See Taliyah's counters
Patch 26.18jungle

Taliyah Jungle Build & Guide — Patch 26.18

Taliyah

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Mage / Control
Patch
26.18

Core Abilities

Rock Surfing
Out of combat, near walls, you gain large bonus movement speed that scales with level. Turns jungle paths into highways — you arrive on side ganks before the enemy expects.
Threaded Volley
Threaded Volley
Throws five rocks in a direction while you move freely. Leaves a Worked Ground patch — a second Q on that patch consumes it for one larger boulder that slows. Main clear and main poke.
Seismic Shove
Seismic Shove
Mark a small zone; after 0.79s it erupts and knocks enemies up in the direction of your cursor. Your only hard crowd control — the long aim window means you have to lead targets, not chase them.
Unraveled Earth
Unraveled Earth
Creates a slowing minefield. Enemies dashing through or knocked through stun on every mine they cross. W + E combo turns one knock-up into a multi-mine stun chain.
Weaver's Wall
Weaver's Wall
Surfs a very long wall across the map (up to 6500 units at rank 3) you can ride. Re-cast to dismount. Main gank tool — turns a base recall into a side-lane dive in seconds.

Skill Order

1
Q
2
E
3
W
4
Q
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

EWQAA

Core Items

Scorchclaw Pup
Luden's Echo
Sorcerer's Shoes
Zhonya's Hourglass
Liandry's Torment
Rabadon's Deathcap

Situational Items

Void Staff
Void Staff
vs enemy team stacking magic resist (2+ champions on Spirit Visage or Mercury's Treads): percent pen restores damage flat pen can't
Morellonomicon
Morellonomicon
vs strong healing (Soraka support, Aatrox top, Vladimir mid): Grievous Wounds cuts heals by 40% during your full burst window
Rylai's Crystal Scepter
Rylai's Crystal Scepter
vs slippery skirmishers (Yasuo, Yone, Camille): the on-hit slow makes your Q rocks land and lets your team converge before they escape
Mercury's Treads
Mercury's Treads
swap from Sorcerer's Shoes vs hard crowd control teams (2+ stuns or charms on short cooldowns, e.g. Leona + Ahri)

Runes

Primary · Sorcery
Arcane Comet
KeystoneArcane Comet
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Scorch
Scorch
Secondary · Inspiration
Biscuit Delivery
Biscuit Delivery
Cosmic Insight
Cosmic Insight
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Arcane Comet procs on every Worked Ground Q boulder you use on a gank, adding burst to the W + E lockdown. Manaflow Band fixes mana on a 75-cost Q. Transcendence adds 5 ability haste at level 5 and 5 more at level 8 so W is up more often; Scorch chips fleeing targets.

Why secondary

Inspiration secondary: Biscuit Delivery sustains you through three full camps without a recall on first clear. Cosmic Insight cuts summoner cooldowns and item active cooldowns, which means Flash and Stopwatch land in skirmishes more often than the enemy jungler's.

When to switch secondary

If the enemy team has 2+ squishy targets with weak escape (Caitlyn + Vex type comps), swap Inspiration to Precision with Presence of Mind (mana refund on takedowns) plus Coup de Grace (+8% damage below 40% HP) to convert ganks into reliable double kills.

Win Condition

Use Rock Surfing speed plus brush vault routes to gank side lanes 2-3 seconds faster than enemies expect; stack W + E for multi-mine stuns on priority targets in objective skirmishes.

Weakness

Slow Q projectile and a 0.79s W aim window mean fast junglers (Lee Sin, Graves) duel you in your own jungle and win. Without walls nearby, your passive disappears and your gank speed becomes pedestrian.

Overview

Taliyah jungle is a roaming mage that turns map walls into rotation highways. Rock Surfing gives her a huge out-of-combat speed boost near walls, which means she crosses the jungle faster than nearly any non-mobility champion, and her Weaver's Wall (R) raises a 2500-unit wall at rank 1, 6500 at rank 3, that she rides across the map. The trade-off is brutal early game: a slow Q projectile and a 0.79 second W wind-up mean she loses 1v1s to Lee Sin, Graves, and Bel'Veth inside their own jungle. Don't fight; clear, rotate, gank.

Her game plan: clear three camps with Q + E for cheap mana, look for a level 3 gank from a brush flank where Rock Surfing speed lets you cut off the enemy's flash range. At level 6, Weaver's Wall opens cross-map plays — recall, R toward bot tri-bush, dismount, W + E into the lane for an early double kill. Once Luden's Echo is online, your clear speed jumps and your gank conversion goes from "the laner has to commit Flash" to "the laner dies even if they used Flash". The skill ceiling sits in leading W shots and choosing R angles that bypass enemy vision.

