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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Rock Surfing (PASSIVE)
Taliyah Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Annie
An Absolute nightmare of a lane. Poke when you can, but be wary of the stun and flash-ult post 6. Best to get a jungler to help you handle her.
Ideal
Strong
Ok
Low
None
Introduction




All in all, this is an in-depth guide with videos coming to show you all the tips and tricks of playing

My first reaponse to this is why not? But on a real note,
Taliyah is a great duelist, and even better ganker/kiter, and a solid zone control sustained damage mage. Her utility to disrupt enemies and teamfights makes her invaluable at every stage of the game. She brings consistant damage, CC, utility, and map movement. Upon mastering
Taliyah, you'll have one of the most underrated but best mid laners to chose from!


Pros!
-
-Excellent kiter
-Excellent ganker
-Zone control with E and R
-Chasedown after rylai's is second to none.
-With this build, tanky enough to get into the fray and take full advantage of her kit.
-
-Weak early game
-Squishy til you get your core items
-No means of escape if being attacked
-Needs to be close to melee range to maximize damage output.

Standard rune page. 9x Mark of magic pen, 9x scaling Health, 9x scaling cooldown, 3x quint of AP.
As for Masteries you'll want to go 12/18/0. These choices are all pretty self explanatory so I won't go into detail as to why this is as it is. They key choices here are




In the ferocity tree,




Passive:
Rock Surfing: When out of combat, Taliyah builds movement speed whenever traveling near walls.
Pretty self explanatory. Use walls whenever you're out of combat to go faster. Stacks with worked ground!
Q -
Threaded Volley:
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, dealing 60/80/100/120/140 (+40% Ability Power) magic damage in a small area around the first enemy hit. Subsequent hits on the same unit deal 50% reduced damage. Creates Worked Ground for 0 seconds.
Taliyah gains [0]% movement speed on Worked Ground. Casting Threaded Volley on Worked Ground only hurls one rock but refunds 50% of its mana cost.
The bread and butter of
Taliyah's kit. Each rock has the potential to do AOE damage. Managing worked ground is key, so much so, I made a whole section of this guide dedicated to that mechanic. It's the next section of the guide. Be absolutely sure to check it out.

W -
Seismic Shove:
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.
This is your main utility spell. Use this to set up a combo into your E, escape potential ganks and unwanted assailants, and toss people over some smaller walls. The main use of this spell is to proc the latter half of your E, and can be used two ways. You can lay your E out first, and then
Seismic Shove them into it, as I usually do, or use
Seismic Shove first and cast E while they are mid air. Whichever way works for you is the way you should do it. Reference videos below for combos and an idea of popping enemies over walls.

E -
Unraveled Earth:
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 70/90/110/130/150 (+40% Ability Power)magic damage and slow enemies in the area by [0]%. 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 [0]% less damage).
This move, in combination with
Seismic Shove, is where
Taliyah's burstiness comes from. Mainly used in combination with
Seismic Shove, it can also be used as a zone denial against ganks and more agile champions, denying them areas of engagement or retreat.
Here's a video of a nice EW Combo play.
Here's one more video of EW Combo, and the potential to burst when you're ahead.

R -
Weaver's Wall: The Stone Weaver 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 6/7/8 seconds. Deactivate this spell to break the wall early.
One of the most useful utility ults in the game,
Weaver's Wall is an excellent tool for multiple reasons. It can be used to travel great distances at the press of a button. I most commonly use it to gank bottom as soon as I hit 6. It's hard for the enemy to keep tabs on and prepare for a
Weaver's Wall gank because you can start it outside of normally placed wards and get in range before most have time to react. You can also use it to escape bad sitatuions, provided you can separate yourself enough to cast it. It does have a small wind up time, and any damage taken will stop you from being able to ride it or knock you off the wall if you're already on it. Lastly you can use it as the ultimate for of denial, casting it on a run in enemy team to pick them clean after a teamfight, or to secure an objective such as dragon by walling off all jungle paths and making them either flash, use a movement ability, or go completely around.
I have two videos to share with you regarding
Weaver's Wall. The first one is of a very well planned gank. The best thing you can do if you plan to gank with
Weaver's Wall is to plan your assault from somewhere usually unwarded. As you'll see in this video, I started my gank above the dragon pit. Usually out of sight of wards early game, giving the enemy bot lane very little time to devise a plan against my gank.
The second is a chase down. You can use
Weaver's Wall as a means to chase down enemies who seem to have given you the slip. After chasing down this
Lee Sin, i decide to siege the turret by myself and put some damage on
Twitch. When
Blitzcrank comes to gank me, I don't freak out. I used my already worked ground to my advantage, and kite them to a point where I can do the most damage until my team decides to help me, and all-in-all walk out with 2 kills and an assist.

Pretty self explanatory. Use walls whenever you're out of combat to go faster. Stacks with worked ground!




