All Guides Taliyah Guides [Patch 8.1] "Let Me Break the Ice for You!" Guide to Taliyah, the Stoneweaver
76
1
Updated
8 months ago
Views
54.2K
Comments
8

Taliyah Statistics for Precocity

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

Value
Average
Games Played
250
5
Win %
58
40
Kills
7.4
5.3
Assists
7.7
7.8
Deaths
4.7
6.7
KA:D Ratio
3.2
2.0
Gold Earned
12.8K
10.7K
Creep Score
202.3
156.7
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

506.png

Welcome to my Guide on Taliyah!

Accounts: Precocity (NA), AspectSG (NA), TaliyahBestGirl (NA), Áspect (NA), Àspect (NA)

179.png
 4.png Flash
  • Your only form of escape
  • Can be used to escape/secure a kill
  • Extremely useful and to be used in every match 

6.png Ghost
  • Can be used to escape ganks and secure kills
  • Allows you to chase and kite more effectively

 14.png Ignite
  • Good to get early kills in lane
  • Use in match-ups you can win
  • Effective against healers (ex: Vlad, Swain, etc.)

3.png Exhaust
  • Use this against aggressive enemies and assassins
  • Extremely safe pick that can help survive many situations and even secure kills or land combos

21.png Barrier
  • Good pick into assassins or champions with high burst
  • Gives a lot of survivability both early and late game

12.png Teleport
  • Use against farm lanes
  • Useful for pulling off ganks to other lanes, and still keeping control over your lane
  • While good for map pressure, you lack high lane pressure

7.png Heal
  • An off pick but still good for survivability with the healing and extra movement speed
  • Can surprise enemies that think they have the kill
  • Works well into champions that have a lot of skills shots (ex: 101.png268.png, etc.) to help dodge, and gain health (for burst)

1.png Cleanse
  • Good into enemy comps with heavy CC (crowd control)
  • Essential in point-and-click CC lanes (i.e., 4.png13.png)
  • Lacks lane pressure, but increases survivability
  • Can help against 3.png14.png, or 11.png debuffs

New Runes Back to Top

506.pngRunes Reforged
179.png

KEYSTONES


Summon%20Aerie.png?width=32 - My favorite and the more reliable proc of all of the keystones. It's synergy with the AoE on your Q makes this a lot better for punishing positioning in minions.

Arcane%20Comet.png?width=32 - Gives good poke in lane and allows for waveclear if a champion is hit in the wave. Not a bad choice, but is outclassed by the other options in the Sorcery tree.

Phase%20Rush.png?width=32 - Gives Taliyah a boost of movement speed that allows her to chase down enemies after your combo, or kite away from champions chasing you.

Electrocute.png?width=32 - Not the worst choice, but the Sorcery tree is much better for Taliyah. This will add to her burst, and make her damage output much higher than normal, but lacks utility.

179.png
PRIMARY TREE 1: SORCERY

Nullifying%20Orb.png?width=32 - Great into heavy AP matchups (i.e. 7.png105.png) or heavy AP jungler/mid combos.

Manaflow%20Band.png?width=32 - A great choice on Taliyah to be less taxing due to her heavy mana output.

The%20Ultimate%20Hat.png?width=32 - A pretty good choice on Taliyah as it gives more use of her wall during the game. Great for getting picks and forcing objectives, but is usually only good until the mid to late game.


Transcendence.png?width=32 - Makes your CDR cap easier to hit and should usually be taken if not building into 40%.

Celerity.png?width=32 - Movement speed works really well with Phase Rush and kiting/chasing enemies with your Q.

Absolute%20Focus.png?width=32 - Gives good waveclear and champion damage, but is a lesser pick of the three.


Scorch.png?width=32 - Adds for really good poke synergy with Taliyah's Q.

Waterwalking.png?width=32 - Synergizes well with Celerity.png?width=32 and her other items, but isn't as good as the other options, in my opinion.

Gathering%20Storm.png?width=32 - My favorite choice of the three, the other being Scorch. Gives good early and late game damage to help your AP from falling off harder than it would.

179.png
SECONDARY TREE 1: PRECISION

Presence%20of%20Mind.png?width=32 - Great for utilizing all ins, on level ups, in lane and not loosing much mana

Coup%20De%20Grace.png?width=32 - The extra damage to low health enemies helps your burst and pick potential greatly.

179.png
SECONDARY TREE 2: DOMINATION

cheap%20shot1.png?width=32 - Cheap Shot is alright, and while I'm not sure, if it does work with Rylia's then this is probably one of Taliyah's better runes

Taste%20of%20Blood.png?width=32 - Extra healing feels nice to have and makes trading much more comfortable.


Zombie%20Ward.png?width=32 + Ghost%20Poro.png?width=32 - Gives a lot of vision and allows to better and safer roaming. This also makes jungler picks and laning much easier, due to extra vision in the jungle.

Eyeball%20Collection.png?width=32 - Helps snowballing early game due to your passive and wall roams. Great for ending a game early.

