Taliyah Build Guide by Fentoniia
[9.2] OP Taliyah / GOD Tier Jungle - IN-Depth - StreamBy Fentoniia | Updated on January 27, 2019
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Hi everyone, I'm Zyrkin, and this is my Taliyah Guide. I worked hard to make this guide the best I could, and I would appreciate any and all feedback that you guys may provide. Taliyah is a fantastic champion, and she is by far the only stonebinder champion - she doenst get picked that much nowadays - so i wanna show u my guide.
Without further ado, I present to you, my dear readers, my Taliyah guide. I put a fair amount of effort into this guide, so I do implore you to reconsider any downvotes pending the actual trial and testing of my guide that I imagine you are planning to do. And above all, thank you for taking the time to read this Taliyah Guide.
In the Jungle the best choice, but the Sorcery tree is much better for Taliyah Mid Lane. This will add to her burst, and make her damage output much higher than normal, but lacks utility.
✦ Cheap Shot
Cheap Shot is alright, and while I'm not sure, if it does work with Rylia's then this is probably one of Taliyah's better runes
✦ Eyeball Collection
Helps snowballing early game due to your passive and wall roams. Great for ending a game early.
✦ Ravenous Hunter
The extra healing on this is pretty good as well and is a pretty good addition to Taliyah's survivability.
Movement speed works really well with Phase Rush and kiting/chasing enemies with your Q.
Synergizes well with Celerity and her other items, but isn't as good as the other options, in my opinion.
|Rock Surfing (Passive): Taliyah gains movement speed near walls.|
Threaded Volley (Q): Taliyah throws a volley of missiles in a target direction, moving freely as she does. This works the ground below her. If Taliyah casts Threaded Volley on worked ground, she only throws one missile.
Hurls 5 rocks in a direction, each dealing 70/95/120/145/170 (+45% Ability Power) magic damage. Subsequent hits on the same champion deal 60% reduced damage. Creates Worked Ground for 0 seconds.Casting Threaded Volley on Worked Ground only hurls one rock but its cost is reduced to 1 mana.
Seismic Shove (W): Taliyah causes an area of ground to erupt and throws enemies within in a direction of her choosing.
Taliyah targets an area. After a short delay, enemies caught within the area will be pushed and dealt 60/80/100/120/140 (+40% Ability Power) magic damage.You can control the direction enemies will be pushed by clicking and dragging your mouse in a line.
Unraveled Earth (E): Taliyah creates a slowing minefield that explodes if enemies dash through it or are pushed/pulled through it.
Places a field of dash-sensitive traps that deal 50/75/100/125/150 (+40% Ability Power) magic damage and slow enemies in the area by %. After 4 seconds, the traps explode, dealing damage again.Enemies dashing, being pushed, or being pulled through Unraveled Earth will trigger traps, taking 0 (+0) magic damage from each trap (maximum 4, each hit after the first deals % less damage).
Weaver's Wall (R): Taliyah creates a very long wall and then surfs it.
Cast once to create a wall. Recast immediately to ride ahead of the wall. Moving or receiving damage will cause Taliyah to stop.Weaver's Wall lasts for 5 seconds. Deactivate this spell to break the wall early.
Rock Surfing: While out of combat, if Taliyah is moving near a wall she will gain increased movement speed
Any damage taken or dealt will remove the passive, and it will go on cooldown
Taliyah's basic attacks stop the passive, but if the target is to die before the projectile hits then the passive is not consumed
Threaded Volley (Q): Casts 5 rocks, rapidly, in a direction for 1.5 seconds. Only one if on Worked Ground (see below)
Deals damage in a small area around the target hit
Targets hit take 50% less damage from each next rock
Creates Worked Ground, which is an area that grants Taliyah bonus movement speed, but can only cast one rock of Threaded Volley when standing in the area. Also, recasting on worked ground refunds half of the mana cost
Seismic Shove (W): Taliyah selects an area and erupts the ground, shooting whatever is on the surface in a chosen direction
Counts as a knock-up
Combo Seismic Shove with Unraveled Earth for more damage
Good use for getting picks, knocking champions over your wall, or peeling for yourself or teammates
Unraveled Earth (E): Scatters 18 boulders in a cone shape dealing damage on cast
Boulders slow enemies on cast and last for 4 seconds. They deal damage as on their departure
If enemies dash, or are knocked through, the rocks they take damage, dealing 50% after the first boulder, and 15% less for each next boulder (minimum of 55% damage)
Weaver's Wall (R): Channels for 1 second and then casts a wall in a target direction
If recasted (on initial cast), Taliyah can ride the wall
Any movement commands or damage will knock Taliyah off the wall. The side she jumps off of depends on where the movement command was executed, and if their is large terrain in the way.
If reactivated (after initial cast) the wall will be destroyed
Hunter's Talisman - Great for sustain in jungle (health and mana)
Refillable Potion - Gives good sustain and helps with ganks and resetting back to your jungle without having to spend gold on potions.
Enchantment: Runic Echoes - Great for the first item. AP - CDR
Sorcerer's Shoes - Can be switched out for other choices, but the magic pen. is good when having to get to get your early core.
