Wild Rift Guides

Taliyah Mid Lane Wild Rift Guide

Taliyah mid lane counters include Kassadin, Zed, and Norra. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

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.

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.

Build Snapshot

Rune Setup

Summoner Spells

Taliyah Mid Lane Counters

Who counters Taliyah Mid Lane in Wild Rift (WR)? These champions beat Taliyah in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Kassadin: Early his weak lane loses to your shove and poke, but once his ultimate is online he blinks onto you faster than your shove can answer, and a squishy mage holding ground is exactly what he deletes.
  • Zed: His shadow and dash let him all-in the instant your shove is down, and his ultimate beats your immobile frame in a straight 1v1 while your damage wants you standing still.
  • Norra: Norra out-ranges your volley with a bounce you cannot sidestep, her dog drags you out of position from brush, and she has no dashes for your mines to punish.
  • Ziggs: His bombs out-range your volley, his constant shove pins you under tower and starves the priority your roams need, and he never dashes, so your mines have nothing to punish.
  • Annie: Unraveled Earth (3rd) punishes dashes, but Annie walks into range and carries her Pyromania (Passive) stun on whichever spell she chooses, so the minefield does not disrupt her Flash-Tibbers (Ult) engage. Track her passive stacks, stay outside Flash range while the stun is loaded, and save Seismic Shove (2nd) for after the stun ends rather than trying to interrupt an instant cast.

Champions Taliyah Is Strong Against

Taliyah's best matchups in Wild Rift. Taliyah holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.

  • Akali: Akali's dashes detonate Unraveled Earth (3rd) stones and stun her after the displacement ends. Shroud (2nd) still hides Akali, so aim area spells at her likely path and use the Worked Ground boulder's slow rather than claiming the ground itself reveals her.
  • Diana: Diana has to leap onto you to do anything, and a leap straight into your unraveled earth (3rd) costs her a chunk of health before her combo even starts.
  • Yasuo: Wind Wall (2nd) blocks Threaded Volley (1st) projectiles, but Yasuo's dashes across Unraveled Earth (3rd) detonate stones and stun him once per cast. The field slows normally; the dash-triggered detonation adds the damage and stun.
  • Ahri: Each Spirit Rush (Ult) dash across Unraveled Earth (3rd) can detonate stones, with the first detonation stunning Ahri after the dash ends. Position the field on her approach rather than assuming ordinary movement triggers the mines.

Early Game

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 Game

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.

Late Game

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

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.

Browse all championsTaliyah role hub