Ravenous%20Hunter.png?width=32 - The extra healing on this is pretty good as well and is a pretty good addition to Taliyah's survivability

Relentless%20Hunter.png?width=32 - The extra out of combat MS is pretty nice, but not as good as the other options IMO.
179.pngSECONDARY TREE 3: INSPIRATION

Biscuit%20Delivery.png?width=32 - Not a bad choice, but could be better. Gives good in lane and scaling mana sustain.

Perfect%20Timing.png?width=32 - Works really well when building Hourglass and/or when you're into AD assassin matchups (i.e. 238.png91.png)

Magical%20Footwear.png?width=32 - Pretty good choice as it allows you to rush your core items without the burden of buying boots. Will impact early game roams however.

Futures%20Market.png?width=32 - Been enjoying this more recently. Allows you to reach items faster and feel really good for hitting your early game power spike.

Minion%20Dematerializer.png?width=32 - I personally don't like this, and think it doesn't hold up to the damage you'd have before previous nerfs (damage to minions).

Cosmic%20Insight.png?width=32 - I also haven't tried this, but it doesn't seem bad, especially if you're buying times like Zhonyas or GLP.

179.png

DISCLAIMER: Runes Reforged gives a lot of new options and different effects than the old runes. This guide is still a work in progress during the preseason, so these runes are subject to change constantly, until the new season starts. These Runes will be updated much more.





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

506.png

Description of Abilities:

PREFERENCE SKILL ORDER: R>Q>E>W

179.png

Passive: Rock Surfing                                                                     taliyahpassive.png

  • While out of combat, if Taliyah is moving near a wall she will gain increased movement speed
  • Any damage taken or dealt will remove the passive, and it will go on cooldown
  • Taliyah's basic attacks stop the passive, but if the target is to die before the projectile hits then the passive is not consumed

Q: Threaded Volley                                                                         taliyahq.png

  • Casts 5 rocks, rapidly, in a direction for 1.5 seconds. Only one if on Worked Ground (see below)
  • Deals damage in a small area around the target hit
  • Targets hit take 50% less damage from each next rock
  • Creates Worked Ground, which is an area that grants Taliyah bonus movement speed, but can only cast one rock of Threaded Volley when standing in the area. Also, recasting on worked ground refunds half of the mana cost

W: Seismic Shove                                                                            taliyahwvc.png

  • Taliyah selects an area and erupts the ground, shooting whatever is on the surface in a chosen direction
  • Counts as a knock-up
  • Combo taliyahwvc.png with taliyahe.png for more damage
  • Good use for getting picks, knocking champions over your wall, or peeling for yourself or teammates

E: Unraveled Earth                                                                         taliyahe.png

  • Scatters 18 boulders in a cone shape dealing damage on cast
  • Boulders slow enemies on cast and last for 4 seconds. They deal damage as on their departure
  • If enemies dash, or are knocked through, the rocks they take damage, dealing 50% after the first boulder, and 15% less for each next boulder (minimum of 55% damage)

R: Weaver's Wall                                                                             taliyahr.png

  • Channels for 1 second and then casts a wall in a target direction
  • If recasted (on initial cast), Taliyah can ride the wall
  • Any movement commands or damage will knock Taliyah off the wall. The side she jumps off of depends on where the movement command was executed, and if their is large terrain in the way.
  • If reactivated (after initial cast) the wall will be destroyed


Items Back to Top

Starting Items

    Basic starting items for sustain , harass, and shoving power
    I look for this back a lot. Gives good sustain, ability to snowball, easier to roam, and grants vision.
    Lost chapter is good on first/second back to be able to fully utilize Taliyah's "shove-and-roam" playstyle.
    If your jungle is giving you blues and you're sustaining fine without lost chapter, look for an early Fiendish Codex to start maxing your cdr.

Core Items

    1. Ability Power, Mana, and CDR. Works perfectly on Taliyah
    2. Pick One
    3. Pick One
    4. Pick One
    5. Whenever you need the magic penetration
    Build of this Patch (7.20) *items can be switched out if necessary - Morellos, Defensive Boots or Sorc Shoes, into Zhonyas or Banshees, and then into Liandry's with damage or magic pen to finish the build

Situational Items

    6. Works well to burst down squishy team comps, and gives good movement speed
    6. Effective in helping with burst, redirecting Q, and animation canceling
    6. Extra burst and movement speed. Passive will proc due to being able to AA when using Q
    6. Great for slows and tankiness. A good addition if you're running Rylai's, and can aslo make up for the slow if you're not.
    6. The slow works perfectly in being able to hold enemies at bay. Makes kiting a dream-come-true and works perfectly with Taliyah's kit.
    6. Helps snowball and end the game when Taliyah's strongest.
    6. Wards and Potions

506.pngItem Guide
179.png

Starting Items:

1056.png - Great for sustain in lane (health and mana), and more ability power

2003.png - Gives good health sustain 

3340.png - Always get before leaving base, and upgrade to 3363.png or 3364.png at level 9

1082.png - Usually get on 2nd back. Allows for snowball and makes your potions heal more. The mana is also a good addition, but the main reason is to stack it on roams. This is really only good in match-ups where you get blue, or you can roam soon after backing. 

