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Taliyah Build Guide by StartingPlayer

AP Carry [S6] Simplified Guide to Taliyah - STONE EM TO DEATH

AP Carry [S6] Simplified Guide to Taliyah - STONE EM TO DEATH

Updated on June 10, 2016
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League of Legends Build Guide Author StartingPlayer Build Guide By StartingPlayer 7,176 Views 0 Comments
7,176 Views 0 Comments League of Legends Build Guide Author StartingPlayer Taliyah Build Guide By StartingPlayer Updated on June 10, 2016
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Exhaust

Exhaust

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

Hello and welcome to my mobafire guide to Taliyah Taliyah is a mid/top laner mage that has a lot of crowd control in her kit that can turn around team fights in an instant. I am here to help to show you everything that has to do with Taliyah from runes, masteries, items and laning/teamfighting. Let us first go through her Skills in an in-depth summary.



Rock Surfing

Taliyah gains up to 20 - 40 (based on level)% bonus movement speed by moving near terrain or structures, which builds up over 1 second and decays over 1 second upon moving out of range.Entering combat disables Rock Surfing instantly and for the next 5 seconds, refreshed upon staying in combat.

Taliyah's passive is not the best but still adds great utility to her kit. When she is close to any wall/structure she gains movement speed based on her level, but can not use it if she is in combat. She has to be out of combat for a minimum of 5 seconds.






Taliyah unleashes 5 Stone Shards in quick succession in the target direction over 1.5 seconds, dealing magic damage in a small area X units radius wide around the first target hit. Targets hit by a Stone Shard take 50% damage from subsequent shards. Minions receive 50% bonus damage. Casting Threaded Volley creates an area of Worked Ground X units radius wide around Taliyah that lasts 140 - 77 (based on cooldown reduction) seconds. While on Worked Ground, Taliyah gains 10 - 20 (based on level)% bonus movement speed, and only hurls one Stone Shard upon casting Threaded Volley, refunding half its mana cost.


Essentially what her Q does is throw a 5 rock projectile while being mobile while being cast (such as Lucian's ultimate) after she uses her Q, there will be a circular carving on the ground where she gains bonus movement speed and stays on the ground for a set amount of time (based on level). If she were to reactivate her Q while in the circle, she only throws 1 stone and refunds half her mana. Her Q does 50% additional damage to minions.





Taliyah marks the target location. After 1 second, the ground erupts, dealing magic damage to all enemies hit and and Airborne icon knocking them up for 1 second. Taliyah can recast Seismic Shove before it erupts at no additional cost. This will aim its Airborne icon knockup trajectory X units towards the target direction.

Taliyah's W is a small AoE knockup. You can recast it while moving your cruiser into a specific direction to knock back enemy minions, monsters, or champions.






Taliyah scatters 18 boulders over the ground in a cone before her, dealing magic damage to all enemies hit. The boulders then remain for 4 seconds, Slow icon slowing all enemies within the area by 20% (+ 4% per 100 AP). At the end of their duration, all remaining boulders explode, dealing Unraveled Earth's initial damage once more. Enemies who dash over or are Airborne icon knocked through Unraveled Earth's boulders cause them to detonate instantly, each dealing them 50% of Unraveled Earth's initial damage, up to a maximum of 4 boulders per enemy.


This is Taliyah's AoE slow. She sets down mines in a short radius that applies a slow to all enemies. After 4 seconds the mines explode doing magic damage. If any enemies were to dash or be pushed into the mines, the mines explode doing 50% of the damage, but only exploding a maximum of 4 of the mines per enemy.





Taliyah channels for 1 second before summoning a massive wall of spiraling rock that tears through the battlefield in the target direction, creating impassable terrain for a few seconds and Airborne icon knocking aside allied and enemy units it passes through as it emerges. Taliyah can reactivate Weaver's Wall while channeling to ride atop the wall at 1500 speed as it emerges. Taking damage or inputting a movement command in any direction will force her off the wall, which will continue along its path normally.
Reactivating Weaver's Wall destroys the wall instantly.

Taliyah's ultimate is a semi global ultimate that creates a long stone barrier much like Anivia's Crystallize but much much longer. When activating her ultimate, if you reactivate immediately after, she will ride on her ultimate to a targeted location. If you were to take any damage while riding Weaver's Wall or click to move, Taliyah jumps off and her ultimate continues to go until it's complete length. Reactivate R to remove the wall.

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Pros / Cons

Pros

+ Great Farming
+ Great Poke with Q
+ Amazing knockup/Knockback
+ Global ultimate that she can ride
+ Lots of cc in her kit
+ Great passive to get back into lane/roam
Cons

- No escape
- Easy to counter
- Relies heavily on team
- If she falls behind, usually stays there el oh el
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Runes


Magic Penetration Marks helps to negate the magic resist of the enemy champions. It helps you maintain your damage throughout the game.





More health from the get go and more sustain.





Magic resist for more sustain, don't have to go into too much more detail.




More Magic penetration to maintain your level of damage throughout the match.





More AP=More damage :-)




There are runes in which can be placed to better suit the match up.






For AD champions that you may face.





Again if you are laning against someone who is AD with not to much AP burst on the enemy team, then you can go for the extra cooldown.


What your runes should look 90% of the time

Runes

Precision
Press the Attack
Lethal Tempo
Phase Rush
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Masteries

From the Mastery Tree I go 12/18/0, however unlike most MAINSTREAM PLAYERS I go precision instead of intelligence. In my honest opinion Taliyah does not need much cooldown reduction. She relies heavily on landing her low cooldown Q which when maxed is only on a 4 second cooldown. More magic penetration means a lot more damage dealt to enemy champs that build magic resist. By the time you reach level 18, with a full build Taliyah may have up to 48.2 magic penetration, with the additional 35% from Void staff. She become a powerhouse that can take down even the strongest of tanks in combination with Liandry's Torment



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Spells

There are many spells in the game, but only a few are good to have on Taliyah. I have tried a variety of combinations to see which seem the most fitting for this champ. These are the best suited.



A must...you will use this probably 99.999999% of the time.



Honestly I use Exhaust 70% of the time, she has no real escape and late game assassins/high burst champs can really take you from 100-0 really quickly. Adds a extra layer of security to her kit.



I use Barrier only when laning against assassins with high kill potential ( Zed LeBlanc Talon, etc)



Teleport is great to have with this new meta, but with Taliyah's Weaver's Wall really helps her to gank/contergank, and her passive Rock Surfing helps her to get back to lane fairly quickly. I recommend this only if you are not used to Taliyah yet.
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Gameplay

Start



From the start I usually play it safe. Try and slay the first wave wizard minions with your Threaded Volley so you can have the worked ground around yourself. Once you have the worked ground (circle made by Threaded Volley ) you can last hit minions that you can't auto attack. Remember to ward as often as possible and avoid long lasting altercations.
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StartingPlayer Taliyah Guide
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[S6] Simplified Guide to Taliyah - STONE EM TO DEATH

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