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Recommended Items
Runes:
Sorcery
Precision
Spells:
Ghost
Flash
Items
Ability Order
Rock Surfing (PASSIVE)
Taliyah Passive Ability
Introduction

Hello reader, my name is ShadowVisions. Whether you are an experienced ![]() |
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Briefly about me: I am a Diamond II scrub that enjoys playing fun, high skill mid laners such as Ahri, Azir, and Taliyah, though I can play most mid lane champions at a diamond level. I also play a mean Caitlyn if I get my secondary role. Not really. More relevant, however, is the fact that upon her release I spammed Taliyah in normals learning the ins and outs of the champion, achieved level 7 mastery with her three days after her release and subsequently took her into ranked play to much success. As of 6/8 I have over a 5 KDA and a 59% winrate with her over 34 games, and frequently have solo queue teammates be impressed saying “What a beast!”, “I never knew Taliyah could do damage..”, and perhaps even “That wall won us the game”. With some tips and a bit of practice, you too can reap the rewards of adding Taliyah to your champion pool.
One final thing about me- I’m the starting mid lane for North Carolina State University’s League of Legends team, and have spent a year with them enhancing my game knowledge and competitive prowess. Just this year we have grown from a pretty noob team to making top 8 in CSL (Collegiate StarLeague) playoffs and winning $500. I’ll have a separate section on competitive gameplay, but in short it’s a lot more dependant on teamplay, map movements and wave management than will ever be required of you when climbing the ladder, and Taliyah is a great champion for this. I hope I can lend you some of this knowledge throughout this piece. Onto the guide!
**UPDATE 6/15/17**
This season my team managed to get 2nd place in Riot's uLoL series for the South region winning $28,000 in scholarship money, of which I received $4,000. I play on a great team and I can't wait to see what we can do next year. Additionally, this summer through a lot of hard work I managed to reach Master tier for the first time playing mostly Ahri and Taliyah. I updated the guide to match some item and mastery changes I've been using, most notably Stormraider's Surge, Hextech GLP and Liandry's Torment. Thanks to everyone for their support and I hope you all continue to enjoy my guide!
Pros |
Cons | ||
> Extremely strong early lane phase > Strong situational waveclear > Insane teamfight presence as well as catch potential > Weaver's Wall allows for roams, map rotations and strong objective play > Good kiting and peel with Seismic Shove and Unraveled Earth |
> Incredibly weak to all ins or assassination attempts > Low mobility makes it difficult to escape once caught > Worked ground mechanic makes it difficult to stay in one area for a prolonged time > Several bad lane matchups after early levels > No combat ultimate to rely on |
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Ferocity![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Cunning![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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As with most mid lane champions,
Taliyah benefits from having multiple rune pages prepared depending on the matchup. Thanks to the mage item changes in patch 6.9, it’s normally not necessary to run cooldown reduction in your rune pages (though
Taliyah with max cooldown reduction is pretty desirable). As such, my default runepage for
Taliyah looks like this:
Talon,
Zed, or even
Varus, I sub out the scaling health for armor and run 10% cooldown reduction in glyphs:
Taliyah as well.



- 9x
Greater Mark of Magic Penetration
- 9x
Greater Seal of Scaling Health
- 9x
Greater Glyph of Magic Resist
- 3x
Greater Quintessence of Ability Power



- 9x
Greater Mark of Magic Penetration
- 9x
Greater Seal of Armor
- 6x
Greater Glyph of Scaling Cooldown Reduction
- 3x
Greater Glyph of Magic Resist
- 3x
Greater Quintessence of Ability Power