2031.png - Gives good sustain and helps with roams and resetting back to your lane without having to spend gold on potions. 

2055.png - Gives vision on the map. Really good for tracking the enemy jungler, clearing bushes to make secure roams, and set ganks up for your jungler.

179.pngCore Items:

3802.png - Needed to make-up for mana nerfs in 7.16, along with proper mana usage to sustain, shove and roam. 

3165.png - Gives sustain when building, and great stats when finished. Extra AP and mana, along with 20% CDR

3020.png - Can be switched out for other choices, but the magic pen. is good when having to get to get your early core.

- Boots Guide Below - 

179.png


Other Items:

3089.png - Adds huge damage to Taliyah's kit, allowing her to stay present throughout the game

3135.png - Works extremely well against comps stacking magic resist. Will feel like nothing was even there.

3151.png - Applies a burn and gives good sustain and damage. The extra magic penetration also helps damage stay present while building/finishing this item. Works best into heavy HP champions due to it's % current health damage.

3116.png - Slows enemies allowing you to kite, or chase extremely well. With max CDR and this item making picks, and kiting is much easier, and a pain for enemies to deal with. * Not core anymore (Check end of section)

3030.png - Adds an extra slow and gives tanky stats. Works well as a replacement for 3165.png and/or 3027.png. The active also gives a surprising amount of damage that's not on a long cooldown.

3285.png - Provides heavy burst damage and can melt squishy targets constantly, and clear waves even faster.

3152.png - Can be used to animation cancel, add to burst, and even redirect the direction of your taliyahq.png if you position incorrectly. 

3157.png - Best used into hard AD enemy teams and assassins (Ex: 238.png91.png, etc.) or those with hard engages that can take you out of a fight. Can keep off a lot of damage and allow you to stay alive and help your team. If you don't have a proper front-line, or are being focused, this is a good buy. 

3102.png - Good against burst AP champions (Ex:  103.png134.png, etc.) to reduce their damage, and against comps with CC. Also, good against teams with hard engage, or pick potential (i.e, 22.png110.png)
3041.png - If you are snowballing, and you can keep your lead, feel free to upgrade your 1082.png to gain more early power.

179.png

Boots Guide:

3020.png - Early magic penetration used in most circumstances. If building   3157.png or  3102.png  this option will give the magic penetration you need when behind an item. 

3111.png - Helps into heavy CC match-ups, and heavy AP comps. Is also useful when not building hard MR items and need a bit of safety. 

3047.png - Helps deal with heavy AA (auto-attack) teams, and heavy AD. Similar to mercury treads, can help stay safe if not building other defensive items.

3009.png - Good for early spike, and to match champions like 136.png. Slow resist and extra movement speed makes it easier to dodge skill shots, and for slows to be less punishing. 

3158.png - Good for early spikes when you won't be needing magic penetration, and you aren't buying 3157.png or 3102.png (would over-cap CDR). CDR allows for more frequent roams and the ability to spells up more often. 

179.png

Item Comparison and Build Tips:

3116.png vs. 3030.png:

The ability to constant slow on Rylai's makes it a very useful item, but lacks damage and stats that other items bring to the table. If you're ahead Rylai's can be a good item as an early game snowballing tool, or if you need a slow and you don't have the gold to build GLP. The slow on GLP isn't as effective as Rylai's but gives more damage, tankiness, and mana, but is also more expensive.


3165.png vs. 3027.png:

Morellos will give you extra CDR, mana, mana regen, and AP
Rod of Ages will give you extra health, mana, and AP 

RoA is better against high burst enemy team comps and gives you a similar mana pool to that of morellos
Morellos cuts down on the healing done by champions (when the champ is below 35% health). It also give 20% CDR which will help casting your abilities more often and allowing for more damage, and kiting potential.

3157.png vs. 3102.png:

Banshee's Veil is great against AP assassins or heavy engage, CC champions like Sejuani. It is great for avoiding getting picked by hard hitting abilities or hard CC, and can help keep you alive to turn the tides of a fight. Zhoyas is also good for getting engaged on by "undodgable" or non-CC heavy engage, like Jarvan Ult. It's also good for den

I usually grab boots to counter my lane opponent, or whatever best fits the game (a lot of CC = mercs, a lot of auto damage = tabis) and build the opposite resistance item after I finish 3151.png, before if I need it.