Recommended Build

Starting items: Scorchclaw Pup Scorchclaw Pup (450g) + Health Potion Health Potion (50g). That is the full 500 gold you start with. Scorchclaw Pup is one of the three 450g jungle companions, the one whose grown form burns and slows what you hit; the Refillable Potion Refillable Potion is a first-back purchase, not a start.

Core items (in order):

  1. Scorchclaw Pup Scorchclaw Pup — jungle companion. It grows as you clear monsters and empowers your Smite; once fully grown it periodically imbues your next attack or ability to burn and slow the target, and killing a large monster readies that imbue immediately. The slow is what turns a gank into a kill.
  2. Luden's Echo Luden's Echo — first full item. Damaging abilities fire six Echoes for bonus magic damage, its 600 mana sustains Q spam through camp clears, and 10 ability haste lowers W cooldown for chained pick attempts on side ganks.
  3. Sorcerer's Shoes Sorcerer's Shoes — flat magic penetration. Your targets buy Magic Resist boots; flat pen restores DPS on ganks where you can't stack damage long.
  4. Zhonya's Hourglass Zhonya's Hourglass — the stasis active (a self-cast invulnerability that locks you in place for 2.5 seconds) is your panic button during invades. Cast it the moment Lee Sin lands his second Q on you, or when a Bel'Veth R-form converges on your camps.
  5. Liandry's Torment Liandry's Torment — your second damage item. The burn applies per Q rock and per E mine, scaling your AOE damage hard against tanks and clustered objective fights.
  6. Rabadon's Deathcap Rabadon's Deathcap — the 30% ability power multiplier. By minute 30 it turns a 600 AP build into 780 AP, and Taliyah's full combo scales 1:1 with AP.

Situational items:

  • Void Staff Void Staff — vs enemy team stacking magic resist (2+ champions buying Spirit Visage or Mercury's Treads). Percent magic penetration restores damage that flat pen alone cannot.
  • Morellonomicon Morellonomicon — vs strong healing (Soraka support, Aatrox top, Vladimir mid). Grievous Wounds (a debuff that cuts healing by 40% for 3 seconds when you damage the target) lets your burst actually kill instead of being out-sustained.
  • Rylai's Crystal Scepter Rylai's Crystal Scepter — vs slippery skirmishers (Yasuo, Yone, Camille). On-hit slow applies to every Q rock and every E mine, so your team converges before the target escapes the gank.

Boots: Sorcerer's Shoes by default. Swap to Mercury's Treads Mercury's Treads vs hard crowd control teams (2+ stuns or charms on short cooldowns).

Skill order: Max Q first (clear speed plus main damage), E second (lower cooldown means more mine fields per gank), W last. Take a point in R at levels 6, 11, 16.

Runes: Primary Sorcery with Arcane Comet, Manaflow Band, Transcendence, Scorch. Secondary Inspiration with Biscuit Delivery and Cosmic Insight.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Taliyah beats

  • Slow-channel AP jungler

    Amumu's Bandage Toss Q is a long-cast slow projectile and Curse of the Sad Mummy R only reaches 550 units, so he has to walk into your minefield first. Seismic Shove W lands behind the Q wind-up target, Unraveled Earth E stuns through the displacement.

    Amumu
  • Slow-channel AP jungler

    Fiddlesticks's Crowstorm R is a 1.5-second channel that telegraphs the gank route with sound effects. Seismic Shove W displaces him out of the AOE landing zone mid-channel, Unraveled Earth E mines stun him when he tries to reposition.

    Fiddlesticks
  • Squishy farm jungler with weak self-peel

    Karthus's Lay Waste Q is a delayed blast on a fixed spot, so Rock Surfing speed walks Taliyah out of it. Threaded Volley Q's 5-rock spread out-trades it in invades, and Seismic Shove W shoves him out of Defile E's 550-unit aura.

    Karthus
  • Squishy farm jungler with weak self-peel

    Ivern's Brushmaker W brushes are static spawns that Rock Surfing crosses faster than he can rotate. Seismic Shove W shoves him away from Daisy, whose knock-up is his only lockdown, and Threaded Volley Q AOE clears his brush approach.

    Ivern

Champions that beat Taliyah

  • Heavy duelling skirmisher

    Lee Sin's Sonic Wave / Resonating Strike Q pair closes the gap before Seismic Shove W's 0.79s wind-up resolves. Safeguard / Iron Will W shield eats a Threaded Volley Q rock, Tempest / Cripple E reveals her in brush.

    Lee Sin
  • Heavy duelling skirmisher

    Graves's Smoke Screen W nearsights Taliyah, blocking her vision outside the cloud while it slows her inside, and End of the Line Q detonation damage shreds her HP before she can E-stun him. Quickdraw E dashes him outside her W displacement angle.

