get
prime

Taliyah Build Guide by XeroKimo

1K
Views
0
Comments
0
Votes
League of Legends Build Guide Author XeroKimo

Taliyah Patch 6.11 Build

XeroKimo Last updated on June 3, 2016
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

1
4
5
7
9
Ability Key Q
3
10
13
15
18
Ability Key W
2
8
12
14
17
Ability Key E
6
11
16
Ability Key R





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.



Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
5/
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
5/
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Taliyah with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Yasuo Yasuo's windwall does not block your E, so if he ever starts dashing, he'll have to think twice before engaging on you. His W also doesn't block Taliyah's W so if you ever land it and put him on top of your E, he'll be in for a whole lot of dmg
Guide Top

Introduction

Hello I'm XeroKimo, Gold 3 in NA, this is my first guide so some feedback will be appreciated.

I picked up Taliyah 1 week after release, for why I picked her up is because I love playing the supposedly weak champions and find ways to make them strong. I currently have a rank 3 on her and been playing her pretty often


Guide Top

Laning phase

In lane, you'll want to keep your worked ground to a minimal, your main damage tool is your Q, and to maximize the effectiveness means to be able to use all 5 volleys. Stand at the very edges of your worked ground so you can easily step in and out of it when you're prepared to trade.

At level 3, depending on the match up, you can go pretty aggressive. I suggest using quick cast without an indicator so her skills don't feel clunky. Walk up to your opponent close enough that your enemy is either at the very edge of the your E or they are on top of it, during the animation of your E forming, cast your W and as fast as you can, into the direction of your E to maximize the damage, follow it up with your Q on unworked ground and you'll deal a **** ton of damage.

If you're on the defensive, don't worry too much about worked ground on your side of the lane, as long as you don't miss farm you can still be relevant.


Guide Top

Mid-game

Once you hit level 6, you can look for ganks in allied lanes, your ult has a pretty decent range at lvl 1 and at lvl 2 the range of the ult can be well out of sight from wards near lanes. When you ride the ult, if the enemy is running away to try and get on the other side of the wall, you should jump off on the opponents side of the lane so you can continue to cut off your opponents safe retreat, if they started to run in a different direction, don't be afraid to collapse the wall to give chase, if they plan to continue fighting by the time you get there, then you jump off on the allied side of the lane so you don't cut yourself off the fight.

Your ult doesn't have much use except to cut off enemies from joining/retreating or joining in a fight so late game there isn't much of a different story.

Small tip: you can use your ult to cancel dashes and channeled abilities, so if you time it right, you can save yourself or an ally from a dash or channeled ability from afar, though it's extremely hard to pull it off


Guide Top

Late game

You don't want to be aggressive without vision, though you can easily kite the enemy for 45% cdr, it's still better to be safe. At this point of the game, you can pressure your enemies if your team is pushed as with 45% cdr, your Q is on at 2.2 second cooldown which pretty much means by the time you fire all 5 volleys, it's up again. Your E and W are on a 4.4 second cooldown. As your E last for 4 seconds, it's pretty much always up.