Behind against AD:
  • 3047.png > 3802.png > 3165.png > 3108.png or 3151.png
Behind against AP:
  • 3111.png > 3802.png > 3165.png > 3108.png or 3151.png
179.png

Example Build (Patch 7.20):

1056.png2003.png3340.png  dot-pattern.png 1082.png2031.png1001.png2055.png  AND/OR 3802.png   Boots Upgrade (Defensive)  dot-pattern.png 3165.png  dot-pattern.png 3108.png dot-pattern.png 3151.png dot-pattern.png 3102.png OR 3157.png (Usually bought after 3151.png, but can be bought before. I usually do opposite of my boots, or double up on full AP or AD teams) dot-pattern.png 3089.png  dot-pattern.png 3135.png

Matchups Back to Top

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

  • Ahri
    Medium
  • Akali
    Medium
  • Anivia
    Medium
  • Annie
    Medium
  • Aurelion Sol
    Medium
  • Azir
    Medium
  • Brand
    Medium
  • Camille
    Hard
  • Cassiopeia
    Medium
  • Cho'Gath
    Easy
  • Corki
    Medium
  • Darius
    Easy
  • Diana
    Medium
  • Ekko
    Medium
  • Ezreal
    Easy
  • Fiora
    Hard
  • Fizz
    Medium
  • Galio
    Easy
  • Gangplank
    Medium
  • Heimerdinger
    Easy
  • Irelia
    Medium
  • Jarvan IV
    Medium
  • Jax
    Medium
  • Jayce
    Medium
  • Karma
    Medium
  • Karthus
    Easy
  • Kassadin
    Medium
  • Katarina
    Hard
  • Kayle
    Medium
  • LeBlanc
    Medium
  • Lissandra
    Medium
  • Lulu
    Easy
  • Lux
    Medium
  • Malzahar
    Medium
  • Master Yi
    Medium
  • Mordekaiser
    Easy
  • Morgana
    Medium
  • Nasus
    Easy
  • Olaf
    Medium
  • Orianna
    Medium
  • Pantheon
    Medium
  • Quinn
    Easy
  • Renekton
    Medium
  • Riven
    Medium
  • Ryze
    Medium
  • Swain
    Medium
  • Syndra
    Medium
  • Talon
    Medium
  • Tryndamere
    Medium
  • Twisted Fate
    Medium
  • Varus
    Medium
  • Veigar
    Medium
  • Vel'Koz
    Medium
  • Viktor
    Medium
  • Vladimir
    Medium
  • Xerath
    Medium
  • Yasuo
    Medium
  • Zed
    Hard
  • Ziggs
    Medium
  • Zilean
    Medium
  • Zyra
    Medium

VS

Ahri

Medium
Summoner Spells: 1.png 4.png

In the early game you and Ahri are relatively even, but you should have a slight advantage in landing abilities as Ahri's pathing is a low-mid range control mage.  Using your W to pick her when she goes for minions or a charm will help you apply early lane pressure to start gaining lane control. After your first back I would normally get 3802.png into 3111.png, but this can vary on the state of the game, and how well the enemy can control Ahri. This matchup is a lot easier in the early game as Ahri had no ult, and even easier with a jungler that has hard CC (Sejuani, Rammus, etc.). 

Around level 6, or if the enemy jungler is proactive is when you'll have to be most wary as even getting caught by one cc ability usually means death. Cleanse will help with this, but Ahri still has the upper hand with her ultimate.

I usually take cleanse to increase chances of living against charm, but you can also take Exhaust, Barrier, Heal, or Ghost.

By late game, just avoiding getting caught by her, and trying to pick her off after sh'es been CC'd is the best bet to win. If you're team lacks the CC, wait for her to try and dive your backline, and look for a W if you can. Ahri's range is pretty large with her ultimate, but will lack kill pressure if she can't land her charms, or burst you quickly. Both Banshee's Veil and Zhonya's work as good ways to keep Ahri from getting ahold of you.

VS

Akali

Medium

Summoner Spells: 3.png4.png


Into Akali you have an inherent advantage pre-6 as she has no proper way of getting on you other than her Twilight Shroud, which you should rarely be in range for. The best way to play this lane is to pressure Akali off of creeps and deny her any xp. By keeping Akali away from gold and xp will allow you to gain item and level advantages to puch your lead into other lanes.

Most junglers will try to either camp for you, or camp for Akali so care for a lot of pressure mid lane. This will require you to pay attention to jungler and support positioning much more closely, especially if they are early game focused. 

After level 6 Akali has a much easier time both in lane and following up on jungler ganks. The lane should be more managable if you've gained item or xp advantages, but if even/ahead Akali should have the advantage. The best way to play is to ward for jungler pressure and clear waves that put you in the least danger. Akali's movement with her ult make it hard for you to hit abilities and should be kept in mind as the later the game goes the harder this will get.


