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Taliyah Build Guide by Etyrnal


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League of Legends Build Guide Author Etyrnal

Patch 7.14 : Etyrnal's Comprehensive Taliyah Guide

Etyrnal Last updated on July 18, 2017
Stream is Offline

Ability Sequence

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Ability Key Q
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Ability Key W
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Ability Key E
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16
Ability Key R

Masteries

12 Ferocity

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18 Cunning

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Threats to Taliyah with this build

Threat
Low
High
Show all
Threat Champion Notes
3
Aurelion Sol Difficulty: Easy (Details in Matchup Section)
3
Azir Difficulty: Easy (Details in Matchup Section)
3
Karma Difficulty: Easy (Details in Matchup Section)
3
Lissandra Difficulty: Easy (Details in Matchup Section)
3
Zyra Difficulty: Easy (Details in Matchup Section)
3
Ziggs Difficulty: Easy (Details in Matchup Section)
3
Galio Difficulty: Easy (Details in Matchup Section)
3
Katarina Difficulty: Easy (Details in Matchup Section)
3
Karthus Difficulty: Easy (Details in Matchup Section)
3
Cho'Gath Difficulty: Easy (Details in Matchup Section)
3
Malzahar Difficulty: Easy (Details in Matchup Section)
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Guide Top

Pro's and Con's


Pros


+ Massive Damage Combo
+ Excellent Wave Clear Abilities
+ Unique & Fun Ultimate
+ Easy Kiting Rylai's Crystal Scepter
+ Easy To Learn, Hard To Master
+ Unmatched Roam Potential
Cons

- Skill Shot Dependent
- Difficult to Escape Weaver's Wall
- Hard To Master
- Ultimate Does No Damage


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Abilities


Taliyah gains up to 20 - 40 (based on level)% bonus movement speed by moving near terrain or structures, which builds up over 1 second and decays over 1 second upon moving out of range. Entering combat disables Rock Surfing and places it on a 5 second cooldown. This cooldown is continuously refreshed while Taliyah remains in-combat.

Taliyah has a passive that is a very undervalued passive that I think many people over look and consider weak. It can sometimes seem tedious to use it to your advantage and it takes some time getting used to. Once you remember to use it, the passive helps in a multitude of situations.
ACTIVE: Taliyah unleashes 5 Stone Shards in quick succession in the target direction over 1.5 seconds, dealing magic damage in a small area X units radius wide around the first target hit. Targets hit by a Stone Shard take 40% damage from subsequent shards.

Casting Threaded Volley creates an area of Worked Ground 450 units radius wide around Taliyah that lasts 120 - 66 (based on cooldown reduction) seconds. While on Worked Ground, Taliyah gains 10 - 20 (based on level)% bonus movement speed, and only hurls one Stone Shard upon casting Threaded Volley, refunding half its mana cost.

TARGET RANGE: 1000
COST: 50 / 55 / 60 / 65 / 70 MANA
COOLDOWN: 9 / 7.5 / 6 / 4.5 / 3

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.

ACTIVE: Taliyah marks the target location and selects a direction. After 1 second, the ground erupts, dealing magic damage to all enemies hit and Airborne icon knocking them in the chosen direction for 1 second.
TARGET RANGE: 900
COST: 70 / 80 / 90 / 100 / 110 MANA
COOLDOWN: 16 / 15 / 14 / 13 / 12

This is our very critical ability. While it makes trading in lane easy, it's very critical to our kit in creating massive damage combos. It can be 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.

ACTIVE: Taliyah marks the target location and selects a direction. After 1 second, the ground erupts, dealing magic damage to all enemies hit and Airborne icon knocking them in the chosen direction for 1 second.

TARGET RANGE: 800
COST: 90 / 95 / 100 / 105 / 110 MANA
COOLDOWN: 16 / 14 / 12 / 10 / 8

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.

