Taliyah Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Taliyah Mid Lane

Taliyah Mid Lane Guide

Updated for Patch 7.3E
S Tier

Taliyah Mid Lane Wild Rift overview and best build snapshot

How to play

  • Clear your wave before roaming Use your speed near walls to reach a side lane or river fight quickly.

  • Keep your rock field for enemy dashes Your 3rd ability lays a field of rocks that punishes enemies who dash across it. Place it between you and someone preparing to jump in.

  • Push enemies through your rocks Place your 3rd ability, then use your 2nd ability to throw the enemy across it. Follow with your 1st ability while they are held up.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Worked-ground volleys give her some of the best waveclear and poke in the lane, so she pressures the wave and the enemy at once.
  • Weaver's Wall (Ult) makes her one of the best roamers in the mid pool, turning lane priority into picks and ganks across the map.
  • Her shove and minefield zone and disrupt whole fights, peeling divers off her carries or denying the enemy the ground they want.

Weaknesses

  • No reliable escape once Seismic Shove (2nd) is spent, which leaves her squishy frame stranded against ganks and dives.
  • Her damage and zoning want her holding ground, so champions who force her to move pull her off the worked ground her kit needs.
  • Gap-closing assassins and all-in skirmishers reach her faster than she can punish, and one of them on her face usually kills her.
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Taliyah Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Taliyah Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power, since her stones are her only source of damage.

BOOTS

Spellslinger's Shoes

Magic penetration keeps her stones hurting once the enemy mid buys magic resist.

CORE BUILD

Blackfire Torch

Her Q (1st) and E (3rd) tag several enemies at once, so the stacking bonus counts multiple champions.

Infinity Orb

Crits against low health targets, which finishes the ones her stones chipped but did not kill.

Rabadon's Deathcap

Multiplies the AP across Threaded Volley (1st), Seismic Shove (2nd), and the minefield, increasing every part of the displacement combo rather than only its first hit.

Void Staff

Cuts the magic resist that lets a frontline walk through her stones. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Zhonya's Hourglass

Build this against the assassin who crosses her minefield anyway, which her zoning cannot stop. Buy Seeker's Armguard early for the armor and ability power.

SITUATIONAL ITEMS

Liandry's Torment

Her stones and minefield keep applying, so the max health burn stays refreshed on anyone holding ground against her.

Luden's Echo

The mana pays for shoving the wave every cooldown, and Echo adds damage to the volley she opens trades with.

Rylai's Crystal Scepter

The slow keeps enemies inside her minefield, which is the main problem with ground they can walk out of.

Cryptbloom

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help when her wall splits a teamfight. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Oceanid's Trident

Build this when the enemy has shields that keep absorbing her chip damage.

Morellonomicon

Build this when the enemy heals through her stones. Buy Oblivion Orb early, since the anti-heal works from the component and the full item can wait.

Banshee's Veil

Build this when one crowd-control spell catches Taliyah during a gank or wall arrival. Blocking it preserves the movement and spacing she needs to lay Worked Ground and a minefield.

RUNES

KEYSTONE

Dark Harvest

Her stones leave a lane low without finishing it, so the souls come from the kills her roams convert.

PRIMARY

Cheap Shot

Her W (2nd) and E (3rd) both impair the target, which is exactly when this pays out.

Tyrant

Her pattern is roaming to convert a shove into a kill, which is the snowball this rewards.

Eyeball Collector

Her roams are built to produce takedowns, so the stacks build faster than on a farming mid.

SECONDARY

Transcendence

Ability haste means more volleys, shoves, and minefields. It does not increase Weaver's Wall's (Ult) travel speed.

SITUATIONAL RUNES

Phase Rush

Take this over Dark Harvest when being reached is the problem, since her three quick stone hits trigger it easily.

Bone Plating

Take this over Transcendence against assassins who can cross her zone and burst her before she repositions.

Legend: Haste

Take this over Transcendence against teams that allow repeated spell rotations around objectives. Shorter Threaded Volley (1st) and Seismic Shove (2nd) cooldowns help Taliyah maintain damage and threaten another displacement through her controlled ground.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Champion or turret damage puts Weaver's Wall (Ult) on a three-second cooldown, so it cannot reliably escape after Taliyah is caught. Flash is her immediate reposition when Seismic Shove (2nd) cannot peel the threat.

Ghost

Ghost

Ghost helps Taliyah keep spacing while firing Threaded Volley (1st). Weaver's Wall (Ult) uses its own scripted surf movement, so Ghost is for the fight before and after the ride rather than increasing the wall's range.

SITUATIONAL SPELLS

Barrier

Barrier

Take this over Ghost against burst. She is squishy and her stun needs her to be facing the fight.

Ignite

Ignite

Take this over Ghost when you can kill the lane opponent rather than farm through them, since that lead is what pays for roams. The Grievous Wounds also makes it strong into champions with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Taliyah Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Taliyah Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Taliyah Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Taliyah Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Use full Threaded Volley (1st) from fresh ground to clear and poke, then return to a Worked Ground patch when a cheap, half-cooldown slowing Boulder is more valuable than five shards. Against a dash threat, place Unraveled Earth (3rd) on its landing route and hold Seismic Shove (2nd): W (2nd) can force the target across stones, causing detonations and the delayed stun. Ward before leaving lane because champion damage locks Weaver's Wall (Ult) for three seconds and can deny the escape.

Mid / Late Game

Levels 9+
After Weaver's Wall (Ult) is available, crash the mid wave and check which side has allied follow-up before riding toward a fight. Use the wall to cut off a retreat, divide reinforcements, or reach river before the enemy mid. At dragon and Herald, place Unraveled Earth (3rd) across the entrance and use Seismic Shove (2nd) on the first target who steps too far forward. Do not take the wall into an unseen enemy formation; plan where Taliyah will dismount and how she leaves if the target retreats. By late game you are a control mage with long-range personal travel, not a team teleport. Weaver's Wall (Ult) can split a formation or close a retreat, but it can also block allies and Taliyah is the only champion who can surf it. Once the wall finishes, recast to destroy it early when it obstructs your own team. Use Unraveled Earth's (3rd) normal slow to hold chokes and its detonation stun specifically against dashes or targets displaced by Seismic Shove (2nd).

Teamfights

5v5 Combat
Lay Unraveled Earth (3rd) on dive paths for its slow, then use Seismic Shove (2nd) to knock a priority target across the stones and trigger up to five detonations; only the first can stun that target, and later detonations deal reduced damage. Use Weaver's Wall (Ult) before taking champion damage, split or trap the formation, and destroy it once it becomes more helpful to the enemy than your team.
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