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Recommended Items
Runes: Elec / Standard
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Ability Order STANDARD ORDERING
Rock Surfing (PASSIVE)
Taliyah Passive Ability
Threats & Synergies
Zed
MELEE = PUSH EARLY (LEVELS 1-2) - CARE FOR GANKS! (SPAM Q'S TILL 50-60% MANA)
Doran Ring + 2 Pots + Another Ring on first Recall + 1-2 Cloth Armor if you still cannot deal with him (A.K.A. he's experienced). Cloth Armors shall transition to Zhonya/Tabis later on if you still need it. Get Time Warp Tonic/Stopwatch to survive OR Stopwatch/Minion Demat to push and roam first.
ROAM/PUSH FIRST BECAUSE YOU WILL NOT BE ABLE TO FOLLOW HIM UNLESS YOUR JUNGLER IS NEARBY. GET STOPWATCH RUNE.
In the Zed matchup we want to get Exhaust or Heal/Barrier as a summoner spell and to reach for Zhonya for first or second item. If you think you can survive the matchup you can go for a mana item early on, but I recommend Zhonya as soon as possible. His lanephase before level 6 is relatively close to yours, as in poke, go back and wait for cooldowns and poke again. You should keep a safe distance from his W and try to trade with him and dodge as many Q's as possible. Post 6 you can either play it safe, push and roam, or try to fight him but I do not recommend the second one. If you do get caught try always to flash to towers in the moment his ultimate lands, right before he uses Q to get amplified damage. Use Exhaust in the moment in which his ults lands on you, and zhonya right before he uses Q.
You can notice his Q by his animation, try to get a grasp of that and how it works. Keep Exhaust always in teamfights for him to deny some damage. If you often struggle ask your team to ban him.
Jarvan IV
Good CC, Good Overall damage. You should split kills 60-40 in your favor as j4 tends to slowly fall off in damage later on (we will want him to build a bit tanky). He can setup good ganks with E->Q->Flash and will enable your full combo if the player is decent. You can even ask for camp in some matchups because your gank synergy potential is huge. Usually does not need any help with the crab fight but you can be there for him if needed.
Jarvan IV
Good CC, Good Overall damage. You should split kills 60-40 in your favor as j4 tends to slowly fall off in damage later on (we will want him to build a bit tanky). He can setup good ganks with E->Q->Flash and will enable your full combo if the player is decent. You can even ask for camp in some matchups because your gank synergy potential is huge. Usually does not need any help with the crab fight but you can be there for him if needed.
Champion Build Guide


Hello everyone, I'm Drewmatth, a Taliyah OTP with over a million mastery points that reached Master Tier on EUNE two seasons ago and I am currently playing on EUW. Some other credentials: I have been numerous times no 1 Taliyah EUW on sites like Lolskill and as of 27.08.2019 I'm listed on OP.GG as the second most experienced Taliyah player on EUW (judged by LP and number of games). I am also the writer of the no 1 Lolking guide for Taliyah with over a million views, but sadly Lolking got deleted :(. For that guide I wrote over 30 pages and I am doing for the past 2 years numerous tutorials and guides on Youtube for ALL Taliyah players alike.
If you want to chat with me you can either leave a comment here below, on Youtube, on reddit.com/r/taliyahmains or add me in game. I fully dedicate to answer every question EVERY time. I doubt there was ever a time in the past years where I ignored someone that wanted to learn Taliyah. I also have a Taliyah Mains alike discord where you can chat with me privately: https://discord.gg/GrhM2qK .

For this guide I estimated that I wrote at least 30 pages again and you can expect, after going through it, to have a comprehensive understanding of Taliyah in general and in particular, in micro and macro cases. You will understand how to fight early on, how to roam properly, how to do teamfights and much more. Besides that I will provide tips on how to practice in the PRACTICE TOOL and I will give you numerous video links with examples for teamfights, for roaming and for other stuff. Remember, we cannot learn anything just by theory. Practice makes it perfect. You'll have to practice a lot if you really want to improve and get the sweet LP, but that's why I'm here.
I create weekly Taliyah tutorials, guides and high-elo full games reviews/gameplay on Youtube. If you're interested in more tutorials and guides leave a subscribe below to be notified of future videos.
This clip sums up pretty much a lot of the stuff that you need to know for ALL lanes for Season 11 in under 10 minutes.