VS

Anivia

Medium

VS

Annie

Medium

VS

Aurelion Sol

Medium

VS

Azir

Medium

VS

Brand

Medium

VS

Camille

Hard

VS

Cassiopeia

Medium

VS

Cho'Gath

Easy

VS

Corki

Medium

VS

Darius

Easy

VS

Diana

Medium

VS

Ekko

Medium

VS

Ezreal

Easy

VS

Fiora

Hard

VS

Fizz

Medium

VS

Galio

Easy

VS

Gangplank

Medium

VS

Heimerdinger

Easy

VS

Irelia

Medium

VS

Jarvan IV

Medium

Summoner Spells: 3.png4.png


Jarvan's damage is really hard for Taliyah to stop. His jarvanivdemacianstandard.png + jarvanivdragonstrike.png combo will only get interupted if you taliyahW.png him fast enough away when he uses jarvanivdragonstrike.png. If you miss all of his damage will hit, and hard when paired with thunderlords, and/or jarvanivcataclysm.png. The only other way to avoid his damage is to dodge his jarvanivdemacianstandard.png + jarvanivdragonstrike.png, by sidestepping, or using 4.png. This will be easier with worked ground, but if he uses jarvanivcataclysm.png it will be hard for you to apply damage if you have worked ground below you.

Try to kite him as much as possible, and have CC do deal with him when he engages. Farm up and play safe. Roam when you can as he can't follow up easily.

For items, buy a Zhonya's, and Rylia's for survivability, and kiting potential.

VS

Jax

Medium

VS

Jayce

Medium

VS

Karma

Medium

VS

Karthus

Easy

VS

Kassadin

Medium

VS

Katarina

Hard

VS

Kayle

Medium

VS

LeBlanc

Medium

VS

Lissandra

Medium

VS

Lulu

Easy

VS

Lux

Medium

VS

Malzahar

Medium

VS

Master Yi

Medium

VS

Mordekaiser

Easy

VS

Morgana

Medium

VS

Nasus

Easy

VS

Olaf

Medium

VS

Orianna

Medium

VS

Pantheon

Medium

VS

Quinn

Easy

VS

Renekton

Medium

VS

Riven

Medium

VS

Ryze

Medium

VS

Swain

Medium

VS

Syndra

Medium

VS

Talon

Medium

VS

Tryndamere

Medium

VS

Twisted Fate

Medium

VS

Varus

Medium

VS

Veigar

Medium

VS

Vel'Koz

Medium

VS

Viktor

Medium

VS

Vladimir

Medium

VS

Xerath

Medium

VS

Yasuo

Medium

VS

Zed

Hard

VS

Ziggs

Medium

VS

Zilean

Medium

VS

Zyra

Medium

Establishing the Early Game (Levels 1-6) Back to Top

506.pngGuide to the Early Game
179.png

Pre-Lane: 
The best thing to do before the laning phase starts is to watch the map for invades, and be trying to find where the enemy jungler starts. If you see bot lane arrive to lane early then you can guess that the jungler started top side. If the top laner is also there early, then they most likely started raptors and the ward that I will tell you to place level 1 can go on either side of the lane rather than in the raptor pit. The only exception for this rule is if the jungler doesn't need a leash (i.e., Ivern, Shaco), in which you can still place the ward at raptors after the first push, or use it to search for them early.

Level 1: 
The main objective is to shove the lane by using taliyahq.png on the back caster minions, followed by one auto attack. Finish the melee creeps by autoing them down, and move forward to place a ward on the enemy raptors. The reason for the shove is to be able to fain the ability to walk up and ward raptors. Also, because of your lane pressure, you will also be able to situate yourself around where the jungler could be (i.e., invading, level 2 gank, etc.). This thought process will allow you to position and think ahead to what you will do when reaching level 2, and onward.

** If the enemy jungler has early game pressure off a red buff (Ezreal) be wary of running into them, and avoid going for the ward in raptors, but just on the side at the start of the laning phase.

Level 1-2: 
By this point your goal is to account for jungler positioning, where you want the lane to be (match-up dependent), and what your goal for the early game is going to be. If the jungler's raptors are gone, or they're taking the then you can usually make an educated guess on their position around the map. If the enemy can't clear raptors early, or they're taking them when you ward you can use that information. Here's what to do when you approach the raptors and ward:
  • Raptors there and/or the jungler struggles with them? Either save ward for a different spot or place it to check if they attempt and get chunked, and then ping to give information based on what you know. This allows your jungler to also get information to either invade, ward, and path differently. 
  • They're taking raptors? Check which buff they have and their HP. If they're low and your jungler is near, look for an invade. If they're not just ping and think about where they will path next, based on their buffs, and their CS. You can tell what camps they took based off of how many creeps they have killed, what buffs they have and where they're moving. They could path down into krugs after and 3 camp to gank bot, or invade.
  • Raptors gone? Most likely a start on raptors into red and then blue. Either way stick to the opposite side, or towards your jungler if their route is in the same direction
** Important to note that jungle clears are not all static, and they can change based on many factors (your jg position, enemy camps, and lanes that can be ganked) While this is hard to keep in mind, practice and vision are key in getting the best idea of what the enemy jungler has done and will do.