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Flash: Necessary in 100% of games. ![]() |
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Barrier: The other summoner spell I usually take with ![]() ![]() ![]() |
Viable Options to Replace Barrier
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Cleanse: Take against ![]() ![]() |
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Teleport: Maybe take in competitive against other ![]() |
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Rock Surfing: ![]() ![]() |
Tips and Tricks
- Use
Rock Surfing for level 1 strategies to get to areas faster than your opponent (you will beat them to mid lane and your team can sneak into a river brush through there, for example).
- Ride the walls to lane to save a few seconds of time when you back, the experience gained will add up from less minions missed.
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Threaded Volley: There’s so much going on in this unique ability that it takes a lot of practice to get experienced with it. ![]() ![]() ![]() ![]() ![]() |
Tips and Tricks
- Her
Threaded Volley is great for shoving in minions early. Most champions in the midlane cannot match this at early levels and will have a very hard time last hitting under turret. To abuse this and make them hate you, at level 1 use your
Threaded Volley plus an auto each on the back line of minions to clear them instantly and shove the wave. Then, while the enemy is trying to farm under turret they will be vulnerable and you can usually get a full
Threaded Volley on their face while using mastery emote.
- Worked Ground is incredibly important to master. I find it best to take odd angles you know you won’t use in combat to clear minion waves, and leave the middle of the lane open for you to cast against the opponent. When defending in siege situations, mix up your angles so you can cast the ability for three or four times and buy enough time for the worked ground to disappear. In teamfights, move around and you will do damage, but you won’t be nearly as useful if you don’t.
- In difficult matchups, let yourself be pushed in after early levels.
Taliyah can farm under turret just fine, and using worked ground on your half of the lane ensures that you have a lot of extra movespeed to both dodge abilities and escape jungle ganks. On the other hand, if you want to roam, use Threaded Volley to shove the wave quickly and buy yourself time to cross the map unseen before missing the next minion wave.
- You can auto attack while casting
Threaded Volley, and if you are stunned or knocked up it will continue to throw rocks. Knowing this, you can shove a minion wave while attacking the enemy and surprise them, or cast the ability right before being hit with crowd control to still do damage while locked up.
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Seismic Shove: This is a fairly straightforward ability, but takes some getting used to based on its unique casting mechanic. ![]() ![]() |
Tips and Tricks
- This ability can be super awkward because it locks you out of your other abilities (including summoner spells like
Flash) for the duration and you can only move. This means you will want to cast your
Unraveled Earth before your
Seismic Shove and not the other way around, or you won’t break any bones on the rocks. Unlucky.
- You almost always want to use this ability in conjunction with your
Unraveled Earth, but you can use your
Unraveled Earth without
Seismic Shove.
- If you’re being jumped on, holding this ability can go a long way to ensure you hit it. Wait for key abilities to be used, such as
Fizz’s
Playful / Trickster. If they’re on top of you, cast
Seismic Shove on top of you and fling them away (or under tower, if you’re feeling spicy).
- More often than not, predict the enemy to run backwards when you are trying to knock them into your team or your
Unraveled Earth. A lot of players aren’t prepared against this ability and fail to dodge it successfully.
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Unraveled Earth: ![]() |
Tips and Tricks
- Save this ability for secondary waveclear if you can’t use
Threaded Volley due to Worked Ground. It’s slower but also discourages enemies from sieging under the threat of you using your Seismic Shove under tower.
- Always use this ability before casting
Seismic Shove so you can knock opponents through the rocks. Pretty self explanatory.
- If your opponent has a dash such as
Yasuo,
Fizz,
LeBlanc,
Ahri… try to predict it and you’ll most likely win the trade.
- Spam this in teamfights. It gets to a pretty low cooldown, has large area of effect slow and damage, and discourages enemies from using their mobility spells in the heat of the battle, saving both you and your team.
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Weaver's Wall: Incredibly fun and powerful ultimate, it lets ![]() ![]() ![]() |
Tips and Tricks
- Use
Weaver's Wall for roaming. It will get you halfway to bot lane at early levels, so ping your lane enough times and cut off the enemy. Great against immobile ADCs such as
Ashe,
Twitch,
Jinx, you name it.
- Use your
Seismic Shove to knock enemies back over your wall if they flash over. They will be tilted for life.
- Cut off enemies at the start of teamfights, separating their front line from their back or just catching an immobile carry pinned to a wall will almost guarantee a favorable trade. You can also siege turrets or defend sieges with this:
Weaver's Wall in from an unseen location, and your team can get or defend the turret and clean up any unsuspecting opponents.
- Use the wall to secure objectives, particularly baron. Have your team start the baron, get it to about half hp (or even healthier if it’s late game and wall lasts longer), and throw the wall down blocking enemies from contesting. After that, it’s on your jungler, but you can help by
Seismic Shoveing the enemy jungler away or out of the pit. Goes a long way for being honored after the game.
- If a team fight breaks out and you don’t have a chance to use your wall, use it for cleanup after a won fight. If low health enemies are limping away and you think you can take them if they turn, use your wall to fly at them and take them down. Looks great on montages, but also ensures your team can capitalize on a won fight.