    Graves
  • Reset-on-takedown assassin

    Bel'Veth's Royal Maelstrom E channel out-trades Threaded Volley spread inside its own damage-reduction and lifesteal window. Above and Below W knocks Taliyah up and cancels Seismic Shove W aim, Void Surge Q's four directional dashes break her stun timing.

    Bel Veth
  • Reset-on-takedown assassin

    Kha'Zix's evolved Leap E matches Seismic Shove W's 900-unit range and resets on takedown. Taste Their Fear Q hits far harder on an isolated target, and Void Assault R invisibility lets him pick his engage angle after her mines are already down.

    Kha Zix
  • Vision-denial diver

    Nocturne's Paranoia R blacks out vision and target-locks Taliyah from a screen away, and Shroud of Darkness W eats Threaded Volley Q with a spell shield. Duskbringer Q's bonus move speed on the trail crosses her Rock Surfing route.

    Nocturne

Key matchups

  • Lee Sin: Bad early invader for you. Never solo invade pre-3 — his Q plus Q recast out-trades your Threaded Volley spread. Power-farm safe camps and rotate to scuttle only with mid lane prio (the wave shoved toward enemy tower).
  • Graves: Don't 1v1 him pre-Luden's Echo Luden's Echo. His Smoke Screen nearsights you mid-Q and his End of the Line burst beats yours at point blank. Counter-gank only — never face-check his jungle solo.
  • Bel'Veth: Hard scaling matchup. Avoid skirmishes around drake from minute 8 onward — her R form duel breaks yours. Win by ending the game before minute 22 with R-flank ganks on bot lane.
  • Amumu: Free pick on engages. His Bandage Toss (Q) is slow and predictable; W-knock him out of his own ult cast, E-stun chain on the displacement, and burst him before his R finishes the channel.
  • Fiddlesticks: Counter to his ult engage. When you hear the Crowstorm audio cue, W behind him into your E mine field — the knock-up displaces him out of his own AOE radius and the mine field stuns through his channel cancel.

Power spikes & win conditions

  • Level 3: First gank window. With Q + W + E you can rotate to a side lane through brush, lead W to displace the laner into your E, then Q through the mine field for AOE damage. Almost guaranteed kill if the laner has Flash down.
  • Level 6: First Weaver's Wall. Recall, then R toward bot tri-bush — you reveal yourself for the 1-second channel and for the whole surf, so pick a line the enemy has no vision on. Coordinate with your bot lane: this single play is usually game-defining.
  • Scorchclaw Pup Scorchclaw Pup fully grown: Your next attack or ability periodically burns and slows the target, and it pairs with the Luden's Echo Luden's Echo trigger later — small early bump, big mid-game multiplier.
  • Luden's Echo Luden's Echo completion (~ minute 13-15): Camp clears speed up and gank conversion jumps. You one-shot caster minions on dive ganks and the burst from full combo + Luden's proc takes most squishies from 70% to 0% HP.

Common mistakes

  • Solo invading pre-3. Taliyah loses every 1v1 in the first 3 minutes — slow Q projectile, slow W wind-up, no built-in escape. If you face-check the enemy jungle and find Lee Sin or Graves, you die or burn Flash. Power-farm your side until minute 4.
  • Ganking lanes without walls. Mid lane has lots of walls (great), bot lane has the river plus drake wall (great), top lane river has fewer wall paths (decent). But the tri-bush gank spots vary — if the gank approach has no wall to hug, Rock Surfing gives nothing and your gank speed becomes pedestrian. Pre-plan the wall path.
  • Smiting late on objectives. Bel'Veth and Graves win Smite races; you have no ranged Smite-burst combo on Drake or Baron. Smite at 50% HP on objectives, never wait for the kill blow.
  • Casting W on a moving target without leading. Seismic Shove has 0.79 seconds of delay before it erupts; you have to drop it where the target will be, not where they are. Lead by 200-300 units for walking enemies, more for sprinting ones.
  • Using R as a fight tool instead of a roam tool. Weaver's Wall takes 1 second to charge, you cannot turn while surfing, and the wall blocks your own teammates as much as the enemies. Use R for map travel between fights — never to "split a teamfight in half".

Advanced tip

Practice the R-flank routine on level 6: clear your top-side camps, recall, then cast Weaver's Wall from your fountain in a direction that arrives at the bot tri-bush — not at the lane itself. You reveal yourself for the 1-second channel and stay visible for the whole surf, so the route has to dodge enemy wards rather than beat them, and you land on the side of the bot lane the enemy team is not looking at. Done right, your ADC gets a free double kill before the enemy support has time to flash away. The window closes around minute 16-18 when teams start dropping control wards in the river — but those first three R uses are usually the difference between a game where your bot lane snowballs and a game where the enemy ADC carries.

Past patches

No previous versions available.

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