By writing this, I take a promise to update this guide as often as time allows. League of Legends is a constantly evolving game and I will try to do my best to keep up with it. I'm not sure if I will be completely able to update all matchups and synergies due to the sheer amount of work required but the tips given there are general and they usually work despite changes, unless the champion in cause gets reworked.
Thanks and let's start studying Taliyah !


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FLASH + HEAL: More useful than Barrier, due to the synergy that it offers towards your Jungler. Moderately useful on roams. Some examples of matchups where I may use it: Katarina, Yasuo, Zoe, etc. |




*Thanks jhoijhoi for these amazing line separators! |

Rune Page 1: You're so ElectroCUTE (Most efficient, all rounder)
PRIMARY:
SECONDARY:
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8% Increased damage towards lower hp targets. Extremely useful when doing a full combo on a target that's lower hp, most often ensuring the kill. |
SECONDARY ALTERNATIVE (ASSASSIN MATCHUPS):
AND ANOTHER ALTERNATIVE (Roaming or MANAFLOW BAND for mana) + ABILITY HASTE):
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Pretty insane rune to be honest post level 11 especially since we're struggling now to reach that early Ability Haste. |

Rune Page 2: Prepare for a Dark Harvest (Constant Fighting)
PRIMARY:
SECONDARY:

Rune Page 3: Comets into space (POKE)
PRIMARY:
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Extremely useful rune since Taliyah lacks mana most of the time. Proc it as often as you can early in order to reach the mana cap. The other two choices are relatively meaningless in this tree. |
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Strong rune for getting that sweet CDR (*ABILITY HASTE*) and scaling. Post level 11 you should get some very useful basic abilities cooldown reduction. |
SECONDARY:

Rune Page 4: Full Glacial Comp (Slow your Foe)
PRIMARY:
SECONDARY:
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Cheap Shot is more useful in combination with Glacial Augment. Taste of Blood is also a good choice for sustain but in this case I do not prefer it. |
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Ingenious hunter for the sweet Ability Haste on items is the perfect choice with this rune. |

Stats Runes:
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Pick the Armor stat rune against AD Assasins or Full AD Comps (Zed/Yasuo/Talon/Qiyana etc). |
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Pick the Magic Resist stat rune against AP Assassins, Mages or Heavy-AP Comps (4 Mages, 1 AD, or when you're on lane against Akali, Diana, LeBlanc, Ahri, etc). |