ACTIVE: Taliyah channels for 1 second before summoning a massive wall of spiraling rock that tears through the battlefield in the target direction, creating impassable terrain for a few seconds and Airborne icon knocking aside allied and enemy champions it passes through as it emerges.

TARGET RANGE: 3000 / 4500 / 6000
COST: 100 MANA
COOLDOWN: 180 / 150 / 120

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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Runes



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


3 Greater Quintessence of Ability Power. A standard quintessence for Mages.

9 Greater Marks of Magic Penetration. Also very standard Marks for a Mid Lane Mage, increasing your damage to targets with Magic Resistance.

9 Greater Seal of Sacling Health. Also very standard Mage runes that I use for a little bit of extra health.

3 Glyph of Scaling Cooldown Recution. 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.

3 Glyph of Magic Resist. This is an extra boost to our magic immune system in our mid lane matchups.


Greater Seals of Armor are great to use when facing an Attack Damage champion in the Mid Lane. If you know your going against an AD Champion, you can replace your Scaling Health Seals for some extra armor.


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Masteries


These are the main masteries I use on Taliyah. If you prefer to use Health Biscuits, you can. I personally prefer the extra 2% damage when no allies are around me.
I do however recommend Mana Biscuits when facing an Assassin!


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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

Q


Were going to max our Q first for maximum damage when landing it. This is our biggest damaging ability for all in's and for poking / trading as well.

W


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

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.

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


Ghost

I've been using the Ghost summoner spell ever since it's change in a patch around the summer of 2016, that put it on a shorter cooldown. This is what I would call the most effective summoner spell for Taliyah currently. It takes her from being an immobile champion (movement speed speaking) and makes her a now mobile champion. It can effectively be used as an escape, another way to kite better, and a quick way to get from one area of the map to another at a high rate of speed when Weaver's Wall is not readily available or you're not in position to use it. I recommend it as your primary summoner spell.


Cleanse

Ahri, Brand, LeBlanc, Lux, etc. All of these are great times to bring Cleanse. If you feel you don't really need it, no big deal, don't bring it. But don't hesitate to bring it against champions like those stated earlier.


Ignite

I'm just not a big fan of ignite. We thrive on our roaming and our double kills in the bot lane. If we land a kill in lane, we don't really need ignite, as our combo can do it effectively. Later into the game, Ignite is rather obsolete and you really don't want to be the Mage that wants to have to get into range of anyone to put ignite on.


Teleport

I would argue it's not nearly as effective as Ghost is for Taliyah, but it is still a viable option if you feel better having it or if it fits your team composition better. Nothing wrong with taking this summoner spell, but not as effective as Ghost would be.


Exhaust

This is a fine line. We take it in matchups that were a bit more outclassed in. Assassin's are a solid time to bring exhaust. It can also help to make landing your Seismic Shove much easier on mobile champions.


Barrier

I can't think of a really great matchup where you would benefit from using Barrier over Ghost. While it can sometimes be effective, we can move to Zhonya's Hourglass if we need a little bubble time to survive.


Heal

I just don't recommend it.

Summoner Spell Examples


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Matchup Section


Passive

This is fairly weak healing, but it still offers her some sustain in both lane and fights. It doesn't really give her a huge advantage over us.


Q

This is Ahri's main short CD damage. She will use this often in lane to harass us. Dodge it as best you can. Even if you are hit on the first time that it passes through you, dodge it on the way back out, as the true damage is substantial damage.


W

Shorter range than her other abilities, these lock onto you as long as you're in range of them and Ahri has activated them. The best way to avoid this damage is to keep your distance.


E

This is the reason that we bring Cleanse as our Summoner spell for Ahri. Getting hit by this charm early on may not be fatal but as the lane & game progresses, getting caught in a charm can be the end of you. Be expectant of it and avoid it. We also bring Stormraider's Surge in this matchup because of the charm. If you're able to get onto Ahri before she is on you, the Stormraider's Surge will increase your mobility to be able to dodge her charm and match her Spirit Rush mobility.


