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Taliyah Build Guide by TheGoomyGamer

AP Carry Throw Another Rock - TheGoomyGamer's In-Depth Taliyah Guide

AP Carry Throw Another Rock - TheGoomyGamer's In-Depth Taliyah Guide

Updated on February 4, 2017
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League of Legends Build Guide Author TheGoomyGamer Build Guide By TheGoomyGamer 9,321 Views 0 Comments
9,321 Views 0 Comments League of Legends Build Guide Author TheGoomyGamer Taliyah Build Guide By TheGoomyGamer Updated on February 4, 2017
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Spells:

LoL Summoner Spell: Ghost

Ghost

LoL Summoner Spell: Flash

Flash

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

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An introduction to the Stoneweaver

TALIYAH - THE STONEWEAVER
Taliyah is a control mage in league of legends. Like mose control mages, she has lots of damage and utility. Taliyah's strengths come from her incredibly strong early-game burst, her mid-game roaming potential, and her late-game teamfighting. Her burst is multi-target (a strength shared with other control mages, but a strength nonetheless) and her teamfight prescence is huge, with the constant rylai's crystal sceptre rylai's slows and your knockups, with an ultimate for roaming or splitting up a teamfight. Unlike a lot of control mages, she has plentiful out-of-combat mobility via her pssive and ultimate
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Abilities

PASSIVE - Rock Surfing
While out of combat, Taliyah builds up bonus movement speed while near walls

Q - Threaded Volley
Taliyah hurls 5 rocks in a target direction while moving about freely. Enemies hit by stones from Threaded Volley take reduced damage from further stones. Casting threaded volley creates a moderately-sized circle of Worked Ground centered around Taliyah. Worked Ground lasts for a few minutes. Taliyah gains bonus movement speed while moving on Worked Ground. Casting Threaded Volley on Worked Ground only throws one shard but refunds 50% of the mana cost.

W - Seismic Shove
Taliyah marks a target location. after a brief delay, the marked ground erupts, knocking enemies in a direction of your choosing. Enemies knocked by seismic shove will proc your E, Unraveled Earth. Note - the video displayes an outdated reactivatable-cast system - currently in use is a vector cast system
E - Unraveled Earth
Taliyah scatters boulders in a cone before her. They damage enemies and remain there. Enemis that dash, get pulled or pushed (By Seismic Shove) into the cone cause the boulders they collide with to explode. After a few seconds, any remaining rocks will erupt, dealing more damage.
ULTIMATE - Weaver's Wall
Taliyah briefly channels before summoning a massive wall of rock that tears through the rift in a target direction. Reactivate Weaver's Wall to ride the wall as it forms. Issuing any movement commands or taking damage, either during the brief channel or the ride itself will cause you to get off the wall. Units (hostile, allied or neutral) are pushed out of the way if the wall hits them.
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Skill Maxing

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
> > >

Threaded Volley is Taliyah's Q. I max this first for obvious reasons - it is her main damage tool, and is the best spell to max in most scenarios. However, against certain matchups such as against Yasuo or Akali then an E max is an option. Otherwise, max Q.

Seismic Shove is Taliyah's W. It provides CC but is useful for that not it's damage, and as nothing of value other than cooldown goes down when levelling this skill, I max this last. However, if your jungler is going to do a gank while you're lvl 2 then getting this skill second can really help out.

Unraveled Earth is Taliyah's E. I max this second as it provides a lot of damage, although it is useful to max it first in certain matchups as previously stated. The mana cost early, though, is very high, so if you max this first an early Lost Chapter is advised.

Weaver's Wall is Taliyah's ultimate. This skill provides so much utility, whether its to cut off a fleeing enemy top lane or to roam bot for a double kill. Max this skill whenever you can and please, don't use it to cancel an ally's teleport/recall of block them off from fights. It's just rude.
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Your KEY COMBO

+ + + +


Unlike a lot of champions, Taliyah doesn't really have a lvl 2 powerspike, more of a lvl 3 powerspike as this is the soonest you can perform your Key Combo. This combo, if landed deals a massive amount of damage, particularly early game and when you're fed. Landing this at lvl 3 will look a little something like this:
Spoiler: Click to view

This is how it works.
Your Key Combo works only when your Thunderlord's Decree is off cooldown. It takes some practice to do consistently.