Starting Items: |
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OR |
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Core Build: |
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Final Build: |
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Good overal item for the ability haste and movement speed that it provides. |
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Your strongest item in terms of AP. Quite expensive and generally enables you to one shot people with W+E+Q. Get Zhonya before this if you feel like you are getting targeted often. |
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Magic Pen late game resource against heavy MR comps or people that generally buy magic resist. Can be replaced based on needs (see Alternative Section). |
First Base: |
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I get another Doran's sometimes in matchups that are difficult to deal with once the opponent hits 6. Examples would be: Zed, Katarina, etc (or most assassins). |
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Good tool to fight heavy AD assasins. Transitions well into Zhonya or Tabis depending on needs. |
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Get this as soon as you can every game. Upgrade before/after getting the Mythic into Sorc or Mercs if they have a lot of CC. |
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Your first part of your first core item. Provides huge mana regen per level up so it's a must buy before Blasting Wand or any other item that could be core. |
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Scales well into Mejai's Soulstealer if you are far ahead. I usually don't buy it because people start to target you more often in teamfights (which they would not normally). |
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Good early buy against AD Assassins. Generally bought before finishing your first big item. It's not necessary to upgrade it but it's generally good to later on. |
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Good early buy against AP Assassins. Generally bought before finishing your first big item. It's not necessary to upgrade it but it's generally good to later on. |
Buy Order: |
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Rabadon's first if ahead because it will greatly improve your burst and total damage, giving you the possibility to one shot people. |
This order conveys enough of everything to be useful ALL-ROUND. Vision wards should be bought all time to a minimum of 2-3 PER GAME (!). The first half of your Mythic Item (Lost Chapter) enables you heavily due to the mana regen per level (and it will help you a lot on lane and off lane for roaming). I recommend switching to Oracle Lens somewhere around level 11-12 IF your jungler and support DID NOT switch to it. VISION IS THE MOST IMPORTANT! However if your jg/support have huge vision scores you could keep your warding trinket to find those nasty picks with your combo over some walls where the enemy does not suspect you. I added Zhonyas because it's an immense engage tool in most ults that you will do. Start a teamfight by casting R-> QWE someone -> Zhonya -> Followup by team can be deadly. I added even when I usually buy/need Stopwatch so you have a general idea.
I cannot stress enough how important Stopwatch is because if you are a bit ahead and you are keeping the game alive by winning lane/getting kills you WILL be focused by their Rengar/Kha'Zix/Hecarim/Kai'sa/insert DASH champ here. Stopwatch will allow you to fight them and will buy you enough time for your team to respond.
Alternatives: |
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Alternative starting item - currently in a bad state. A root would be insane but the usage is fairly clunky at the moment. |
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Pretty bad gold efficiency. You get better off with Cosmic Drive most likely 10 out of 10 times. |
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Get this item if they have lots of tanks and you didn't go for Liandry item path. |
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Good mana item with lots of AP but personally I don't see it fit anywhere in the build now that it no longer has an active shield. |
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Situational item against Heavy AP matchups or Skarner/WW/Malza ultimates. You can just complete Verdant Barrier and finish it later if you feel like you lack damage generally. |
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Useful against Heavy CC and AP Assassins. Get it when behind or when the enemy has too much AP/too much CC. |
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Get it against AD Assassins or full AD Comps. |
Always Buy: |
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PASSIVE - Rock Surfing
DESCRIPTION:
Innate: Taliyah gains up to 20% − 45% (based on level) bonus movement speed, which builds up over 1 second if she had been near terrain or structures for at least 0.4 seconds and decays by the same amount if out of range for at least 0.8 seconds.Entering combat or casting an ability puts Rock Surfing on a 2 second cooldown that is continuously refreshed while remaining in combat.
EXPLANATION:
Taliyah main source of roaming "speed" - when you are near walls you surf, pretty amazing huh?TIPS:
The number one mistake I see players doing with their passive is that they do not use it when they come from base to the lane. ALWAYS USE YOUR PASSIVE! It is useful to catch enemies after a teamfight that you won or it is useful to escape. Always try to stick near walls no matter what except when you are against champions that make good use of them such as Vayne or Poppy etc. On roams ALWAYS stick to the walls to reach your target faster.
Q - Threaded Volley
DESCRIPTION:
Active: After 0.25 seconds, Taliyah unleashes 5 Stone Shards in quick succession in the target direction over 1.5 seconds, dealing Magic damage magic damage to the first target hit. Units hit by multiple Stone Shards take 50% damage beyond the first.Taliyah can move and cast other abilities while launching Stone Shards. After launching the third Stone Shard she's also able to basic attack.
Casting Threaded Volley creates an area of Worked Ground 450 units radius wide around Taliyah that lasts 45 seconds. While on Worked Ground, Taliyah only hurls one Stone Shard upon casting Threaded Volley and reduces its Mana icon mana cost to 1.
EXPLANATION:
You basically "Throw another rock" 4 times after you threw the first one. Joke aside, it is your main damage tool. When you first use it you will hurl 5 rocks and it will create beneath you a "Worked Ground". The Worked Ground mechanic allows you to throw 1 rock for 1 mana cost. It has a cooldown so after it goes away you will be able to throw again 5 rocks from that position.TIPS:
Try to dance around Worked Ground. Small Q's (the ones from Worked Ground) are useful mainly for farming or quickly proccing electrocute. Also useful when you need some gold and you are out of mana. Try to always dance around your worked ground to get full Q's when you try to poke or to burst someone. Do not do your full W+E+Q combo on worked ground because you will lack damage and then you will have no damage to fight the enemy that at this point is on top of your head. Do not spam Q's as you will run out of mana fairly fast. You have to account for you mana needs the whole game but you can, however, spam Q's from worked grounds.
W - Seismic Shove
DESCRIPTION:
Active: After 0.25 seconds, Taliyah marks the target location and selects a direction. After 1 second, the ground erupts, dealing magic damage to all enemies hit and Airborne icon knocking them in the chosen direction for 1 second.EXPLANATION:
Your "INSEC" spell, you practically have a basic ability Lee Sin "kick" that moves targets. Simply press W then drag in the desired direction. Useful in combination with your E.TIPS:
Generally I recommend to use this spell without smart cast since it makes it easier to use. I also recommend going every day for 5-10 minutes in practice tool to get the hang of it because it is a difficult spell to learn. Your main use case for this spell is to throw people into your E or to push people away from you when you get engaged on (Jax jump, Sylas dash etc).
E - Unraveled Earth
DESCRIPTION:
Active: After 0.25 seconds, Taliyah scatters 18 boulders over the ground in a cone before her, dealing magic damage to all enemies hit.The boulders then remain for 4 seconds, Slow icon slowing all enemies within the area by 20% (+ 4% per 100 AP). At the end of their duration, all remaining boulders explode, dealing Unraveled Earth's initial damage once more.
Enemies who Dash dash over or are Airborne icon knocked through the boulders will detonate them instantly, each dealing magic damage. Enemies can detonate multiple boulders, but they will only take damage from a maximum of 4, reduced by 0% − 45% (based on boulder hit).
EXPLANATION:
You throw boulders that hurt people who dash on them. Generally useful in combination with your W. Your E is also providing a slow, that can enable your W, so for beginners - it is generally more useful to throw your E before your W.TIPS:
Combine E and W. Press E then drag enemies with your W into the boulders and into a full Q. This is your main combo. Your E also works for a simple combo: AA - E - AA -- doing this will proc Electrocute. Your E is also extremely useful for farming waves in combination with your W or even without it.A Q and E usually will deal with a wave fairly quickly when you're interested in roaming.