Level 2-4:
From this point play around the information you have and watch the map for the jungler's positioning. For laning phase, try to poke out the enemy and hold as much mana as you can to match, or beat their lane pressure through shoving. Trying to create a situation where you can make your jungler want to gank, is the best case scenario. 
If you get low on health or mana, look to shove and back before the enemy can match your clear. If you can't shove try to have your jungler hold the lane and back for what you can. If you can stay in the lane, but are lacking mana wait to regenerate it, or back in a spot that will lose you the least amount. This situation is also something that can be prevented by playing the lane with this situation in mind. The best way to solve these unfavorable situations is preventing them from ever happening in the first place.

Level 4-5:
Either way the lane goes you do want to back around level 4-5 for a 1082.png2031.png, and 1001.png. Other options would be looking for a 3802.png to help you shove more efficiently. 
If the lane is even, or in your favor, you can stall your back and force the enemy out of lane, or farm until you have a comfortable gold amount. Also, keep in mind the earlier tips to prevent the lane from going out of your favor. Taliyah's early-mid game spike is her strongest point, so try and make use of your time.

Level 6:
If you haven't backed yet, look to do so soon as you're most likely sitting on 1k+ gold. If you're allowed to back and then regain lane pressure look to roam off your item spike. If you get back to lane last, initiate your push and start moving to look for roams.  You don't want to perma-shove lanes, and should only do so when a lane can be, or will have an opportunity to gank. Some lanes won't allow you to push as hard as you may like, so balance out trading, csing, and avoiding getting ganked. As long as you stay alive, and in control of the lane, you can make an impact. Roaming isn't your only option, but sometimes controlling the enemy laner from getting fed is by playing patient and looking for any opportunity to accelerate your position in the game.




Transition into the Mid Game (Levels 6-15) Back to Top

506.pngGuide to the Mid Game
179.png

Level 6-15:
From this point on the game revolves around how well you can pressure the map and make use of you kit. The ideal situation is to shove and roam to create pressure, keep watching the jungler's position, and make yourself as much as a threat as possible. Again, you do not have to always shove, but just be looking for when you can get a roam in, or help invade with your jungler.

Roaming will be explained more in the "Roaming Guide" section on why and when to do specific actions.

As the game moves into the late game, trying to snowball a lead, or cushion any deficits, will help you end the game quickly, or allow you to stay afloat while looking for opportunities to catch back up. 

Controlling the Late Game (Levels 15-18) Back to Top

506.pngGuide to the Late Game
179.png

Levels 15-18: 
Once the game starts to reach late, Taliyah's pressure will start to fall off up until the point where everyone has the same items, or better scaling. Her short abilities range makes engagements more manageable behind a frontline, but will also need some backup as damage output late game will not be as strong.

As for wall usage the general idea is to use it to block off objectives, split enemy teams, create windows of opportunity to engage, or save teammates from getting picked. Your wall is a lot of your late game pressure, outside of your general damage, so making good use of it is important.

Looking for follow up on friendly CC, peeling your backline, or making picks with your team is the best way to maximize your pressure and look to end.

The section "Different Ways to Use Your Wall" will help explain more in-depth into wall usage late game. 

Playstyles and Laning Back to Top

506.pngPlaystyles and Laning179.png

Types of playstyles are determined by your matchup, enemy team comp, and your team comp.
  • Aggressive, if the lane is easy, and/or the junlger isn't much of a threat
  • Passive, if you are in a farm lane
  • Defensive, if you have been counter picked, or the enemy jungler is an early game threat (Ex: 64.png154.png, etc.)
These playstyles are just for generalizations, as you can rotate between them no matter what the matchup. The key to this is to know when to play aggressive, passive, or defensive. If your opponent can't trade, is going for CS, or does't have cooldowns, then feel free to go agressive. If you see the enemy jungler on a ward, and think they're somewhere near by, don't bother engaging. If it's a farm lane, you have more focus on your CS and wave control, so use that knowledge to pressure with roaming.

Always be aware of the enemy postions on the map, with warding, and listen for pings.
Also, make sure you know how to control your lane in order to help make bad situations easier, and good ones even more favorable.

Here's a video by Dong Huap, about lane control if you struggle with it. It's extremely well done, and can even teach you some things you may not know/remember about lane control.


Video not working? Link here as well!

Different Ways to Use Your Wall Back to Top

506.pngHow to Use Weaver's Wall
179.png


One of the main ways to use your wall is to gank. This is usually during laning phase, and can lead to free kills, or burnt summoner spells (on the enemy team), if they aren't prepared. 

For gank paths mid/late game, use your ult to pick people off, or cut enemy teams in half to gain a number's advantage.

*NOTE: You CAN chose what side you jump off of your wall by imputing a movement command*

The final way to use your ult is to cut people off from objectives. These include...
  • Dragon
  • Baron
  • Towers
  • Inhibitors
  • And of course, their Nexus
The wall can also be used to stop dashes, or remove melee champions that stick on you if your taliyahwvc.png is down. However, using your wall this way is very risky, as it's long cast time requires it to be used from a distance and keeps you in one place for an extended period of time.
  • Can stop 150.png's jump/gnare.png
  • Can interupt 202.png ult
  • Can shove someone like 122.png to the side to give you some time to recuperate
giphy.gif

Roaming Guide Back to Top

506.pngRoaming Guide
179.png

Roaming is a key part of Taliyah's kit, and to utilize her to her fullest this process should be perfected as well as your combos. The difference in skill between a good and great Taliyah will be in their ability to utilize her kit to it's greatest potential.