Always take








Some people think







Starting Items
Only items I would recommend buying on
Taliyah to start the game.
Doran's Ring is great mana sustain, provides health and everything you need in an early game item. If you back early you can buy a refillable potion. It’s important to note that you should buy a pink ward on every back if you have 75g and an item slot left over, my play improved a lot once I started doing this. You can buy a second Doran's early, but personally I prefer to dive straight into either my
Morellonomicon or
Abyssal Mask components. Also be sure to pick up at least Tier 1 boots early on or you will feel like a slug on the rift, and remember to sell the
Doran's Ring at some point if you need 160 gold.
Core Items
Boots
I get other boots 5% of the time. You’d be hard pressed to find a game you need
Boots of Swiftness,
Ninja Tabi or
Mercury's Treads as
Taliyah but it’s possible depending on how the game goes. Not recommended but an option in some games.
Situational Items
Only items I would recommend buying on





Core Items
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Morellonomicon: This should probably be your first item every game, unless you are facing extremely heavy AP or AD (in which case, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Rylai's Crystal Scepter: This is such an amazing item on ![]() ![]() |
Boots
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Ionian Boots of Lucidity: I get these 25% of the time. Only buy these if you didn’t buy at least one of ![]() ![]() |
I get other boots 5% of the time. You’d be hard pressed to find a game you need