R - Weaver's Wall
DESCRIPTION:
Active: Taliyah channels for 1 second before summoning a massive wall of spiraling rock that tears through the battlefield in the target direction, creating impassable terrain for 5 seconds and knocking aside allied and enemy champions it passes through as it emerges.Taliyah can reactivate Weaver's Wall while channeling to Dash ride atop the wall at 1500 speed as it emerges. Taking damage during or after the cast time will force her off the wall, which will continue along its path normally. After 0.75 seconds she can input a movement command to manually jump off the wall.
Weaver's Wall can be reactivated after it reaches its maximum range to destroy it instantly.
EXPLANATION:
I think this one is pretty self explanatory from the description. Press R to cast a wall, press R against in quick succession to ride it. You can choose which way you want to jump at the end of it or at any point while riding. Just click in the desired direction to move and it will jump.TIPS:
R is your main gank tool, your main way to close corners, to cut objectives from the enemy team, to engage and so so on. There are a lot of use cases and a lot of ingenious ways to gank and roam with this spell. We will further discuss that in the gank paths section where I will provide multiple examples. A hidden tip/trick that you can do with your R is that you can cast Q and then R twice which will fire Q's while you are riding the wall. A secondary important trick with your ultimate is that you can cast it in melee range to throw people away from you - useful for that nasty bruiser that won't leave you alone.Things that mess up your R: Yasuo Wall, Braum Shield, Ornn Charge.
Things that can work with your R (regardless of team): Vayne E, Poppy E, Qiyana R, etc.

Spell Order / Aggro:
- Always max R>Q>E>W (Max R every time available, then Q, then E, then W).
- Taliyah spells do not trigger minion aggro, only her AA's do. If you hit an enemy champion on lane with an E or Q minions will not attack you if they have other minions in their range. This is extremely useful on early levels because we don't draw upon us unnecessary damage if we don't use Auto-attacks!


