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All Guides Taliyah Guides Gardevoir101's Guide to Taliyah
136
25
Updated
4 hours ago
Views
386K
Comments
6

Taliyah Statistics for Gardevoir101

Author's performance with Taliyah compared to the ranked average.

Value
Average
Games Played
6
Win %
40
Kills
5.8
Assists
7.9
Deaths
7.4
KA:D Ratio
1.8
Gold Earned
11.4K
Creep Score
155.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

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4.png - This is essential as she has no escapes.
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6.png - Great for maneuvering in and out during team fights, essential for good positioning and escape. 

14.png - Take this if you feel you do not need a defensive summoner spell or you need Grievous Wounds.

1.png - Useful against ultimate abilities such as enchantedcrystalarrow.png or lissandrar.png, or basic abilities such as pickacard.png or elisehumane.png.

3.png - You can take this against champions such as 238.png or 91.pngwho will all in you at level 6 or can get within melee range of you.

21.png - A temporary shield that is useful against burst damage champions such as 134.png or 1.png.

7.png - Gives less HP than 21.png but you keep the HP and get a movement speed buff. If you presume the enemy will take 14.png or has inbuilt Grievous Wounds, do not take this.

New Runes Back to Top

Abilities Back to Top

Q
E
W
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
3
14
15
17
18
E
2
8
10
12
13
R
6
11
16

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Rock Surfing (Passive)

  • Gains 20-40% movement speed (based on level) when moving near terrain or structures.
  • Engaging in combat instantly disables this and does so for the next 5 seconds.
  • The 5 second is refreshed if you reengage in combat.
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Threaded Volley (Q)

  • Hurls 5 Stone Shards in a target direction.
  • It deals damage in a small area around the first enemy hit.
  • Targets hit by subsequent shards take 50% less damage.
  • The shards do not fire in equal intervals, it takes the pattern of fire, pause, fire, short pause, fire, fire, fire.
  • Casting this creates Worked Ground in an area around her for a duration that is reduced by CDR.
  • While in this area, Taliyah gains 10-20% movement speed based on her level.
  • Also, any subsequent uses of this spell in the area only hurls one Stone Shard at half the mana cost.
  • If cast on another area, you will create another area of Worked Ground.
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Seismic Shove (W)

  • Taliyah will mark a small area on the ground that will knock enemies up.
  • This happens after a brief delay
  • This ability can be reactivated and used to aim where enemies will be knocked to for no additional cost.
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Unraveled Earth (E)

  • Scatters 18 boulders in the ground in a cone shape.
  • This deals initial magic damage to all enemies hit.
  • The boulders remain for 4 seconds.
  • It will slow enemies in the area and this scales with AP.
  • At the end of the duration the boulders will explode dealing the initial damage again.
  • Enemies who attempt to dash or get knocked into boulders will cause them to detonate immediately.
  • The damage taken from this is 50% of the initial damage and is up to a maximum of 4 boulders.
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Weaver's Wall (R)

  • Channels for 1 second.
  • Summons a massive rock wall that persists for a few seconds while travelling to the target destination.
  • This wall is impassible terrain.
  • Reactivating this after casting causes Taliyah to ride on top of the top as it travels.
  • Taking damage or inputting a movement command will force her off the wall which still continues.
  • Reactivating the ability again or while not on it will cause the wall to instantly disappear.
  • Enemies can see and hear this through fog of war.

Items Back to Top

Starting Items

Core Items

    Standard Core
    Consumables & Vision

Situational Items

    Defensive
    Offensive

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Core Items


Your priority when buildings items should be: 3070.png --> 3802.png --> 3003.png --> 3020.png --> 3916.png

This is what you should aim for in your games. We rush 3070.png because Syndra can stack it quickly and it helps immensely with clearing waves and therefore creating pressure. 3003.png is our first major pickup and will provide a euphoria of stats but it is important to keep track of when it turns into 3040.png as the active will absorb a decent amount of damage.

In most cases, 3020.png should be your priority but in some cases you will need to build defensively to counteract the enemy team composition or your opponent in lane. Against high AD teams go for 3047.png and against high AP and/or high crowd control team go for 3111.png.

Generally, 3165.png would only be built for Grievous Wounds but because it also has Spell Penetration, it is needed to maximise our burst. SImiliarly, 3135.png is built for the same reason but when to build it is dependant on your enemies items.
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Situational Items


3089.png 3151.png 3285.png

3089.png is great for raw damage and if the enemy is not building any MR. 3285.png is always a great option and can be built with 3040.png or alone. If you want to make an impact in the early game and will be roam heavy then this is a great choice.