Situational Items
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Abyssal Scepeter: Buy this item as a rush against hard AP, or as the item after your ![]() ![]() ![]() ![]() ![]() |
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Zhonya's Hourglass: Buy this item as a rush against hard AD, or as the item after your ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Void Staff: Buy this item after ![]() ![]() ![]() ![]() ![]() |
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Rabadon's Deathcap: Buy this item after ![]() ![]() |
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Farsight Alteration: You should also consider switching from ![]() ![]() ![]() |
Levels 1 - 6
Laning can be a bit awkward at first with
Taliyah, but once you get used to it you can be incredibly powerful and surprise the enemy. Your ability to outplay and win the lane is dependent on two things: Your ability to cast your
Threaded Volley and manage Worked Ground successfully, and your ability to land your
Unraveled Earth and
Seismic Shove. Of course along with this you have to use some combination of these abilities and positioning to work around whatever gameplay or cliche minigame your opponent has. For example, against
Xerath or
Varus you have to dodge their poke and weave your way into range, and against assassins you have to keep your distance and abuse your range advantage, while using your Unraveled Earth timing to outplay them. A lot of this will be included in the detailed matchup section of the guide.
From the start of the lane, the first thing to do is step to one side or the other of the first minion wave and use your Threaded Volley to clear the back line of the minion wave, weaving your auto attacks to clear the melee minions. If you can hit the enemy that’s great, if not it’s fine.
Taliyah’s shoving ability is almost unmatched early and you can accumulate a gold advantage by watching the enemy fail to last hit under turret. When they are trying to do this you can walk up and hit them with a full blast of your
Threaded Volley again. Hitting all five rocks early will do about half health and normally draw a
Health Potion.
Take a minute to try and deduce where the enemy jungler started based on whether their top lane gave a leash or not. If they did, the jungler started top side and will most likely gank you from the bottom side early. If not, the jungler will most likely gank you from the top side. Most junglers finish their clear and can come mid lane around the three minute mark, so place your
Stealth Ward in a good warding spot based on where you think their jungler will be. You should back up and play less aggressively at this point unless you can say with confidence you can escape a gank. Knowing the enemy jungler’s champion can go along way: A
Skarner or
Shyvana won’t really give you as much of a problem as will a
Rek'Sai or
Elise.
Usually, you can proceed to do the minion shoving technique for the first two or three waves for most matchups. You will hit level 2 off the first melee minion on the second wave, and take
Unraveled Earth and try to get in range to use it. If you can’t or they are playing far back, you can use it to shove the wave harder. Clearing waves is important on
Taliyah because it allows you to look for roaming opportunities, but also allows you to get a head start to nearby developments such as helping your noob jungler not get invaded or die trying to steal that red buff. Some matchups you definitely won’t want to shove after the first level or two, such as most assassins.
Fizz,
LeBlanc, and
Yasuo come immediately to mind where it’s better to take control of the lane under your own turret.
At level 3, you can take
Seismic Shove and attempt to hit the enemy with your
Unraveled Earth +
Seismic Shove combo. It’s important to normally wait until they use their mobility spell to maximize your chances of hitting the ability. Also, once you use these abilities you should back off as you are most vulnerable to an all in when you have your displacement spells on cooldown. After this point, it gets pretty matchup dependant, but in general, you want to continue looking for favorable damage trades, use your trinket off cooldown unless you have information on the enemy jungler, and set up ganks for your own jungler. If your jungler has reliable crowd control, it can be best to let them initiate and hold your Seismic Shove for guaranteed follow up and huge damage with your Unraveled Earth and Threaded Volley.
Wave Management
You’ll also want to use Wave Management techniques to maximize your advantages. For example, if you get a kill or the enemy is forced back, shove the wave into them and they will miss all of the gold and experience. On the flip side, if you really need to recall, it is best to wait until the wave before the next cannon minion wave, shove it in hard with your abilities, and recall. This way, even if the enemy shoves in the cannon wave, it will not die to turret as fast due to the tankiness of the cannon minion to turret and you can usually get back to lane in time thanks to your passive
Rock Surfing that you won’t miss more than a melee minion or two. Finally, when trying to roam you’ll always want to shove the wave as soon as it gets to lane to maximize your free time before missing experience and gold from the subsequent wave.
Roaming
Roaming is incredible important to secure and snowball your team as
Taliyah. Her roaming ability can be comparable to champions like
Twisted Fate, but requires a bit more setup beforehand. Before starting to roam it’s important to identify the best place to go. First thing to look at is champions- good luck killing a Riven that can just hop your wall, or a Thresh playing far back that can simply lantern their carry over. You want to look for immobile champions playing far up in the lane. At this point, you want to make sure you aren’t being too obvious. Shoving the wave and buying pink wards is optimal for this so you know you aren’t being spotted out too early. It’s easy to identify if you have been spotted because the enemy will immediately run away before you can get in range. If there’s nothing you can do about it at that point, it’s okay; going back to your lane to farm isn’t the worst thing in the world.
Something else effective that you can do is coordinate with your jungler, especially one that you can trust. You can ping them lots of times to a lane and do a two man gank with them that can be strong, and also secure an objective early like dragon or rift herald. With the new buff timers in the game, you can also coordinate a buff steal, using your wall to trap the enemy jungler from the rest of their team. Maybe you’ll even get the blue for yourself. In competitive, having synergy with your jungler is one of the most important aspects of winning the early game, and Taliyah is best picked with a hard CC jungler such as
Rek'Sai,
Elise, or
Gragas (If you want to see Pluckin Penguin’s (NC State Jungler)
Gragas guide, you can click here). Don’t try too hard to roam if it’s just not possible.
Taliyah is not a champion that falls off. She is incredibly potent in team fights and provides a lot of control to her team in the form of peel, crowd control and objective play.
Laning can be a bit awkward at first with






From the start of the lane, the first thing to do is step to one side or the other of the first minion wave and use your Threaded Volley to clear the back line of the minion wave, weaving your auto attacks to clear the melee minions. If you can hit the enemy that’s great, if not it’s fine.