WINNING CONDITION(S)
BY DEFINITION: Win Condition A solution to win out a game. Obviously to obtain that in League of Legends the enemy Nexus has to explode, but how can we get there?
OPTION 1:
Hypercarry / Bruiser: If your team has a hypercarry ADC such as: Draven, Kai'sa, Kog, Vayne OR a strong mid-late game Bruiser: Jax, Riven - your main target is to gank their lanes and get some early to mid advantage. Push your lane, go through unwarded paths (or buy control wards to clear them), move to their lane when the enemy is near the middle of the lane or pushing heavily or even when he's mid-low hp under tower and get them some kills. This option is usually the simplest but remember, the player has to also be decent/capable of carrying. If you see someone with 25-30% wr in 50 games on their champ is a high risk to gank his lane because he might not help you properly or might not even carry later on. OP.GG helps in this regard, find if the player is decent and then decide who in your team will carry and help them.OPTION 2:
Getting fed yourself. Ever wondered why your carry does not actually carry you? Well maybe because you have the highest skill cap in your team and in this case, option 2 states that it is better to take kills for yourself and carry the game early by rotating around, taking towers, infernals, heralds, barons and so on. It's up to you to fully carry by clearing vision, setting up ganks/traps and so on. You can one shot people at a certain point in the game and you can create a 5v4 simply by nuking a target from their team - ANY target - without getting caught yourself, from a safe distance. You can also engage with your ult to create some nasty engages when the enemy is mispositioned. That is how you carry with Taliyah.OPTION 3:
Arguably the most delicate option: find a player that is good, no matter what role or champion he is playing and carry the game WITH him. This can be done by either duoing or checking during the game on op.gg who is the decent/good player in your team. Usually if a player has a decent skill cap he will understand how to help you when you gank, or will gank himself your lane so you both get advantages. This is different instead of Option 1 because you focus on the player not on the champion.WAYS TO END THE GAME:
Either try to close out a game early by doing massive ganks and get leads from plates or infernals or heralds, OR try to corner people with your ult, engaging into a nasty W+E+Q combo on a lone target or on multiple targets (with followup from your team) - this method can transition into inhibitors or barons and that can seal out the game. Some other ways to end the game is to get that sweet one shot and create a disadvantage or a free baron/infernal/elder.Most of the time your game will transition into a mid/late game fight where your goal, your "win condition" besides doing what's above is to target with W+E+Q their most fed champion or the one that is dealing the most damage (usually hypercarries) OR to get that bruiser off your ADC with a sweet combo and nuking him down.
If you engage decently you have the upper hand so keep that in mind.
Your target is to check properly if their ADC needs to be killed or the bruiser that jumps on your ADC. Usually your support should deal with the peel for your ADC but you should help too in some scenarios.

* if this was not clear enough, on my channel I provide countless examples of full games and how they are usually closed.

