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Taliyah Build Guide by Etyrnal

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League of Legends Build Guide Author Etyrnal

(v7.8) Taliyah, The Stoneweaver :: In Depth Guide

Etyrnal Last updated on April 24, 2017
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Ability Sequence

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Ability Key Q
3
14
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Ability Key W
2
8
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Ability Key E
6
11
16
Ability Key R

Masteries

12 Ferocity

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18 Cunning

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Threats to Taliyah with this build

Threat
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Threat Champion Notes
1
Orianna Very easy for us. She can be very predictable, her roam is no where near ours and we can win trades super easy, while shoving her into her tower.
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Introduction to Guide

Taliyah, The Stoneweaver :: Mid Lane Guide by Etyrnal

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My summoner name is Etyrnal and I play in the North American 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. In season 7, I've now climbed up the ladder to Gold 1.

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 team fights 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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Pro's and Con's


+ Great Damage Combos

+ Unique Team Fighting Ultimate & Objective Control

+ Great Control and Easy Kiting

+ One of the best Mid Lane Roamers

+ Able to Carry Games

+ Easy to Learn, Hard To Master

+ Excellent Wave Clear and CS'ing
- Farm Dependent

- Skill Shot Heavy

- Countered by high mobility

- No Escape Other than Weaver's Wall (Mitigated by Kiting)

- Requires Excellent Positioning And Map Awareness


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Abilities

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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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


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)
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 :: x3 (+10.03% 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.

Greater Glyph of Magic Resist :: x3 (+4.0 Magic Resist). This is an extra boost to our magic immune system in our mid lane matchups.

Valuable Options


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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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

Threaded Volley (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.

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

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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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 Scepter.

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 Scepter


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 Scepter 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 Scepter 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.


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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


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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


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Taliyah Changes By Patch

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.

6.17


None

6.16


None

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.


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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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Champion Skins

Classic Taliyah Splash Art (Released May 18, 2016)


Freljord Taliyah Splash Art (Released May 18, 2016)