R

Ahri's ultimate offers her immense mobility, especially against us. Having Stormraider's Surge will help to increase our mobility to match her Spirit Rush. Remember to use Unraveled Earth against her, as the dash from Spirit Rush will cause your rocks to erupt, slowing her and causing her immense damage. When trying to land Seismic Shove during her Ultimate, wait until there is a slight pause in her mobility. There's a small window at the end of each dash that you will have a chance to land your Seismic Shove and throw her into your rocks. If you miss your Seismic Shove, I recommend to disengage the situation if possible.

Passive

Akali's passive is Twin Disciplines and her first two basic attacks are empowered. On her first attack, she will heal her and her second strike deals bonus damage to you. This offers her both sustain in lane and extra damage when she's on you.


Q

Akali's Q is Mark of the Assassin. Akali will "fling" her Q at you and you will see a purple circle rotating under your feet when you've been marked. The initial strike will deal damage. When Akali basic attacks you when you're marked, she'll deal bonus bonus magic damage to you. If you become marked, it's recommended to keep your distance from her, especially post-6. Akali can be bullied in lane by us pre-6 but post-6 becomes a new game and much in favor of her. Save your Seismic Shove and Unraveled Earth for a defensive play against her. If Akali see's that you've used them, she now has a clear window to engage you and there's not to much you can do about it at that point.


W

Akali will teleport to a location.
While inside this shroud, Akali will be invisible and have extra movement speed. It can be tempting to use your Seismic Shove and Unraveled Earth and try to guess her location but I recommend waiting out the invisibility and simply Q'ing into it if you have a good idea of her position. When she exits the shroud, see how she plays it. If you believe you have the window, combo her with your Seismic Shove and Unraveled Earth
but again be wary of missing. Akali will strike when she knows your abilities are down and will punish you hard for it.



E

Akali's E is Crescent Slash. When near you, Akali will spin around and damage you for both Attack Damage & Ability Power.If she is near you, it will be tough to avoid, but the damage is fairly small in comparison to the rest of her kit.


R

Akali's ultimate is Shadow Dance.
This is where Akali becomes tough. She can stick to you extremely hard. Something to be careful of is getting jumped on by her, then watching her back away and you use your Seismic Shove and Unraveled Earth. If you miss these abilities, she will immediately reengage you using her Shadow Dance. When Akali uses her ultimate, she will always land behind you. Line up your Seismic Shove and Unraveled Earth according to where she will land and begin your Threaded Volley. Also, Shadow Dance is considered a dash and therefore will proc your Unraveled Earth. A lot of players don't consider the damage this will do to them (especially in the late game). If you are able to time it, use your Unraveled Earth just before you dashes to you and then you can Seismic Shove her back to more unproc'd earth. This is a huge counter and combo against Akali, but remember that if played incorrectly, can be devastating and fatal to you.


Passive

Rebirth Info Here


Q

Flash Frost Info Here


W

Crystallize Info Here


E

Frostbite Info Here


R

Glacial Storm Info Here

Passive

Rebirth Info Here


Q

Flash Frost Info Here


W

Crystallize Info Here


E

Frostbite Info Here


R

Glacial Storm Info Here

Passive

Rebirth Info Here


Q

Flash Frost Info Here


W

Crystallize Info Here


E

Frostbite Info Here


R

Glacial Storm Info Here

Passive

Rebirth Info Here


Q

Flash Frost Info Here


W

Crystallize Info Here


E

Frostbite Info Here


R

Glacial Storm Info Here

Passive

Rebirth Info Here


Q

Flash Frost Info Here


W

Crystallize Info Here


E

Frostbite Info Here


R

Glacial Storm Info Here
Cassiopeia Text Here
Cho'gath Text Here
Diana Text Here

Passive

Ekko's passive is Z Drive Resonance. The third hit from Ekkos abilities or basic attacks will deal bonus damage and if the target is a Champion, it also give him bonus movement speed. When facing Ekko, try to count out his passive and avoid going after him if you know his Third strike is coming up.