Lane Phase:
Estimated levels: 1-8.
Targets:
- Warding Wraiths or enemy Topside main buff(Blue/Red) at around level 2 and a half (or 3) after you pushed the lane.
- Killing the enemy midlaner.
- Not dying.
- 8 cs/min.
- Winning scuttle fights when teamcomp allows (when you have better 2vs2 on mid/jg).
- Warding/Clearing vision with Control Wards.
- Invading the enemy jungler with or without your jungler.
- Roaming sucesfully bot (with or without tower diving).
- Plates.
- First tower.
Execution:
The targets above aren't meant to be all reached. Just in the perfect game you will reach most of these targets. Start small, focus on CSing on lane, then move up understanding the other targets. The most important 3 things aren't even roaming or ganking. They are: Farming well, not dying and helping your jungler whenever you can. The rest are pretty much optional but if you do these well you will certainly improve over time.
Try to kill the enemy midlaner as much as the lane allows. Call your jungler for ganks and use your W when your jungler CC's hits. Beware of the enemy jungler/counterganks. Always stick to the side that you warded. Early you can put a ward at wraiths to get information of the enemy jungler and to generally help your team.
If you cannot kill the opponent you can push and roam. Roaming can be done starting from level 3. Beware when roaming, you will lose xp if you don't roam properly. You target when roaming is either kills, plates, first tower OR an infernal/ocean drake since they are invaluable. Always ward river towards bottom with Control Wards. When the matchup allows invade the enemy jungle with your jungler and create pressure.
Focus on surviving, farming and vision control more than on roaming and ganks early, but transition once you have Lost Chapter into a push->roam tactic. Be careful on tower dives, they are the most risky business.
Mid Game Phase:
Estimated levels: 9-14.
Targets:
- Clear wards with red trinker if your jungler and your support didn't buy it.
- Create vision and traps with Control Wards.
- Farm and clear waves.
- Don't get caught away from your team.
- One shot people with your W+E+Q+Ignite combo from hidden spots, such as beneath a river wall.
- Engage in smart teamfights by casting your ultimate to separate the enemy team in ways that help your team (their carries away from their tanks).
- Corner objectives such as drake pit or baron pit.
- Corner towers and push people away from them in order to take it easier.
- Catch people off-guard or engage in teamfights with your ult.
Execution:
In the mid game if you are farmed or got some kills you have the ability, with a proper build, to eventually one shot their support or ADC or even their jungler / midlaner if they are a bit behind. An easy way to secure wins is to create 5v4 teamfights by doing exactly that. Another way is to catch people with your ult and quick followup of your team. You can separate enemy players from their teams with your ult and you can do easy picks. You can also corner baron pits and drake pits trapping the enemy team inside or far away, outside, when your team is doing baron. Try to poke from a general distance but be aware of who can engage on you from the enemy team. When you engage in a general teamfight, you should cast your R, do a full combo then immediately use Stopwatch. This is the most effective way to play Taliyah if you hit every spell.
Late Game Phase:
Estimated levels: 15-18.
Targets:
- Engage with your ult only if you can hit their carries with WEQ, else you will get one shot'd.
- Catch people off-guard, create 5v4 fights.
- Trap people far away from barons/drakes, cut their way towards the objective and quickly do it.
- Clear vision and work around a W+E+Q combo on 1, 2 or even 3 targets if you can.
- In the late game you transition from being generally aggressive to a more defensive stance: try to peel the enemy bruiser or assassin from your ADC.
Execution:
If on the winning side - get baron and push the enemy team behind their tower with your ult. Take the tower and engage on them after it is down. If on the losing side - stay beneath small walls and do a W+E+Q combo on an unsuspecting target. Usually you can get a member of the enemy team low enough for you to win a fight or make them back off. On both sides you should try to poke from a distance but you should be extremely careful to engages. If you get caught past a certain minute it could turn instantly into a lose. Unless you are ahead, don't try to engage with your ult into a W+E+Q+ combo and into a stopwatch because generally in the late game if you fail this you can turn the game on its head and lose it so play smart.