As I originally brought up in the mid-game explanation, shoving and roaming is key to using Taliyah' kit. It allows you to gain lane pressure and look for roams to threaten the map. Making the enemy feel unable to deal with you allows you to gain both an in-game and mental edge. Good lane pressure is essential to good roaming.

Enemy and friendly jungler position is also important to keep track of when roaming. If your jungler can assist you in a roam to ensure a kill, tower, etc., then take the opportunity to help. If the enemy jungler is pathing down into a lane, and you have the freedom to help, or decide that you can't help turn a situation make sure to communicate that. Keeping track of this things will not only make your life easier, but will also lower the amount of mistakes that can happen. 

The key to good roaming is to always shove before you leave lane, knowing where the enemy is in order to play the situation properly, and making your presence unknown to the enemy, as much as possible. 

*I'll move the pictures onto LoLKing soon, but I'm having some trouble uploading them right now*

giphy.gif

Taliyah in Other Lanes? Back to Top

Taliyah Roles (best to worst):

Mid > Support > JG/Top/APC

179.pngTaliyah Support

I don't always play support, but when I do...
Taliyah is a pretty good support with the use of her W + Ultimate for peel. With the addition of Glacial Augment and using Frost Queen's Claim, you have a lot of slow and engage potential. 
Your goal is to try to apply lanes pressure and then, after getting mobility boots, roam around the map after basing to snowball other lanes. 
In the mid/late game try to cut off objectives and go for picks with your wall. Zoning off dragon, or baron, with your wall can force enemies into bad situations. You can also use it to split enemies under their tower to force them to back off, or die. This will usually result in a free tower. It can be used at inhibs too, to stop melee enemies from going in without high risk, and can also get you the objective much more uncontested than normal.
*After the mana nerfs to Taliyah's Q consider getting mana stats*

Example Build: 3092.png > 3117.png > 3165.png > 3116.png > 3151.png > 3089.png/3135.png

(watch games to see how they play Taliyah, especially Support)

179.png
Taliyah Top

Disclaimer: This is not good enough to play versus other top laners, and is too easy to punish, don't run into ranked with this. Most of the pressure in this lane is early game strength and jungler pressure. Think of it as Annie, Lissandra, or GP, but more reliant on winning the early game, with less scaling. The reason we treat it like other mage and safe top picks is because when you don't have ganks coming in, it's harder for Taliyah to peel off most top laners. Anything with far dashes and hard cc are usually a problem for playing this. Lane wise, you are at a disadvantage due to Taliyah's lack of escapes, so make sure your jungle is constantly warded. Some picks are also just bad for Taliyah to play against, so take exhaust if you feel like you need it. In most cases I do run 3.png over 12.png mainly for survivability against ganks, and my opponent. 

Your roaming is pretty bad if you don't run 12.png, as you can't go much further than mid lane to help. However, ganking mid against immobile champions, or those with their summoner(s) down, can be really effective. It's even better  if you have a jungler help in this process to almost ensure a kill.

TL;DR: Keep your lane warded, play safe, roam when you can, snowball early

179.png

Taliyah Jungle


The clear speed on Taliyah works surprisingly well and can keep your hp high if you kite properly. Invades, however, can be troublesome as your cooldowns are extremely high in the early game. I'd recommend to only play this in normal games unless you're the only Taliyah jg one trick. Then again, if you were you probably wouldn't be using this guide for it's intended use anyway.

If you do end up playing it though, your ganks are really strong, and if you don't get focused, you can get a lot of damage off and spiral your lanes. 
For items Runic Echos is the best bet, and can be followed by Rylias, and then either GLP or Morellos.
Your taliyahr.png ganks are also really strong, as well as your mobility with taliyahpassive.png makes it easy to get through the jungle. Think of this similar to Ezreal jungle, but with a slower and more vunerable early, but has strengths in ganking and fighting early.
179.png

Note for Her off Roles:


Taliyah is very versatile, and can be strong if you play to her strengths, but make sure if you are going to do this that the enemy team comp. doesn't completely counter you. 


Taliyah Buffs and Nerfs Back to Top

506.pngBuffs and Nerfs
179.png

6.14 Buffs and Nerfs
This section is about the vector cast change on Taliyah's W. This has made the spell cast more like Victor's E, or Rumble's Ultimate. Because of this change it was rather hard for me to get used to the new changes, but I did find a solution. If you can't get used to the new vector cast try using the ability on click-to-cast/normal cast. For me, this makes using the ability easier to direction as you click where you want the ability, and pull/push to where you want to direct them. This feels much more like the older locked cast, but gives the new benefits of the vector cast. However, if you're new to Taliyah learning the quick-cast version is probably more beneficial as you won't have to switch back the cast type, every time you play a new champion.