Q

Ekko's Q is Timewinder. This ability is thrown out by Ekko and it comes out quickly. If hit by it, It will slow you and deal damage and after a brief delay of hitting you, it will wind back to Ekko, wherever his position is. If you're hit the first time, try to position yourself in a way that it will not hit you on the way back. It can sometimes be very telegraphed, so try to pay attention to what the Enemy Ekko is doing and expect his Q to come out. Having Worked Ground down on the ground will also help in giving you increased mobility to dodge his Q.


W

Ekko's W is Parallel Convergence. While this can seem easy to avoid, it can also come out of the shadows and catch you off guard. Any time Ekko leaves your sight, expect that he may be setting you up to walk into this. Normally you will hear the sound of it and you'll be able to clear the area, as well as see it early on. When Ekko is not visible to you, it will pop up quite suddenly and can be tough to avoid. Always expect that if he's missing, he may be setting it up. If you're caught in the fields circle when Ekko steps into it, he'll gain a shield and stun you. If you CANNOT avoid this, try to throw down your Unraveled Earth in the direction from which Ekko is coming in. It's likely he may dash across the rocks while coming into the circle and you will gain some damage against him while you're stunned.
The stun lasts 1.75 seconds, which can sometimes be more than enough time for Ekko to demolish you. Be very mindful of this ability, as it's a huge setup and win for him.



E

Ekko's E is Phase Dive. This is a dash and as such, your Unraveled Earth will deal damage to Ekko if he dashes across them.
Use this to your advantage to either zone out Ekko from Phase Diving you or to deal damage to Ekko when he does dash to you. Bare in mind when trying to use Seismic Shove
that Ekko's Phase Dive is a teleport & dash and he has some range when closing on you.
I recommend using your Unraveled Earth and letting him dash across it and then using your Seismic Shove to throw him back into your earth. If you feel like you've got a good read on him, you can always use your Seismic Shove to catch him before he dashes at you, but be wary if you miss it, you will be punished hard.


R

Ekko's ultimate is Chronobreak.
Any time you see a "Ghost" with Ekko, his ultimate is up. This can make it difficult to land a killing blow onto him and at times, almost forces us to avoid doing damage to him while his ultimate is up, because we don't won't to waste our time killing him, just for him to come back with full health. Try not to fall into this trap. Ekko is safe when his ultimate is up and when it is down, he may back down all together when he no longer can use it. A key way to play against his ultimate is to slowly widdle him down and not all in him. Follow his ultimate and health, to see how healthy he'll be if he does use it.
Avoid all inning him until you feel comfortable with forcing his ultimate and following up to kill him.

Fizz Text Here
Galio Text Here
Heimerdinger Text Here
Kassadin Text Here
Karma Text Here
Karthus Text Here
Katarina Text Here
Kayle Text Here
Kennen Text Here
LeBlanc Text Here
Lissandra Text Here
Lux Text Here
Malzahar Textr Here
Orianna Text Here
Swain Text Here
Syndra Text Here


Guide Top

Itemization & Purchase Order : Why We Build, What We Build

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

Core Build


Hextech GLP-800


Pro's : Healing from casting mana. Activate a slow. Lots of HP. Solves mana issue.
Con's : Not as early a power spike as Morellonomicon, but makes up for it in the end game.

Sorcerer's Shoes


Pro's : More magic penetration and move speed. We love that.
Con's : N/A.

Rylai's Crystal Scepter


Pro's : Slow, slow, and slow some more. Makes landing combo much easier. Hitting enemies with Threaded Volley allows for an almost permanent up-time slow.
Con's : Many people are beginning to argue that Taliyah no longer needs Rylai's and that they prefer to just go without Rylai's in some games. I however am a firm believe in it for every game, no matter the enemy team composition.