Combos:
Taliyah does not have over complicated combos and you don't need to stress much over them, you just need to practice.
The most simple one is AA+Q/E+AA for Electrocute proc.
ALL OF THESE COMBOS CAN BE ENHANCED WHEN PLAYING WITH Everfrost. Everfrost+ W +E + Q + Ignite is mainly the best complete combo you could probably do. Currently Everfrost is NOT an optimal item.
Combo 1: W+E+Q: Cast W and then immediately E+Q. Harder to hit because the E slow will not apply.
Combo 2: E+W+Q: Cast W immediately after the enemy is slowed by your E, then Q. Easier to hit but might deal less damage since the opponent has a split second to decide what to do.
Full Combo: Q+W+E+Q+Ignite (+Electrocute Proc).
Rules:
Always 1: Hit Q's whenever the opponent is not behind the minions.
Always 2: NEVER stay too much on a Worked Ground; Stay just at the edge of worked grounds preferably towards your tower so you have an escape path if ganks arrive.
Always 3: Hit small Q's on minions/cannons: They are much better than Auto Attacks and you can farm with them from a safer distance.
Tricks:
1. Q+Flash: If you press Q then immediately Flash the Q pellets will follow.
2. Melee R: Whenever an annoying bruiser tries to murder you, cast your ultimate in melee range to throw them away. You can practice this mechanic with dummies in the practice tool for maximum effect.
3. Q+R: If you want to style on opponents. You cast Q then immediately double press R and your Q will fire in the direction you initially pressed while riding the wall.
Example clip:
4. Pushing 1: A good tactic is to W+E+Q the melee minions into the caster minions for maximum damage. Reversal also works killing the casters instantly. Be careful when pushing with your full combo. Your mana will dry up really fast if you spam your spells.
5. Pushing 2: Just Q spam. Cheaper in mana but takes a longer time to clear the wave.
6. Teamfight Engage: R+R on their team if your team is nearby -> W+E+Q+Ignite on their carry -> Stopwatch -> Flash away. This is the general combo for the good Taliyah players. It is a high risk high reward play but if the enemy flashes your combo then you just wasted everything for a Flash and now you are in a bad spot. Try to play smart around this as it could make or break a game.
Circle Management:
Circle Management by definition means how well you dance around the Worked Grounds that your Q creates. Whenever you press your Q the small circle underneath you will basicly weaken your total damage output, so we have to be always on the move.
The most important rule here is that whenever you do your W+E+Q combo you should not be on worked ground, unless you can kill your target without full Q. Generally you would want to create a dance motion around midlane whenever you push with full Q's. So, remember: if you are on worked ground never do all-ins.
In the video below I exemplify better:


Roaming:
When roaming, you find yourself in one of the following cases:
1. Aggressive Roaming -- Aggressive and Defensive also means that you help your jungler at scuttles;
2. Defensive/Reactive Roaming;
3. Vision Wards/Vision Control Roaming;
4. Fake Roaming - when you "pretend" to roam - you just go into an unwarded zone into the river and go back to midlane. The enemy botlane will back thinking you are nearby and will lose CS. Do this when you have a fully warded area or you know there are no wards AND you have no CS in lane to take.
Always do a mental checklist of the following things when roaming:
1-8 levels or so:
1. Wave state management
- are your minions under your tower? then don't roam.
- are the minions under his tower and you don't have time to take a plate? roam.
- you have time to take plates and you think you cannot get kills botlane right now? don't roam.
2. Risk assessing - how worth the roam can be and how much XP/Gold do I win if I get it right, how much XP/Gold do I lose if I fail?
- calculate a risk percentage
3. Their jungler positioning - do I see him on the map?
- is he far away from bot?
- is he already there?
- can he surprise me when I gank so we lose the roam/fight?
4. Vision - did I step over wards? If they back of immediately it means that they have seen you somewhere OR their midlaner pinged.
- buy 1x vision ward every 4-7 minutes and put it towards botlane so you have a clear path.
5. Gank only when you see certain kills being made.
- Work on certainity
Things to always do
- Cross their path with ult but don't get mispositioned
- Ult in such a way that your team has time to reach you and them
- Roam smart by verifying the general risk
Below, I provide some maps as a general reference and a video guide on roaming.
MAP 1: Blue Side Gank Paths:

MAP 2: Red Side Gank Paths:

Video Example:


In order to understand better her full kit and to reach her full potential, you can spend some time in the practice tool. Here, you can either practice farming, full combos on minions, small Q's on minions (last hitting), or even cast ults to understand fully the range and its use cases.
In the video above I propose a practice tool drill that uses multiple targets to learn and to master her W+E+Q combo. Simply put some dummies and spam over a wall W+E+Q in a dance-like motion. If you do this 5-10 minutes a day for a week you will have no problem in mastering Taliyah's main source of damage. If you cannot hit your W often it might mean that you still have to practice.
Another useful drill that I recommend is to put two dummies on botlane simulating the "enemy-team botlane" that you'd see in a game. Try to cast ultimates and try to see which ways are the easiest to follow for ganking bot. Try to cut their corners and try to guess their reaction time/movements. Besides that you could try to cast some ults near barons and drakes to understand how to trap people away from baron OR in the baron pit. Same for Drake and Herald.
Lastly, I recommend for everyone to do practice tool farming drills. Put an enemy bot and try to poke the bot in between farming. Try to reach at least 8 cs/min in 20 minutes and try to poke the enemy champion as well, waving auto-attacks on minions and on the enemy champion bot.
Daily, you can alternate between these exercises.
Following these drills guarantee that your normal, flex or ranked game will go much better in general.
Practice makes it Perfect!


