Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
When Taliyah first came out, I was not sure where she would end up. After watching many different people play her in almost every role, I found the she was best in the jungle. Most people do not share my opinion on this matter. She is a control mage that has decent jungle clear with her E / W combo. She can get about 3-4 full Q's on to each camp if you space them correctly. I hope this build will show you that she can be very useful in the jungle.
Pros / Cons
+ Good Clear with E / W / Q combo
+ Ult can block of entire lanes from a distance and bring you with it
+ Multi-direction knock up
- Mages are squishy
- Most champs can jump over the wall
- Your E has a very short range and needs your W to be effective
Passive - Rock Surfing - Gives move speed when near walls and tower structures. Is most used in the jungle to get between camps and get to lanes pre-level 6 faster.
Q - Threaded Volley - Fire 5 rocks in a direction. You can move while the rocks fire (like Lucian ult) but can't change the direction after cast. Does AOE on inpact and can proc runic echoes on any of the 5 rocks. Gives good wave clear in the jungle. Makes worked ground when cast. If you cast over worked ground, it fires one rock and refunds half the mana. You also run faster on worked ground.
W - Seismic Shove - A multi-direction knock up. You can change the direction mid cast to send them in a specific direction. It defaults to just a straight up knock up. Use with E for max damage.
E - Unraveled Earth - Rock mine field that slows and explode after a few seconds or when someone is displaced (knock up, dash, etc). Use with W for maximum damage
R - Weaver's Wall - A semi-global Anivia like wall that you can travel with as you cast it. You do not have to travel with it but if you choose to, you need to press R again. You can use it to split the enemy team or block a lane.
Sorcery - Always good for extra damage even if it is only 2%
Expose Weakness - Adds extra damage to your laner when you gank (you have to hit the enemy). This is also good if you miss a part of your combo. You still land something, so you increase others damage to them.
Natural Talent - Extra damage for both auto attacks and abilitys
Oppressor - Good for your slow with E and others
Savagery - Always good to have extra damage in the jungle for clear time
Runic Affinity - Your buffs last longer so you get more out of blue and red
Secret Stash - Better potions that last slighlty longer
Meditation - Mana regen
Dangerous Game - When you kill someone or get an assist, you get mana and health. Can save you in lots of situations
Intelligence - 5% cooldown reduction and max of 45%
Precision - Penetration for ad and ap
Thunder Lord's Decree - Very good for bursting when ganking, counter ganking, counter jungling, or being invaded
Marks - magic penetration
Seals - Armor
Glyphs - Magic Resistance
Quints - Ability Power
A good, rounded rune page for early defense and penetration. it will hopefully help survive early. To me, runes are there to give boosts to either stats you are lacking in (Health, General Tankiness) or stats that you exel in (Damage, MoveSpeed, Cooldown, Ect.). Feel free to change runes as you see fit.
Buy starting items and get Q. Go to Gromp first and make sure you get a leash. Use Q around Gromp to make sure you get all five rocks. You can also kite him towards Blue so when he dies, you can get to blue faster and take less damage. If your champion is not standing on the worked ground, you get five rocks when you use Q. If you are standing on worked ground, you get one rock at half the mana. The ability icon will changed based on what ground you are standing on. This helps you know when you fire 5 rocks or just 1. After you finish the top side jungle (or just 2 of the camps if you have trouble) look to see if anyone is overextended on the enemy team. Gank pre-6 if necessary and/or if enemy's are in a prime position. Every time you finish a camp, check the status of the other lanes to see if you are needed. When you reach level 6, start making plays with your ult. Wall off lanes that have burned flash or use it to get there flash. It is up to you how you use your ult. You can just use the wall portion to help a lane while you keep farming, travel with the wall to increase the effectiveness of the gank, or save an ally/use it as an escape.
TL;DR for this guild
Follow the build path above, clear your jungle and try to gank overextended lanes pre-level 6. At level 6, gank with ult to block lane. Keep your distance because you are squishy (the health helps a little in extended fights but not for burst). Mid to late game, split enemy team with wall (if possible).
I will update this as updates come out and as I test. I hope you enjoy!