Liandry's Torment


Pro's : More health. More Magic Penetration to negate enemy Magic Resistance. Burn enemies for 6% of their health over 3 seconds. When combined with Rylai's Crystal Scepter, doubles to 12% of enemies health over 3 seconds because of the Rylai's slow. This is your tank killer item and you will definitely notice it.
Con's : Less about burst, more about damage over time. Excellent item against tanks, not so needed when you're way ahead. Can be replaced by more raw damage item such as Luden's Echo.

Void Staff


Pro's : More Magic Penetration. Seriously, when I say we love Magic Penetration on Taliyah, we LOVE it.
Con's : None, Zero. A must have for any AP Carry Mid Laner.

Rabadon's Deathcap


Pro's : I think it goes without saying an extra 120 ability power is an awesome power trip. Add 30% of more ability power based on our current ability power? We're in love.
Con's : Essentially, we just can't always build it. When ahead, it's a solid 3rd or 4th item (those times when you're snowballing hard and don't need Liandry's just yet.) Certain items that can take priority over Deathcap are Zhonya's Hourglass and Abyssal Mask.

The Battle of Hextech GLP-800 Vs Morellonomicon


The Hextech GLP-800 is a heavily debated item right now among Taliyah mains and many people still prefer to go with Morellonomicon. The reason for the switch to Hextech GLP-800 comes with trade offs; both positive and negative when weighing it against Morellonomicon. With enough experience on Taliyah, you'll begin to understand which item suits you best. Understand that you can rush either one of these items and you will still be in peak shape.

Hextech GLP-800 offers you a much tankier build compared to Morellonomicon. It also offers you some extra healing every time you cast spells, which seems almost unnoticeable but if you really pay attention, you do receive a noticeable and impactful amount of healing that can sometimes be the difference between life and death; especially in a 1v1. One of the best parts about Hextech GLP-800 that Morellonomicon does NOT offer is the Unique Active. Again, this can be used both offensively and defensively. The slow is rather short, but extremely impactful. If you are in the middle of a Q and you decide to use your active for an even bigger slow and your enemy decides to try to flash away, the slow from Hextech GLP-800 will make their flash away from you essentially obsolete (Assuming they don't flash an obstacle) and you'll quickly be able to catch up to them again and begin slowing them with another hail storm of Threaded Volley. This makes Taliyah the most difficult thing to get away from. Morellonomicon is a much more snow-balley item. It offers huge Cooldown reduction for our Seismic Shove and Unraveled Earth to get off even more combos. It also completely cancels out any possible mana issues we would have from a very early point in the game. It's also cheaper than Hextech GLP-800 and offers a ton of ability of power.

Again, it's heavily debated on which is better right now but ultimately, it comes down to what you feel comfortable with and how the item works best for you. Though I recommend Hextech GLP-800 as the Core mana item for Taliyah, Morellonomicon is still an excellent build path; and of course, we will ALWAYS build Morellonomicon when we need to mitigate heavy sustain / life steal / spell vamp champions (I.E. Vladimir, Swain, Soraka, etc.)

Rabadon's Deathcap Vs Zhonya's Hourglass Vs Abyssal Mask


This is the part that makes Taliyah seem almost less rewarding to play. Most Mages are able to build Rabadon's Deathcap in their Core Builds EVERY game. With Taliyah, we have to weigh each game differently. Are we ahead? Are we snowballing? Do we have a lane matchup that requires us to build more defensively? Does a certain team keep diving us in the backline and thus forcing us to again build defensively. As mentioned above, our Core build relies on a lot of Magic Penetration and Slows. When every thing that we as Taliyah needs is set, we're left with 1 item slot. The best way I say this is, when in doubt, go Tanky, whether it be with the extra Magic Resistance from Abyssal Mask or the extra Armor and Unique Active of Zhonya's Hourglass. While putting up huge numbers on our Q's and 3 shot combo'ing carries, it simply just can't work out for us every game. This is up to you to decide. I personally would say that I build Zhonya's Hourglass or Abyssal Mask about 80% of the time in my own games in contrast to Rabond's Deathcap. Remember, Kiting, Slows, Magic Penetration, and our Damage Over Time from Liandry's Torment is what makes us powerful, NOT raw ability power. Instead of instantly vaporizing, we lead them into an agonizing, burning, rock hurling, painful death that they simply just don't see coming.