Morellonomicon - Gives sustain when building, and great stats when finished. Extra AP and mana, along with 20% CDR
Rylai's Crystal Scepter - Slows enemies allowing you to kite, or chase extremely well. With max CDR and this item making picks, and kiting is much easier, and a pain for enemies to deal with.
Rabadon's Deathcap - Adds huge damage to Taliyah's kit, allowing her to stay present throughout the game
Void Staff - Works extremely well against comps stacking magic resist. Will feel like nothing was even there.
Liandry's Torment - Applies a burn and gives good sustain and damage. The extra magic penetration also helps damage stay present while building/finishing this item. Works best into heavy HP champions due to it's % current health damage.
Hextech GLP-800 - Adds an extra slow and gives tanky stats. Works well as a replacement for Morellonomicon and/or Rod of Ages. The active also gives a surprising amount of damage that's not on a long cooldown.
Hextech Protobelt-01 - Can be used to animation cancel, add to burst, and even redirect the direction of your Threaded Volley if you position incorrectly.
Zhonya's Hourglass - Best used into hard AD enemy teams and assassins (Ex: Zed, Talon, etc.) or those with hard engages that can take you out of a fight. Can keep off a lot of damage and allow you to stay alive and help your team. If you don't have a proper front-line, or are being focused, this is a good buy.
Banshee's Veil - Good against burst AP champions (Ex: Ahri, Syndra, etc.) to reduce their damage, and against comps with CC. Also, good against teams with hard engage, or pick potential (i.e, Ashe, Varus)
Sorcerer's Shoes - Early magic penetration used in most circumstances. If building Zhonya's Hourglass or Banshee's Veil this option will give the magic penetration you need when behind an item.
Mercury's Treads - Helps into heavy CC match-ups, and heavy AP comps. Is also useful when not building hard MR items and need a bit of safety.
Ninja Tabi - Helps deal with heavy AA (auto-attack) teams, and heavy AD. Similar to mercury treads, can help stay safe if not building other defensive items.
Boots of Swiftness - Good for early spike, and to match champions like Aurelion Sol. Slow resist and extra movement speed makes it easier to dodge skill shots, and for slows to be less punishing.
Ionian Boots of Lucidity - Good for early spikes when you won't be needing magic penetration, and you aren't buying Zhonya's Hourglass or Banshee's Veil (would over-cap CDR). CDR allows for more frequent roams and the ability to spells up more often.
Item Comparison and Build Tips:
Hextech GLP-800 VS. Rylai's Crystal Scepter :
The ability to constant slow on Rylai's makes it a very useful item, but lacks damage and stats that other items bring to the table. If you're ahead Rylai's can be a good item as an early game snowballing tool, or if you need a slow and you don't have the gold to build GLP. The slow on GLP isn't as effective as Rylai's but gives more damage, tankiness, and mana, but is also more expensive.
Rod of Ages VS. Morellonomicon :
Morellos will give you extra CDR, mana, mana regen, and AP
Rod of Ages will give you extra health, mana, and AP
RoA is better against high burst enemy team comps and gives you a similar mana pool to that of morellos
Morellos cuts down on the healing done by champions (when the champ is below 35% health). It also give 20% CDR which will help casting your abilities more often and allowing for more damage, and kiting potential.
Banshee's Veil VS. Zhonya's Hourglass :
Banshee's Veil is great against AP assassins or heavy engage, CC champions like Sejuani. It is great for avoiding getting picked by hard hitting abilities or hard CC, and can help keep you alive to turn the tides of a fight. Zhoyas is also good for getting engaged on by "undodgable" or non-CC heavy engage, like Jarvan Ult. It's also good for den
I usually grab boots to counter my lane opponent, or whatever best fits the game (a lot of CC = mercs, a lot of auto damage = tabis) and build the opposite resistance item after I finish Liandry's Torment, before if I need it.
Behind against AD:
Behind against AP:
What to do in the Early Game?
The best thing to do before the laning phase starts is to watch the map for invades, and be trying to find where the enemy jungler starts. If you see bot lane arrive to lane early then you can guess that the jungler started top side. If the top laner is also there early, then they most likely started raptors and the ward that I will tell you to place level 1 can go on either side of the lane rather than in the raptor pit. The only exception for this rule is if the jungler doesn't need a leash (i.e., Ivern, Shaco), in which you can still place the ward at raptors after the first push, or use it to search for them early.
The main objective is to shove the lane by using Threaded Volley on the back caster minions, followed by one auto attack. Finish the melee creeps by autoing them down, and move forward to place a ward on the enemy raptors. The reason for the shove is to be able to fain the ability to walk up and ward raptors. Also, because of your lane pressure, you will also be able to situate yourself around where the jungler could be (i.e., invading, level 2 gank, etc.). This thought process will allow you to position and think ahead to what you will do when reaching level 2, and onward.
** If the enemy jungler has early game pressure off a red buff (Ezreal) be wary of running into them, and avoid going for the ward in raptors, but just on the side at the start of the laning phase.
