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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Rock Surfing (PASSIVE)
Taliyah Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Annie
Dont fight, asks for ganks when you can
Ideal
Strong
Ok
Low
None
Introduction
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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.
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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.
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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.
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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.
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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
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Magic Penetration Marks helps to negate the magic resist of the enemy champions. It helps you maintain your damage throughout the game.
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More health from the get go and more sustain.
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Magic resist for more sustain, don't have to go into too much more detail.
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More Magic penetration to maintain your level of damage throughout the match.
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More AP=More damage :-)
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There are runes in which can be placed to better suit the match up.
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For AD champions that you may face.
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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.
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What your runes should look 90% of the time
Runes
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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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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.
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A must...you will use this probably 99.999999% of the time.
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Honestly I use
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Start
From the start I usually play it safe. Try and slay the first wave wizard minions with your
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