Treat Worked Ground like stored ammo, not dead floor: leave yourself a big-rock pocket before river or pit fights, then drift a step to choose between the next full Q and the slow/burst rock you actually want .
Full clear until a lane gives you a real shove—long lane, ally CC, burned movement, or a countergank—and if W has to create the whole play from a front-door river walk, reset instead of hovering and arriving late with a thin spell cycle .
Keep Weaver's Wall short and practical: the best Taliyah R often just closes one exit, splits one entrance, or fences the enemy jungler off the pit for two seconds, which is exactly how her early leads stay clean before slower 30-minute fights flatten the map .
Use R once the path is already chosen, not while everyone still has options. The clean wall usually comes after a shove, a burned dash, an ally CC start, or an objective fight where you already know which entrance or exit matters. In ganks, look to cut the retreat line rather than ride the wall for distance. Around dragon or Herald, wall the enemy jungler off the pit or split the backline from the front line for a couple seconds, then fight on the side you created. If you cast it too early from open space, people just turn, wait, or flash the obvious angle and you lose your best map-shaping button for nothing.
Taliyah gains Move Speed near walls.
Taliyah throws a volley of rocks in a target direction, moving freely as she casts. This creates Worked Ground below her. If Taliyah casts Threaded Volley on Worked Ground, she consumes the ground to throw a stronger boulder that slows enemies.
Taliyah causes an area of ground to erupt and throws enemies within it in a direction of her choosing.
Taliyah creates a slowing minefield. If enemies dash through it or are knocked through it, the mines explode and stun them.
Taliyah creates a very long wall and then surfs it.