6.18 Nerfs
(Q Minion Damage Down, E Damage Down)
Hopefully they put a small percentage back onto her Q for extra minion damage, or buff her W and E damage and CDS. Without anything, Taliyah is still fun, but not good enough to win consistently.
Due to these changes Taliyah is weak, and lacks where she used to be strong. She can't waveclear which leads to her not being able to roam, making her ult harder to use. Her poor mana pool (similar to Orianna's) makes it hard for her to waveclear and roam effectively. While her clear with Q was too strong at 50%, it's too weak at 0. Due to the nerfs to her W and E, waveclearing is much less effective on her, and makes it hard to even go for poke, or CS. One of the main problems with the Q nerf is her worked ground. Now that you need to Q more to clear, more worked ground is created, and quickly leaves you with no trading power. 

Buff 6.24/7.1
Q damage back up makes Taliyah's kit feel much stronger both in laning and mid/late game.

7.16 Nerfs
Taliyah was a little too oppressive because of her high damage outputs and relatively safe laning phase, with the addition of being able to skip mana items and build right into utility, defenses, or damage. The changes this patch were to up mana cost on her Q at all ranks in order to force her into an item like Morellos, RoA, or GLP.  It shouldn't hurt solo q Taliyah too much, as mana items are a must anyway, but might hurt competitive, as Blue buff or building into mana will be more mandatory. As for what this change hurts in solo queue is pretty much her first back, and also taking some power away from rushing dark seal, refilable, and boots, but it may still be manageable with the mana from Dark Seal. 
UPDATE: Lost chapter rush is ncie to have, but not necessary providing you can control your mana early. The real pain is before the first back, so biscuts and 5 points in Meditation feels the best for sustaining throughout the early game. Blue buffs and mana items are essential in being able to play to your full potential as Taliyah, so don't overlook them for extra damage or utility. 

About the Guide Back to Top

506.pngAbout the Guide
179.png

I go by the summoner name AspectSG, and have been playing league for since September of 2015, and have 5 accounts in Diamond (S7).
I had been interested in Taliyah since her announcement, and have been playing her consistently after her release. I am currently over 600k mastery points across my accounts and felt comfortable enough to create a guide on the champion. 

Also, here's a list of some Taliyah players other than myself:
Because this was my first guide used inspiration from some others already on here. Feel free to check them out, as it helped a lot in making this guide:
Other than the formatting, and layout help the rest of this guide is my own work, hope you've enjoyed!

P.S. This is also my first guide so feel free to give me tips on anything I have left out, and ask any questions that you may have. TY!

Updates and Changes Back to Top

506.pngUpdates and Changes
179.png

Upload Date:
At the time of release not all match-ups are completed. I will get to the rest over time, but felt like releasing the guide prior, due to the amount of time each one takes. The difficulties are all listed, but if you have any questions on specifics, feel free to ask in the comments.

November 20, 2016:
I've decided to wait on finishing the match-ups until I have the time, if you need help with any of the lanes feels free to comment, and I'll update the guide.

February 19, 2017:
Match-ups aren't finished yet. They all are ranked, but in terms of depth only some are filled out. I'm planning on doing them sometime I'm free, but I'm quite busy with school at the moment.

July 4, 2017:
Added some line spacers and changed around some of the titles on the guide. The match-ups have been scraped and I have removed all in depth content. Most of the info was outdated, icons were bugged, or lacked any description. All of them will stay ranked on difficulty, but I'm unable to change a few because of lolking not allowing me to change it. I plan to fix all of the match-ups soon, but am working to make the guide easier to read and navigate through. Sorry for the wait.

July 5, 2017:
The guide is fully updated minus the detailed matchups and some pictures I can't add because of some issues with the server. The rest of the updates will come out as soon as possible. Thanks for waiting and reading the guide!

July 15, 2017:
We Got Featured!!! Thanks everyone for supporting the guide!

July 16, 2017:
Gifs, and photos added to the guide. More to come! I'll start working on matchups after I refine the rest of the guide.

July 22, 2017:
Some minor mastery page changes

July 29, 2017:
Text and font fixes, with some updates to items, and possible 7.16 nerfs.

August 9th, 2017:
7.16 nerfs updated, and possible build adjustment

October 24th, 2017:
Item Section updated to my most recent build and opinions on items. I'm also thinking about finally working on the matchup section, but only a couple will be done for this update. When the preseason comes, expect a full rune overhaul, with constant changes to what helps Taliyah preform the best. More updates to come.

November 9th, 2017:
Runes Reforged Update, with more to come. Have to go to school so this will be updated much more throughout the day, and preseason as a whole.

November 20th, 2017: Runes reforged update and removed old runes and masteries.

November 21st, 2017: New patch and updated runes reforged descriptions

Send Feedback