By this point your goal is to account for jungler positioning, where you want the lane to be (match-up dependent), and what your goal for the early game is going to be. If the jungler's raptors are gone, or they're taking the then you can usually make an educated guess on their position around the map. If the enemy can't clear raptors early, or they're taking them when you ward you can use that information. Here's what to do when you approach the raptors and ward:
Raptors there and/or the jungler struggles with them? Either save ward for a different spot or place it to check if they attempt and get chunked, and then ping to give information based on what you know. This allows your jungler to also get information to either invade, ward, and path differently.
They're taking raptors? Check which buff they have and their HP. If they're low and your jungler is near, look for an invade. If they're not just ping and think about where they will path next, based on their buffs, and their CS. You can tell what camps they took based off of how many creeps they have killed, what buffs they have and where they're moving. They could path down into krugs after and 3 camp to gank bot, or invade.
Raptors gone? Most likely a start on raptors into red and then blue. Either way stick to the opposite side, or towards your jungler if their route is in the same direction.
** Important to note that jungle clears are not all static, and they can change based on many factors (your jg position, enemy camps, and lanes that can be ganked) While this is hard to keep in mind, practice and vision are key in getting the best idea of what the enemy jungler has done and will do.
From this point play around the information you have and watch the map for the jungler's positioning. For laning phase, try to poke out the enemy and hold as much mana as you can to match, or beat their lane pressure through shoving. Trying to create a situation where you can make your jungler want to gank, is the best case scenario.
If you get low on health or mana, look to shove and back before the enemy can match your clear. If you can't shove try to have your jungler hold the lane and back for what you can. If you can stay in the lane, but are lacking mana wait to regenerate it, or back in a spot that will lose you the least amount. This situation is also something that can be prevented by playing the lane with this situation in mind. The best way to solve these unfavorable situations is preventing them from ever happening in the first place.
Either way the lane goes you do want to back around level 4-5 for a The Dark Seal, Refillable Potion, and Boots of Speed. Other options would be looking for a Lost Chapter to help you shove more efficiently.
If the lane is even, or in your favor, you can stall your back and force the enemy out of lane, or farm until you have a comfortable gold amount. Also, keep in mind the earlier tips to prevent the lane from going out of your favor. Taliyah's early-mid game spike is her strongest point, so try and make use of your time.
If you haven't backed yet, look to do so soon as you're most likely sitting on 1k+ gold. If you're allowed to back and then regain lane pressure look to roam off your item spike. If you get back to lane last, initiate your push and start moving to look for roams. You don't want to perma-shove lanes, and should only do so when a lane can be, or will have an opportunity to gank. Some lanes won't allow you to push as hard as you may like, so balance out trading, csing, and avoiding getting ganked. As long as you stay alive, and in control of the lane, you can make an impact. Roaming isn't your only option, but sometimes controlling the enemy laner from getting fed is by playing patient and looking for any opportunity to accelerate your position in the game.
What to do in Middle Game
A: Level 6-15:
From this point on the game revolves around how well you can pressure the map and make use of you kit. The ideal situation is to shove and roam to create pressure, keep watching the jungler's position, and make yourself as much as a threat as possible. Again, you do not have to always shove, but just be looking for when you can get a roam in, or help invade with your jungler.
Roaming will be explained more in the "Roaming Guide" section on why and when to do specific actions.
As the game moves into the late game, trying to snowball a lead, or cushion any deficits, will help you end the game quickly, or allow you to stay afloat while looking for opportunities to catch back up.
What do do in Late Game?
A: Levels 15-18:
Once the game starts to reach late, Taliyah's pressure will start to fall off up until the point where everyone has the same items, or better scaling. Her short abilities range makes engagements more manageable behind a frontline, but will also need some backup as damage output late game will not be as strong.
As for wall usage the general idea is to use it to block off objectives, split enemy teams, create windows of opportunity to engage, or save teammates from getting picked. Your wall is a lot of your late game pressure, outside of your general damage, so making good use of it is important.
Looking for follow up on friendly CC, peeling your backline, or making picks with your team is the best way to maximize your pressure and look to end.
The section "Different Ways to Use Your Wall" will help explain more in-depth into wall usage late game.
Tips playing and laning Taliyah?
A: Types of playstyles are determined by your matchup, enemy team comp, and your team comp.
Aggressive, if the lane is easy, and/or the junlger isn't much of a threat
Passive, if you are in a farm lane
Defensive, if you have been counter picked, or the enemy jungler is an early game threat (Ex: Lee Sin, Zac, etc.)
These playstyles are just for generalizations, as you can rotate between them no matter what the matchup. The key to this is to know when to play aggressive, passive, or defensive. If your opponent can't trade, is going for CS, or does't have cooldowns, then feel free to go agressive. If you see the enemy jungler on a ward, and think they're somewhere near by, don't bother engaging. If it's a farm lane, you have more focus on your CS and wave control, so use that knowledge to pressure with roaming.
Always be aware of the enemy postions on the map, with warding, and listen for pings.
Also, make sure you know how to control your lane in order to help make bad situations easier, and good ones even more favorable.
Here's a video by **** Huap, about lane control if you struggle with it. It's extremely well done, and can even teach you some things you may not know/remember about lane control.