In this section I will discuss some of the hardest Taliyah matchups and some of the best synergies. You can find ALL matchups/synergies above in the "Threaths" and "Synergies" section
I don't want to spam you with videos but for the matchups below and many others I have FULL games on my channel that could help you understand the matchup better.
Taliyah Hardest Matchups:
These are some of the absolute most difficult matchups. I did not include champions like Azir, Kassadin, Diana and some others because I believe against them there are ways to outplay / win early. Most of the champions listed below can and will one shot you after level 3 if you do not build/play accordingly.
REMEMBER: NEVER FOLLOW THESE CHAMPIONS DIRECTLY WHEN THEY ARE ROAMING! TAKE OTHER PATHS! GET VISION WARDS IN RIVER/TOWARDS BOT! PLAY AROUND THAT VISION!

Roamers Matchups:
These are the matchups that will require more macro knowledge than micro as you will most of the time roam or follow their roams instead of fighting them on lane. Most of the time it is difficult to kill them without ganks due to their repelling stuns or dashes. Be careful when getting ganked because they can easily setup ganks with their stuns/cc spells.
REMEMBER: Always ping-spam when they are leaving the lane, always calculate if it is worth to follow (can I get plates? can I do ganks elsewhere? can I follow and get kills? Answer these questions! GET VISION WARDS IN RIVER/TOWARDS BOT! PLAY AROUND THAT VISION!

Synergies:
Generally you'd be interested in duoing with a jungler that plays something along the likes of scaling/bruiser-ish champions such as Rengar, Kindred, Jarvan, or even Xin/Rammus. Besides that you can duo with an ADC player that gets the hypercarry (Draven, Kai'sa). Lastly you could duo with a support to set up engages for your ults. Below I provide some examples and their context.


Youtube Channel/Links
For the past 3 years I made numerous video guides and tutorials on Youtube for Taliyah and you can find about everything you need on my channel regarding Taliyah.
If you feel that this guide has helped you and you want to partake in continuous learning you can join our community on Youtube or on Discord. I will probably keep uploading at least a video a week.


Conclusion
In conclusion, after all these chapters, by reading through here, you should now have a complete, general understanding of how Taliyah functions and works, how to roam, how to use her main combo, what are her counters and which champions synergize well with her.
You now understand about practice tool drills and win conditions and you know what you have to do to get better. Obviously these tips will work best with a clean no-flame attitude and a constant will to improve. If you have a bad day just don't force your mind in rankeds and take a break doing normals or something else entirely that's fun for you.
Useful Links
In general if you want to improve this guide as a standalone thing will not help you that much. You have to practice and you have to watch other people play. I recommend watching some replays from Ucal or any other pro player that knows his stuff. For micro/macro you can watch also Dopa and Faker for their outstanding understanding of the game.
Here are some links that could help you understand better Micro gameplay, Macro gameplay or Taliyah in general:
https://lol.gamepedia.com/Taliyah - pro-player Taliyah games through history
https://reddit.com/r/summonerschool - learn all-year-round about League of Legends
https://reddit.com/r/taliyahmains - Taliyah Mains dedicated subreddit
https://www.probuilds.net/champions/details/Taliyah - Pro-player builds - find who plays Taliyah currently and how
https://op.gg - Taliyah statistics
https://mood.gg/choosechamp?championname=Taliyah - Taliyah-specific soundtracks

I will generally try to answer every comment/question below or anywhere else, feel free to start a discussion!
Thank you for your time reading this, I hope it helped you in any way!
-Drewmatth

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