourself and team mates as well. You can activate this ability to create a wall to block off areas and trap enemies inside but be careful as to not trap or block off your own team. It's also useful to chase down a fleeting enemy carry and secure a kill. You can activate your Ultimate by pressing the R Key and the wall will flow out in the direction of your choosing. By tapping the R key a 2nd time as the wall begins to commence, you can surf along the wall en route to your destination. To get off the wall at a certain location, simply press your R key again. Any damage taken while surfing the wall, will knock you off the wall. To bring your wall down early, press the R key again.

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Your Runes can vary on Taliyah. I prefer certain Rune setups into certain Mid-Lane matchups. I.E. Do I need Armor, Magic Resist, CD? These are my standard rune setups when playing Taliyah. One thing that never changes are my Quintessence Runes, which will always be Base Ability Power.

Ideal Rune Page

Greater Quintessence of Ability Power :: x3 (+15 Ability Power)
These are very standard Quints for a Mid Lane Mage that help you with your early lane game.

Greater Mark of Magic Penetration :: x9 (+7.8 Magic Penetration)[/color]
Also very standard Marks for a Mid Lane Mage, increasing your damage to targets with Magic Resistance.

Greater Seal of Scaling Health :: x9 (+216 Health at Level 18)
Also very standard Mage runes that I use for a little bit of extra health.

Greater Glyph of Scaling Cooldown Reduction :: x9 (+15.03% CD Reduction at Level 18)
I use these runes to help out with Taliyah's fairly long cooldowns. These runes can make you feel less underwhelming late game and more like your always doing something valuable with available spells.

Runes for thought

Greater Seal of Armor
If you know your going against an AD Champion, you can replace your Scaling Health Seals for some extra armor.

Greater Glyph of Magic Resist
If you know your going against an AP Champion and your looking for a little extra damage reduction, you can replace your Scaling CD Glyphs for some extra MR.

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I have Two types of mastery pages that I use, one offering a little extra damage with some extra risk and the other offering some more sustain in lane and safe play through out the game.

Mastery Set 1 :: Lane Pressure


Sorcery 5/5
Double Edged Sword 1/1
Natural Talent 5/5
Oppressor 1/1


Savagery 5/5
Assassin 1/1
Merciless 5/5
Dangerous Game 1/1
Precision 5/5
Thunderlord's Decree 1/1

Mastery Set 2 :: Lane Sustain


Sorcery 5/5
Feast 1/1
Vampirism 5/5
Oppressor 1/1


Savagery 5/5
Secret Stash 1/1
Merciless 5/5
Dangerous Game 1/1
Precision 5/5
Thunderlord's Decree 1/1

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Threaded Volley (Q)
Were going to max our Q first for maximum combo potential in landing all 5 volley shards.

Seismic Shove (W)

Were going to max our W third, as it is mainly just used for control.

Unraveled Earth (E)

Were going to max our E second. It does great damage and arguably is better in lane trading however it doesn't offer the same damage potential that we get from our 5 volley shards being connected.

Weaver's Wall (R)

Were going to put 1 point in our Ultimate ability at levels 6, 11, and 16. The wall becomes longer the more leveled up it is and lasts longer.

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Summoner Spells

Ignite :: I like this Summoner Spell if you plan on bullying your lane. If your in a fairly simple matchup, I would bring this. It makes that easy first blood at Level 3 happen much easier.

Teleport :: I like this summoner spell in a Team Composition. If your in Dynamic Queue as Five, Teleport with your Top player can really be a big game changer. It's also okay to take in the Mid Lane If you feel like your going to be able to get a lot of roam time or If you know your going to be backing a lot and need to return to lane quicker.

Cleanse :: Know your matchup. Certain matchups you'll need cleanse (Looking at you, Ahri & LeBlanc) It's an excellent summoner spell all around.

Ghost :: This is actually a pretty great summoner spell based off of it's recent changes. It's not nearly as efficient as having a Teleport for your team but being able to use Ghost while kiting or in a teamfight for positioning around your worked ground and keeping the enemy at bay is actually extremely useful. I recommend this If your in a teamfight composition and your against high mobility champions. (Udyr, Yasuo)

Exhaust :: I've yet to run into a lane that I needed Exhaust in.If you feel like your going to need it against a certain champion or team comp, I recommend taking it. However, I almost never use this summoner spell with Taliyah in the Mid Lane.

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Purchase Order

Doran's Ring Health Potion Warding Totem
This is your standard start for most mages and Taliyah is no different.

First Back

Doran's Ring The Dark Seal Boots of Speed OR Sorcerer's Shoes
This is my recommended first back purchases, roughly between 4-7 minutes into the game. The only time I don't recommend getting The Dark Seal is against an Assassin lane or if you are already falling behind. Sorcerer's Shoes are usually my first pickup before any major item. We get good AP ratios out of Doran's Ring and The Dark Seal for the early game and our Sorcerer's Shoes only increase our roam potential.

