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Recommended Items
Spells:
Ghost
Flash
Items
Ability Order
Rock Surfing (PASSIVE)
Taliyah Passive Ability
Threats & Synergies
Kassadin
Very mobile post-6, can jump on you easily and doesn't have too many mana issues if he manages his W carefully. Bully him pre-6 and try to get a lead - ask for the jungler to camp you before he gets his ultimate to give you a good lead. However, still hard to deal with even when fed. Try to predict his ultimate or wait for him to burn it before combo-ing him as youc combo has decent range.

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


Taliyah hurls 5 rocks in a target direction while moving about freely. Enemies hit by stones from



Taliyah marks a target location. after a brief delay, the marked ground erupts, knocking enemies in a direction of your choosing. Enemies knocked by seismic shove will proc your E,


Taliyah scatters boulders in a cone before her. They damage enemies and remain there. Enemis that dash, get pulled or pushed (By


Taliyah briefly channels before summoning a massive wall of rock that tears through the rift in a target direction. Reactivate

















Unlike a lot of champions,


This is how it works.
Your Key Combo works only when your

You prepare your



As you know,

I believe there is an animation cancel involved (Your Q


Obviously there is some follow up to the instant burst as the enemy is dragged through the rest of the stones. It is most effective vs melee champions in early levels. in mid-game your damage falls off a bit, unless you get fed.
If you do get fed, then prepare for something beautiful.

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


There is really no difference between










DEFENSIVE![]() ![]() |
OFFENSIVE![]() ![]() ![]() ![]() ![]() |
MOVEMENT![]() ![]() ![]() |

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As it creates worked ground beneath you, and worked ground grants movement speed, then you can use this to speed yourself up whenever you roam. However, bear in mind this will reset the timer on your Passive whether you damage an enemy or not.
Remember - While it may be small, each rock deals AoE damage. Keep this in mind while using it to cs or clear creep waves.
If you want to use your Q to cs but still want that amazing all-in combo, set up one area of worked ground in an unusual position, Go back to it whenever you feel the need to use it to cs to prevent an accumulation of worked ground.

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Use this as the enemy steps up to cs. Once their AA animation begins, cast it as it is almost certain to land.
Chaining this with teammate's cc is a way to get a guaranteed burst combo off.
Remember, fleeing enemies have very predictable pathing - away from you. Use this when chasing someone down or when your jungler starts to gank.
Always think if it would be better to knock the enemy away or towards you - for example, if a lvl 3 rengar ganks you you will want to knock him away, but knocking him into your tower would be better, giving you a kill.

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Remember, other pulls (Death Sentence, Rocket Grab, etc.) also proc the second part of your E. If you see your Thresh or Blitzcrank going for a godhook throw on your E for a little extra damage.
Before you obtain your rylai's remember your E has a slow attatcked. Use this when chasing down enemies and other options (Flash, Ghost, Rylais) aren't available.

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When attacking the enemy base you can manoeuvre yourself to wall the enemy off their own base, preventing any possible fighting back.
Remember that it will cancel an ally's teleport or recall, and can block allies off from a fight. NEVER do this unless u want to be reported as it is the most infuriating thing (And I speak from experience).
As it knocks people back, don't aim to hit enemies with the wall as you are just as likely to knock them to their survival. Aim to cut them off instead by walling behind them.


Once you hit lvl 3 you have an enormous powerspike. Alwqays have 1 point in all of your abilities so you can use your killer combo as soon as possible. If the enemy is mana-based and is poking you, let them ntil they run out of mana. This can lead to obile laners such as

Use your abilities sparingly until lvl 3 as your Killer combo costs a butt ton of mana.
Once you hit 3, put 1 point in all of your abilities and wait for the enemy to cs. Once their AA animation starts, use your W beneath them. Then, if they cancel their AA to move out of the way, they lose cs. If they take the CS, they get comboed and lose a fair amount of their hp, as shown in the killer combo segment of the guide.
Repeat this until you kill them or you have to back for some reason. Do not forget about your




If you are looking to snowball other lanes as often as you can,







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