In some cases, the enemy team will be too tanky and fights will last longer than normal. 3151.png is great for this situation but lackluster for any other.


3102.png 3157.png

The decision to get a defensive item will always depend on circumstance, however; if you require more defense for any reason you should prioritize these items over more DPS. 
  • Only build 3102.png against high AP teams, in most other cases there are better items.
  • 3157.png should only be built to counter certain champions such as 238.png or 91.png.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Akali
    Easy
  • Anivia
    Medium
  • Annie
    Medium
  • Aurelion Sol
    Medium
  • Brand
    Medium
  • Cassiopeia
    Medium
  • Cho'Gath
    Medium
  • Diana
    Medium
  • Fizz
    Hard
  • Galio
    Medium
  • Jayce
    Medium
  • Karthus
    Easy
  • Kassadin
    Hard
  • Katarina
    Medium
  • LeBlanc
    Hard
  • Malzahar
    Medium
  • Morgana
    Medium
  • Orianna
    Medium
  • Swain
    Medium
  • Taliyah
    Medium
  • Twisted Fate
    Easy
  • Vel'Koz
    Medium
  • Viktor
    Medium
  • Xerath
    Easy
  • Yasuo
    Hard
  • Zed
    Hard
  • Ziggs
    Medium

VS

Akali

Easy

VS

Anivia

Medium

VS

Annie

Medium

VS

Aurelion Sol

Medium

VS

Brand

Medium

VS

Cassiopeia

Medium

VS

Cho'Gath

Medium

VS

Diana

Medium

VS

Fizz

Hard

VS

Galio

Medium

VS

Jayce

Medium

VS

Karthus

Easy

VS

Kassadin

Hard

VS

Katarina

Medium

VS

LeBlanc

Hard

VS

Malzahar

Medium

VS

Morgana

Medium

VS

Orianna

Medium

VS

Swain

Medium

VS

Taliyah

Medium

VS

Twisted Fate

Easy

VS

Vel'Koz

Medium

VS

Viktor

Medium

VS

Xerath

Easy

VS

Yasuo

Hard

VS

Zed

Hard

VS

Ziggs

Medium

Early Game Back to Top

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Level 1-2

  • IMPORTANT: Do not spam your taliyahq.png and create worked ground everywhere. Either use it because you want to push, are being pushed or already in it to begin with. If you do want to spam it, be as close as you can to your worked ground when you cast it.
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Level 3

  • You have access to your taliyahwvc.png/taliyahe.png combo, unfortunately you do not have much kill potential without a gank. Use your taliyahwvc.png to set things up first if you are not in range to land your taliyahe.png, it isn't vital to always land the combo.
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Level 4-5

  • Be careful of enemy ganks. Despite having no dashes or escapes apart from 4.png, Taliyah's spells have great utility in delaying (knock backs, slows, movement speed) and avoiding ganks. 
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Level 6

  • With access to your ultimate you can look to gank either bot or top lane. Remember, 9/10 the enemy will be aware when you use your ultimate and the range on the first level is not the longest. I would heavily advise against tower diving unless you have a tanky jungler there as well.

Mid Game Back to Top

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Level 7-10

  • Apart from ganking look to push your own lane while you are there so either the enemy mid laner has to stay and defend, meaning no counterganks, or you can damage their tower.
  • Normally when you reach 9 you would get a power spike because an ability is maxed but doesn't feel like that is the case with Taliyah unless you use your Q off worked ground.
  • Continue looking for ganks.
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Level 11

  • Your ganks are now a lot more easier thanks to the 50% increased range of your ult, however, because it is longer range it will be harder to block people off because it has to travel further so keep that in mind.

Late Game Back to Top

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Level 14-15, 17-18

  • Nothing much is different here except if you have max CDR your spells will all be under 5 second cooldowns, be careful as this is a really easy way to lose mana. 
  • You love having prolonged team fights due to your AoE spells and slows, though your burst is not something that should be underestimated.
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Level 16

  • This is where things get crazy, your ult has 6000 range and practically feels global. But an important factor and maybe the most important in the late stages (affects every ult) of the game is that it can block your allies too and because of its long range you may not be able to see what you are doing 100% of the time so always keep an eye out and be ready to deactivate the wall because you don't want your ADC blocked off from the fight.



About Me Back to Top

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If you would like to keep up with updates you can like me on Facebook. You can also watch me stream my ranked games on Twitch. Please give feedback or questions in the comments below. Thanks for reading and upvoting my guide, wafu!
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You can find all my guides here.
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