Hurls 5 rocks in a direction, dealing 60/80/100/120/140 (+40% Ability Power) magic damage in a small area around the first enemy hit. Subsequent hits on the same unit deal 50% reduced damage. Creates Worked Ground for 0 seconds.

The bread and butter of


W -



This is your main utility spell. Use this to set up a combo into your E, escape potential ganks and unwanted assailants, and toss people over some smaller walls. The main use of this spell is to proc the latter half of your E, and can be used two ways. You can lay your E out first, and then



E -


Places a field of dash-sensitive traps that deal 70/90/110/130/150 (+40% Ability Power)magic damage and slow enemies in the area by [0]%. 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 [0]% less damage).
This move, in combination with



Here's a video of a nice EW Combo play.


R -

Cast once to create a wall. Recast immediately to ride ahead of the wall. Moving or receiving damage will cause

One of the most useful utility ults in the game,


I have two videos to share with you regarding









In lane, it's a good idea to make a trail of Worked Ground down the middle of the lane, to have the edge on engagements when you decide to go in, or as a means of escape if you get engaged on or ganked. Also remember to stay as close to the edge of already worked ground to maximize the amount of ground being worked. Keep in mind that that precise mouse movements can allow you to get in between seemingly small areas of worked ground. If you plan to push a lane, make use of the 5 stone Q to quickly mm lower minion health and push faster. If you're priming a junglengank, last hit with auto attacks and Q from worked groud, throwing only 1 and reducing the mana cost. Managing worked ground effectively and efficiently separates good


Probably the most important part of this guide. I look around at different builds for
Taliyah and they all relatively seem to be one and the same. The difference here is I prefer the tankier build, and unlike most builds I'd normally suggest for mid lanes I play, cooldown is not the way to go. I repeat, cooldown is not the way to go on
Taliyah. If you use the runes I laid out earlier in this guide, you'll have the perfect amount of CDR for
Taliyah. Now, you may end up with a little more depending on what build choice you take, but there is no need for 40% CDR on
Taliyah because you'll be making worked ground much faster then it disappears. It's just not a good trade off.
That being said, the first item should always be
Rylai's Crystal Scepter. This is the most important part of your build. Once you get this, if you catch an enemy out with even half of your
Threaded Volley, it's almost a guaranteed kill, unless they flash or otherwise use movement to escape. It also helped to set up the burst of
Seismic Shove +
Unraveled Earth. Your first back you should at least be able to buy
Blasting Wand, but if I can help it, I usually try to stick around for an
Amplifying Tome too. As soon as you get the gold for the completed item, go back and buy it. As an idea to see just how easy
Rylai's Crystal Scepter makes setting up kills, see the video directly below. This also gives credit to this tankier build, being about to turret dive and finish off kills.
Second item to finish is
Sorcerer's Shoes. Magic pen is a key part of why this build is so potent.
Third is
Rod of Ages. A good goal to keep in mind is I normally complete these first 3 items by the 17-20 minute msrk. If you are up in lane, and feel like you have an advantage,
Blasting Wand should be the first part of this you buy. If mid lane trades are hard, you fear jungle ganks, or just wanna play it safe, pick up the parts for
Catalyst of Aeons and finish that first.
Fourth is
Liandry's Torment. If you thought up to this point you were doing fantastic damage, just you wait.
Haunting Guise is the part of this you should build first, for the magic pen. Once you finish this item, any squishies you come across will die almost instantly and tanks will be shredded.
Fifth is the situational slot. Generally, I pick up
Void Staff here. Adds a ton of damage from the final dose of magic pen. If you're facing a hell of a lot of AP targets or a fed AP assassin,
Abyssal Mask should be substituted in place of
Void Staff. Conversely, against a team full of AD/fed AD assassin, substitute in
Zhonya's Hourglass.
Last item, is
Rabadon's Deathcap. The item almost every single mage wants. Will provide the late game spike in damage you'll need. If you get so far ahead that the game is in your favor by a landslide, build this before the situational items above.
Normally, other guides start with a list of other options to trade in in rare circumstances. I won't do that. I'm confident that this build is the best after my hundreds of games with
Taliyah.




That being said, the first item should always be









Third is



Fourth is


Fifth is the situational slot. Generally, I pick up




Last item, is

Normally, other guides start with a list of other options to trade in in rare circumstances. I won't do that. I'm confident that this build is the best after my hundreds of games with







Here's a video of how a good play looks 1v1 mid lane. Keep in mind watching the placement of all the spells, but most importantly, watch where I cast





This first video is a great video to show great positioning, not only of


I want to thank you all for your time, in checking out my guide for my favorite league champion,
Taliyah. I hope you enjoyed what your read and that it helps you further your game on a very underrated champion. If you have any comments, questions or concerns, please, feel free to comment or contact me! Thanks again for reading/rating/commenting, whether good or bad! See you on the rift!

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