You prepare your Seismic Shove beneath your opponent's feet as they step up for cs. Once you are sure it's going to lane, cast your Unraveled Earth and your Threaded Volley.
As you know, Unraveled Earth deals damage both when the rocks appear and when someone dashes or is pushed though them. This combo means that your first Q, your W, thunderlords, and both procs of your E land AT THE SAME TIME!
I believe there is an animation cancel involved (Your Q being cancelled by your E ). This is visible in the clip above as you see the rocks of your Q start to fire without an animation.
Obviously there is some follow up to the instant burst as the enemy is dragged through the rest of the stones. It is most effective vs melee champions in early levels. in mid-game your damage falls off a bit, unless you get fed.

If you do get fed, then prepare for something beautiful.
Spoiler: Click to view

In the example above, the jinx was around half HP and thus I didn't even need to use my Q. As you can see, this combo has tons of power.
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Masteries

Thunderlord's Decree is the only keystone for me. However, if you know that you're gonna get fed (easy matchup, etc.) then Stormraider's Surge is useful as your phenomenal burst when fed will result in a quick speed boost, which, combined with ghost, makes you impossible to catch.
There is really no difference between Precision and Intelligence , but the CDR is useful early game for having your combo up quicker, but lacks the bonus penetration from it's opposition, and it depends on personal preference.
Runic Affinity is useful if you have a no-mana jungler or your jungler is generous with his buffs as the blue buff will be very helpful, however it is almost completely useless if you're not going to get donated a buff.
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Summoner Spells

Flash is mandatory, as with almost every champion in the game. No explanation needed.
DEFENSIVE
Exhaustis useful if your team is mostly squishies. If a particular lane is weak during the laning phase (and likely to feed) and up against someone with lots of damage, it Is also wise to take this spell. however, if your team is mostly tank and/or your sup brings exhaust, then you shouldn't take this spell unless double exhaust is nessecary (Two hypercarries, etc.)

Barrier is mostly useful if you're laning against someone with high burst, but for various reasons exhaust isn't as desirable. Examples of these reasons include: Stealth assassins (Untargetable by exhaust), a largely tanky teamcomp, and more, although the reasons listed are the main reasons. It gives you a large shield scaling with your level which can be useful, but will likely not be needed against easy matchups (such as zed)
OFFENSIVE
Ignite is useful to apply kill pressure and to follow up on your key combo but is unreliable in a tough matchup or vs a mobile champion.

Cleanse is, obviously, only useful vs champions with CC, usually hard CC (soft CC such as slows is often not worth cleansing) but incredibly useful when it is. I've listed it as offensive because it stops a Malzahar from interrupting your combo with Nether Grasp or renders a Warcisk's Infinite Duress gank useless. I do not like taking it defensively, as more often than not ghost is better to outrun the enemy or flash to escape their range.
MOVEMENT
Ghost is personally my favourite summoner spell to take. The unit collision ignorance is more important than you think, and the lack of a cast time on your Q is notable when chasing down an enemy.

Teleport is useful in lanes where not much trading is going to happen, so winning your lane is based on farm. It also helps late-game for roams. Useful, especially when other enemy laners are susceptible to ganks.

Heal Helps vs poke heavy lanes such as vel'koz, to prevent their combos from killing you. I put this in mobility as it is useful for the speed boost as well, allowing to escape things such as kennen ulti, etc. and also because I wanted the columns to be as even as possible :D
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Tips and Tricks

