Taliyah was a missed opportunity (possible new gameplay mechanic).

Shaiyo·5/10/2016, 5:53:09 AM·1 votes·870 views

Taliyah feels a little underwhelming to me. Possibly fun, but her kit doesn't interact as well with itself as I'd like for it to. I would put this idea out as a new champion, but it is so similar to her aesthetic it could be a possible "alternate" kit for Taliyah, with her ult remain exactly the same but providing a passive for increased interaction. Here's my idea:

Taliyah's W should be able to make temporary, immobile, destructible, impassable (except by ghost and similar abilities) terrain.

It's a combination of ideas from Azir, Illaoi, and Anivia. Taliyah's abilities interact with the terrain she creates using the rock she creates with her W. It would require a significant change in her Q, though. The trick is how the terrain she creates is coded; it should for considered as a nonmoving, nonattacking minion for game purposes with several unique qualities. Even the "Worked Ground" passive could play a role.

Her kit would be as follow (edited for new idea I just had):

Passive - Stone Weaver's Passage

Taliyah's abilities create an area of Worked Ground in a circle around her after being casted. While on Worked Ground, abilities gain new effects and she receives a 10% - 20% movement speed boost.

Q - Rock Shard Active: Taliyah unleashes a single Stone Shard in the target direction, dealing magic damage in a small area around the target hit.

If Rock Shard is cast while near a Rock Wall created by Seismic Shove on Worked Ground, Rock Shard will instead push the Rock Wall in target direction, pushing away and damaging any minions and/or small monsters in it's path. The Rock Wall explodes at the first champion or large monster struck, dealing damage in an small area and stunning it for 0.5/0.5/0.75/0.75/1 second. Rock Walls are destroyed upon impact with a champion, large monster, terrain, other Rock Walls, shields, and at the end of it's trajectory.

I haven't figured out the exact amount of damage, but this change creates an interaction between her Q and W that would make for a much more interesting kit.


W - Seismic Shove

Active: Taliyah marks the target location and direction. After a brief delay, the ground erupts, dealing magic damage to all enemies hit and and knocking them into the target direction.

If cast upon Worked Ground, Seismic Shove creates, in the targeted area, a Rock Wall that cannot attack or doesn't move on it's own with 1 hit point that last 2/2.5/3/3.5/4.5 seconds. Rock Walls will block any projectile they in the path of and lose 1 hit point per strike. The Rock Wall crumbles when it is out of hit points or when Taliyah moves more than 750 units away from it.

Now, Taliyah looks like a stone mage! Her kit should create walls. The "minion as terrain" concept creates a rule of interaction that makes it fair and managable by both the player and the opponent. All other minion rules, including minion blocking and pathing, should still apply to rock walls, including being able to be moved by abilities such as Sion's Roar of the Slayer.


Taliyah's E and R can remain the same, with the R adding a passive that increases the Rock Walls hit points by 1 per level.

What do you think?

4 Comments

Romans 85/10/2016, 6:28:10 AM3 votes

I want her Q to be like mario kart turtle shells: She picks up five rocks, and her defenses (armor/mr) increases temporarily, but she can throw the rocks (and will lose that amount of defense scaling).

WinBoat5/10/2016, 5:59:02 AM2 votes

She's perfect, you just don't know it yet.

Wait until she gets played in the summer splits of LCS. Those ultimates are gonna be so useful to block off a lane and enemies from getting back to their turrets or blocking them from hitting your inhibitor turret as you shoot past then go back into the base.

InfinitexMortal5/10/2016, 6:00:46 AM1 votes

I think she looks awesome her q looks really fun and technically her q is a new gameplay mechanic