Spend Worked Ground on last hits and wave trims, but keep one clean strip of fresh ground for the real trade or skirmish; a lot of bad Taliyah lanes start when you have already ruined your own Q terrain before anything important happens.
Weaver’s Wall is often better as a map edit than a ride-in button—cut the escape lane, split peel from the carry, or seal the route a diver wants so E, W, and Q all punish the same path.
Taliyah’s side move is worth much more after mid has already been paid for, because early roam kills with no plate follow-through were awful in the recent window, while the same pressure with plates behind it was strong.
Use R once the fight already has a direction. The cleanest walls usually come right after you have shoved mid or as a river fight starts to commit, when you can see the escape lane, the peel route, or the path a diver wants. If you cast too early, people still have too many options and you mostly announce yourself. If you cast once movement has narrowed, the wall makes your next E and W much easier because the enemy has fewer honest exits. Think about trapping the route they want next, not launching yourself into the first target you see.
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.