Guide Top

Effectively Winning Lane & Applying Map Pressure

Taliyah shines when it comes to her laning phase and the map pressure she offers for your team. A key thing to keep in mind when playing Taliyah is that no place is to far for you to turn a 2v2 in a 2v3.

Laning Phase


When in lane with Taliyah, you don't need to be aggressive. You are a natural wave pushing champion and can do it effectively in most mid lane matchups. You can win trades effectively with your Q. To step it up a notch, you can trade with the full combo of your kit. The first step is to get a slow on the enemy, laying down your Unraveled Earth and then landing your Seismic Shove on the enemy back into your Unraveled Earth, followed by a solid Threaded Volley landing all 5 shots. This is a huge combo against the enemy laner. If they are keeping their distance, try laying down your Unraveled Earth and pausing before using Seismic Shove to effectively land your skill shot. Again, you can always trade with a Threaded Volley and you should safely win the trade with ease.

Example of Trading / Killing In Lane


When you find down time or your lane has been effectively shoved, you have a few options. Can you steal the enemy jungler's raptor camp? Can you take your own Raptor camp? Is there a possible roam to the Top or Bot lane that might yield a kill or effective pressure? This is your time to scan the map and find your next move.

Applying Map Pressure


One of the things we do extremely well is applying map pressure at a moments notice. With our Ghost Summoner spell, our movement speed passive, and our Weaver's Wall, no fight is to far for us to turn the tide in. Remember to glide the walls to your location using Rock Surfing for a quicker approach to your destination. Be mindful of which enemy champion still has Flash available for your Weaver's Wall and plan accordingly. Do not forget that certain enemies can dash past your wall (Lucian, etc.)


Taliyah In Lane Videos


Guide Top

Weaver's Wall : The Do's, Do Not's, and How

Does our ultimate need it's own section for explanation? Absolutely. This is a game changer in a variety of ways when driftin' on the rift. Weaver's Wall allows you to be any where the second you feel like being there. It can do some of the following for you and your teammates.

- Effectively roam out of lane and show up in another lane, while cutting off an escape route for the enemy.

- Save team members who might be under chase from the enemy.

- Cut out the enemy team from objectives. Dragons, Barons, Towers, and Inhibitors can become simple to secure with a well placed wall.

- Cut out the enemy team from team fights, shutting down an enemy carry from even joining the fight. We don't just peel the enemy, we're the bouncer of the club and were not letting the enemy ADC in.

Example 1 : Cutting Enemies Off With Weaver's Wall

Example 2 : Cutting Enemies Off With Weaver's Wall


Guide Top

Taliyah Changes By Patch

7.13 Bug Fix


Taliyah's W - Seismic Shove is no longer missing VO lines

7.9


Taliyah Magic resistance growth increased to 0.5 from 0.

7.5 Hotfix


Threaded Volley - BUG FIX: Fixed a bug causing Worked Ground visual indicator to last past the duration of the effect for enemies.

6.24 Mid-Patch Hotfixes


Q - Threaded Volley
DAMAGE 60/80/100/120/140 ⇒ 70/95/120/145/170
RATIO 0.4 ability power ⇒ 0.45 ability power
DAMAGE FALLOFF Rocks after the first deal 50% damage ⇒ 40% damage

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
ABILITY POWER 100 ⇒ 75
SLOW 20% for 1 second in all cases
Liandry's Torment
TOTAL COST 3200 gold ⇒ 3100 gold

6.20


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.

6.18


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.

6.15


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

6.14

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)

6.11

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

6.10

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

6.10

Taliyah Released to Live Client.


Guide Top

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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Champion Skins

Classic Taliyah Splash Art (Released May 18, 2016)


Freljord Taliyah Splash Art (Released May 18, 2016)