First Major Items

Morellonomicon is our core item. If you find yourself falling behind early, there is always the Rod of Ages route, but I prefer Morellonomicon. 20% CD Reduction, +100 Ability Power, Grevious Wounds, and the Mana itself is perfect for us. We tend to be a little squishier but we make up for that later into the game.

After we make our Morellonomicon purchase, we immediately rush Rylai's Crystal Scepter. This item is going to make your life way easier than ever. This is our CORE item.

Final Build

Morellonomicon OR Rod of Ages, with Morellonomicon the preferred item.
Sorcerer's Shoes :: Our Magic Penetration and Roam Potential becomes legendary.
Rylai's Crystal Scepter :: We kite like it's cool.
Void Staff :: We get more Magic Penetration and begin to combo-kill carries.
Liandry's Torment :: We get MORE Magic Penetration and begin to disassemble Tanks and Bruisers.
Rabadon's Deathcap :: Did we just win the game?

The Viable Options / Sometimes Necessity

Abyssal Scepter : We have to keep this on the table. We can't always be the glass cannon we love. This is an item I recommend against Assassin's. LeBlanc's, Fizz's, Ahri's, and Katarina especially. You get the gist.

Zhonya's Hourglass : We also keep this on the table. Zed's, Yasuo's, Irelia's; Any of those pesky gap closers that you might find yourself in a bit of trouble and need your own peel or life saving moment, this is the item we want. I usually replace Rabadon's Deathcap in place of this one.

Luden's Echo : This is the item we get when we just can't be stopped. The damage potential of replacing Liandry's Torment with Luden's Echo is immense. I tend to build this item If I'm either; A, so far ahead It's just not funny any more or B, there are no "Tanks" on the map and I'm just here to collect penta kills. What I'm saying here is, Luden's Echo is rack city.

Mejai's Soulstealer : Because, why not?

Example Purchase Order's

Example 1 :: The standard Morellonomicon & Shoes Order.
Example 2 :: The "I'm really far ahead and just got Deathcap. Who needs mana?

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Trading In Lane

Trading in lane can be a pretty simple time for Taliyah. Certain matchups are more difficult than others. However, with these simple steps you'll have no problem winning trades in lane against any champion your facing.

When you talk to a Taliyah main, you'll hear a lot of 'The E + W' combo. This is a very simple combo used well against low mobility champions.

The most effective way in winning trades is to use your Seismic Shove and combo the enemy champion into your Unraveled Earth. This is an extremely high damaging combination. If your clear to use your Threaded Volley (No Minion Block) remember to use it. This can lead to shoving your opponent out of lane or landing you a kill all together.

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Taliyah Changes By Patch

6.24 (Season 7 Begins, December 06, 2016)

Rylai's Crystal Scepter

BUILD PATH Needlessly Large Rod + Amplifying Tome + Giant's Belt + 515 gold ⇒ Blasting Wand + Amplifying Tome + Ruby Crystal + 915 gold
TOTAL COST 3200 gold ⇒ 2600 gold
HEALTH 400 ⇒ 300
SLOW 20% for 1 second in all cases

Liandry's Torment
TOTAL COST 3200 gold ⇒ 3100 gold


Base health regeneration increased to 7 from 6.

Threaded Volley
Cooldown reduced to 8 / 7.5 / 6 / 4.5 / 3 seconds from 10 / 8.5 / 7 / 6.5 / 4.

Worked Ground duration reduced to 120 seconds from 140.


Threaded Volley
REMOVED: 50% bonus damage to minions.

Unraveled Earth
Trigger damage reduced to 70 / 90 / 110 / 130 / 150 from 80 / 105 / 130 / 155 / 180.






Weaver's Wall
Cooldown increased to 180 / 150 / 120 seconds from 160 / 140 / 120.


W - Seismic Shove
COOLDOWN 16/14/12/10/8 seconds ⇒ 16/15/14/13/12 seconds

CAST PARADIGM Cast to place, recast to direct ⇒ Vector casting (ex. Rumble’s R - The Equalizer)

REMOVEDLOCKOUT : Taliyah is no longer locked out of casting other spells for 0.55 seconds after casting Seismic Shove

E - Unraveled Earth
NEW FALL OFF DAMAGE Each mine deals 15% less damage than the last when detonating on the same target (minimum 55% damage)


Riot buffed Taliyah's base health from 500 to 520, and buffed her Threaded Volley to deal 50% more damage to minions.


Hotfix - Riot buffed Taliyah's Threaded Volley by decreasing Mana cost, and Worked Ground duration.


Taliyah Released to Live Client.

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About The Champion : Did You Know..

✦ Taliyah is Sixteen years old.

✦ Her greatest fears are being unable to protect her family and drowning.

✦ Taliyah was the third champion released in 2016. She was created due to the need for a 'traditional' mage, particularly a disruptor.

✦ In Arabic, Taliyah is a word for, "The Queen."

✦ Yasuo dubbed Taliyah, "The Little Sparrow"

✦ Her father is a shepherd and leader of the tribe, while her mother is a pattern mistress.

✦ The reindeer from Freljord Taliyah references her tribe's background as shepherds.

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