Take a minute to try and deduce where the enemy jungler started based on whether their top lane gave a leash or not. If they did, the jungler started top side and will most likely gank you from the bottom side early. If not, the jungler will most likely gank you from the top side. Most junglers finish their clear and can come mid lane around the three minute mark, so place your





Usually, you can proceed to do the minion shoving technique for the first two or three waves for most matchups. You will hit level 2 off the first melee minion on the second wave, and take





At level 3, you can take



Wave Management
You’ll also want to use Wave Management techniques to maximize your advantages. For example, if you get a kill or the enemy is forced back, shove the wave into them and they will miss all of the gold and experience. On the flip side, if you really need to recall, it is best to wait until the wave before the next cannon minion wave, shove it in hard with your abilities, and recall. This way, even if the enemy shoves in the cannon wave, it will not die to turret as fast due to the tankiness of the cannon minion to turret and you can usually get back to lane in time thanks to your passive

Roaming
Roaming is incredible important to secure and snowball your team as


Something else effective that you can do is coordinate with your jungler, especially one that you can trust. You can ping them lots of times to a lane and do a two man gank with them that can be strong, and also secure an objective early like dragon or rift herald. With the new buff timers in the game, you can also coordinate a buff steal, using your wall to trap the enemy jungler from the rest of their team. Maybe you’ll even get the blue for yourself. In competitive, having synergy with your jungler is one of the most important aspects of winning the early game, and Taliyah is best picked with a hard CC jungler such as









One part of




Ranked |
Competitive | ||
> Roam often, as the enemy will communicate less > Pick the champion into good lane matchups, not as dependent on composition > Focus on your own play and play slightly more selfishly > Use walls to catch out enemies |
> Roam less as communication will be strong, communicate with your jungler to coordinate stronger ganks together > Pick the champion with a good surrounding composition and less about the lane matchup > Play for the team and channel farm into the ADC depending on the situation > Use walls for objective control and siege scenarios |
My Gameplay
Professional Gameplay
My team plays in the HouseParty5v5 Minor League, an LCS-style amateur league filled with diamond level teams. Here is one of our upset victories against a top team where I played ![]() NOTE: the use of walls to both roam, siege and secure objectives such as baron. |
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Professional Gameplay
Admittedly, I’m not quite a pro player, but thankfully some very good players have started to pick up ![]() |
![]() |
Though many others would disagree, I feel like
Taliyah is pretty strong overall and will be seeing professional play due to her strengths when a team is developed around her. That said, it’s important to pick
Taliyah in an environment where she can succeed.
Taliyah is great against immobile champions that cannot dive on top of her, and fantastic against easily kitable champions such as
Darius or
Udyr. She works well with hard CC junglers and strong ADCs, as well as champions that have strong area of effect and can make use of her wall grouping enemies together. AD carries like
Graves and
Vayne are also good because of their high damage and abilities that can make use of her wall.
Taliyah also should not be blind picked into mid lane without a lot of preparation into all matchups. She has a very bad time after early levels against assassin, and will lose most 1v1s with burst mages once they unlock their damage ultimates (
Lux,
Annie,
Ahri,
Syndra, etc). This encourages a roaming and objective focused playstyle after a short laning phase in these matchups. As far as scaling goes, I think
Taliyah has an extremely strong mid to late game, not quite on the same level as champions like
Azir, but very good relative to the average mid laner. A wise
Taliyah player can end up solo carrying games in certain situations, but more often than not will rely on a smart team to follow up on her plays. Overall, I think
Taliyah is a very fun and rewarding champion to play, and she has quickly become one of my absolute favorites to play.
















Thank you so much for reading my
Taliyah guide! I really hope you learned something, and if you have any specific questions you can leave a comment and I will be more than happy to answer. Good luck on the rift and go have fun with Taliyah!
A special thank you to the following:

A special thank you to the following:
- jhoijhoi: I made use of some of her wonderful templates from her guide about Making A Guide.
- Pluckin Penguin: For formatting everything for my guide and being a huge help with the template. Also for sometimes ganking my lane.
- NCSU Prime: For allowing me to practice my
Taliyah play in a team environment occasionally.
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