    As it creates worked ground beneath you, and worked ground grants movement speed, then you can use this to speed yourself up whenever you roam. However, bear in mind this will reset the timer on your Passive whether you damage an enemy or not.
    Remember - While it may be small, each rock deals AoE damage. Keep this in mind while using it to cs or clear creep waves.
    If you want to use your Q to cs but still want that amazing all-in combo, set up one area of worked ground in an unusual position, Go back to it whenever you feel the need to use it to cs to prevent an accumulation of worked ground.
    Use this as the enemy steps up to cs. Once their AA animation begins, cast it as it is almost certain to land.
    Chaining this with teammate's cc is a way to get a guaranteed burst combo off.
    Remember, fleeing enemies have very predictable pathing - away from you. Use this when chasing someone down or when your jungler starts to gank.
    Always think if it would be better to knock the enemy away or towards you - for example, if a lvl 3 rengar ganks you you will want to knock him away, but knocking him into your tower would be better, giving you a kill.
    Remember, other pulls (Death Sentence, Rocket Grab, etc.) also proc the second part of your E. If you see your Thresh or Blitzcrank going for a godhook throw on your E for a little extra damage.
    Before you obtain your rylai's remember your E has a slow attatcked. Use this when chasing down enemies and other options (Flash, Ghost, Rylais) aren't available.
    When attacking the enemy base you can manoeuvre yourself to wall the enemy off their own base, preventing any possible fighting back.
    Remember that it will cancel an ally's teleport or recall, and can block allies off from a fight. NEVER do this unless u want to be reported as it is the most infuriating thing (And I speak from experience).
    As it knocks people back, don't aim to hit enemies with the wall as you are just as likely to knock them to their survival. Aim to cut them off instead by walling behind them.
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Laning phase 1 - Getting started

Take a point into your Threaded Volley at level one. However, try not to use it as the worked ground removes half of your damage, unless the enemy is pushing/getting pushed in - when you hit lvl 3 you will most likely be at one tower. If you want to poke the enemy early on, let them push you under tower. Use Threaded Volley on worked ground to farm if it's giving you difficulty, however, if may not be worth making a new patch of worked ground.

Once you hit lvl 3 you have an enormous powerspike. Alwqays have 1 point in all of your abilities so you can use your killer combo as soon as possible. If the enemy is mana-based and is poking you, let them ntil they run out of mana. This can lead to obile laners such as LeBlanc being unable to W out of your W. If they do not require mana for their mobility or have no mobility, this can be unwise but if they are combo focused it can result in being short of mana fto finish their combos.
Use your abilities sparingly until lvl 3 as your Killer combo costs a butt ton of mana.

Once you hit 3, put 1 point in all of your abilities and wait for the enemy to cs. Once their AA animation starts, use your W beneath them. Then, if they cancel their AA to move out of the way, they lose cs. If they take the CS, they get comboed and lose a fair amount of their hp, as shown in the killer combo segment of the guide.
Repeat this until you kill them or you have to back for some reason. Do not forget about your Stealth Ward to protect you from ganks.
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Laning Phase 2 - Roaming

Once you hit level 6 you can use your Ultimate. this provides a lot of mobility, however using it purely for that is not recommended. Check to see which lanes are pushed up - if their enemy bot/top lane are pushing, the it may be a good idea simply to Weaver's Wall behind them and surf the wall up top to finish off the kill. Make sure your ally is high enough HP-wise to engage, as a 1-for-1 trade may not always be worth it, seeing as you lost your ultimate which is a powerful asset to your team. However, you don't need your ultimate to roam.

If you are looking to snowball other lanes as often as you can, Mobility Boots synergise amazingly with your passive. This allows for incredibly out-of-combat mobility and amazing roaming potential, although roaming can be a bit tricky if you are on blue side unless the enemy are incredibly pushed up.
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Mid Game - The end of the laning phase

Your roams should become more frequent as the laning phase draws to a close. By now your core build shoulde be complete and you begin to gain your massive damage. Ask for ganks to kill off your enemy laner if you're ahead, and if you're behind begin to build more supportive/defensive items such as Locket or Banner of Command. Try to secure as many kills and objectives as possible. Teamfights probably won't occur just yet, so help your team gain an advantage through the amazing picking tool that is Weaver's Wall.
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Thank you for reading this guide, leave a comment and a vote if you liked it and I hope you have fun 1-shotting people!
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