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Talon Build Guide by Hurgust

Top [Season 7.20] Challenger Tier - fwii's Top Lane Talon

Top [Season 7.20] Challenger Tier - fwii's Top Lane Talon

Updated on October 15, 2017
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League of Legends Build Guide Author Hurgust Build Guide By Hurgust 31,381 Views 6 Comments
31,381 Views 6 Comments League of Legends Build Guide Author Hurgust Talon Build Guide By Hurgust Updated on October 15, 2017
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Summoner Spells

Standard (All Lane) Summoners: Flash + Ignite


(Flash) and (Ignite) should be pick in most games. They offer the most amount of kill pressure and escape for almost any champion in League of Legends; moreover, they also synergize further with Talon's damage and escape kit substantially.

Flash Synergies:
1. Flash can be utilize with Talon's (Q) to initiate from a distance of 950 range [Flash = 400, Q = 550]. This technique should always be use if a guaranteed kill is in sight as it offers little consequences thereafter because Talon has other escape options readily available to him from his (E) and (R). For a secondary usage with (Q), Flash can put Talon in range for a Critical burst and follow up Auto-Attack which can catch the opponent off guard and hinder their reaction.

2. Flash can also be used for a long range escape in conjunction with Talon's (E) and (R). In a situation where you are unable to reach a wall for escape, Flash will offer a faster and safer blink towards a safer passage; hence, you should always flash towards a usable wall. It is nearly impossible to chase Talon once he (E) through the first wall as there are many other walls following. Also, note that Flash does not cancel your stealth while in (R) so you can escape in any direction undetected.


Ignite Synergies:
Ignite is a powerful summoner spell for Talon because of two main reasons. First, the damage can stack with Talon's passive which can deal immense tick damage after the initial burst. The extra damage will offer a kill secure in many situations. Next, the grievous wound from Ignite reduces healing from all source by 40% so champions with innate regeneration in their kit are less likely to survive Talon's burst damage.


Situational (Top Lane) Summoners: (Flash + Exhaust)


(Flash) and (Exhaust) are extremely potent in some matchups and offers much more advantage than Ignite. Typically, you would want to pick Exhaust against champions who does more burst or sustain damage than Talon. These are the currently experimented Champions where Exhaust offers more advantage against: Riven, Tryndamere, Gangplank


Situational (Mid Lane) Summoners: (Flash + Ghost)


(Flash) and (Ghost) provide the maximum amount of mobility by marginally discounting kill pressure. The purpose of these summoners is to roam rather than oppressing the lane. Certain matchups are highly difficult to kill; hence it makes more sense to obtain resource on different lanes by roaming. These spells also offer higher escape opportunity from ganks in the Mid Lane.These are the currently experimented Champions where Ghost offers more advantage against: Ahri, Anivia, Syndra, Vel'Koz, Lux
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Runes

15AD/9Armor/12Magic Resist


This is the standardize rune setup for maximum damage for the laning phase. It is effective against Squishy and Tanky champions for the early levels. Since it scales with all of Talon's Spells: (Passive)(Q)(W) and (R), it is the safest choice for any given situation.


14Lethality/6.8AD/9Armor/12 Magic Resist


Lethality rune provides more damage starting level 1 post Patch 7.2 (Previous 40% conversion value to 60% value). Lethality rune is generally weaker than flat AD rune in the early levels but breaks even at approximately level 8-9 and eventually out-scale the flat AD; hence, it is better for Mid to Late game and offers higher probability of assassinating squishy targets. Note that Lethality's value is decreased marginally against Armor Tanks so only run Lethality if there are three or more squishy champions in the opposing team.


15AD/9Armor/7.5% Cooldown Reduction


This setup should only be picked against a full AD matchup in lane. This rune page offers the most benefit against four or more AD champions on the enemy team as Magic Resist will negligibly reduce less damage so the extra Cooldown Reduction is more advantageous. Talon will inevitably reach 40% Cooldown Reduction after three items (Lucidity Boots, Ghostblade, Black Cleaver). By the time Black Cleaver is built, most games will generally end within the upcoming 5 minutes or fewer; thus, the 7.5% will be active for about 85% of your game's duration so there's no need to get scaling Cooldown Reduction per level.
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Masteries

12-18-0 Masteries



Cunning Tree Keystones:


1. Thunderlord's Decree is the best damage Keystone for Talon as it offers a substantial increase in burst damage; additionally, it is an AOE magic damage that is easily activatable with Talon's multi-hit kit. It is perfect during the laning phase for trading and harassing and synergizes greatly with Talon's combos. The bonus Magic damage is very effective against squishy champions later into the game as it scales with Bonus AD.

2.Stormraider's Surge offers more utility but sacrifices the burst damage from Thunderlord's Decree. It is a practical keystone in some matchup and offers a safer and better alternative than Thunderlord's Decree. In addition, it is easily activatable with Talon's burst damage. It may be favorable in matchups against: (Nasus, Gnar, Kayle, Nunu, Tryndamere, Darius, Cassiopeia)

Cunning Tree Masteries:


-Precision - Provides 6 Lethality which can stack with runes for a total of 20 Lethality at Level 1, which further increases Talon's damage against squishy Champions. It is more reliable than the 5% Cooldown Reduction from Intelligence.
-Dangerous Game - The 5% missing health and mana regen may help in close combat situations but don't rely on it too much. It is very niche and applicable in rare situations.
-Merciless - The 3% increase in damage to targets below 40% health decides by a significant margin if you can secure a kill or not. It is great for tower diving against low health targets.
-Assassin- This mastery offers a bonus 2% increase in damage while in lane and can be combined with Merciless for 5% increase in damage against low targets.
-Wanderer - 3% Movement Speed out of combat can aid in roaming and returning to lane much quicker throughout the game. It is a very valuable mastery.

Ferocity Tree Masteries:


-Bounty Hunter - A great scaling mastery that offers 5% bonus damage if 5 unique champions are slain. Talon's mobility and team fight presence can easily maximize this mastery as the game progresses.
-Double Edged Sword - This mastery offers a frontal 3% increase in damage while also increase damage taken by 1.5%. Talon's kill pressure in lane is significant enough that he doesn't need this mastery. Bounty Hunter will offer more damage overall with no drawback.
-Natural Talent - Offers a bonus 2AD at level 1 and scaling up to 10AD at level 18. The extra AD and AP is very nice as it also synergizes with Thunderlord's Decree even if Talon himself doesn't have any AP scaling.
-Fresh Blood - The additional 10 damage in the early levels is immense as Talon always Auto-Attack to finish a combo. Every 6 seconds you can initiate a potential combo and proc the mastery. This is a must have mastery at all phases of the game.
-Sorcery - 2% increase damage from ability and spell damage is great for Talon because his combo requires him to land his abilities; thus, most of his damage will apply the 2% damage increase.
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Abilities

Talon's Skill Order Priorities:



1. Shadow Assault


Talon's Ultimate can hit twice, one outgoing and another when the blades converge, which offers two stacks of wound for his passive: (Blade's End) but Talon's combo only require one stack from the Ultimate because the first hit is instant but there's a 0.75 seconds delay on the second hit so the opponent can escape before you get the second stack. Shadow Assault is a very versatile ability that allows Talon to initiate or escape; furthermore, the low innate cooldown combined with 40% Cooldown Reduction from items will reduce the cooldown to 36 seconds at level 16. This is arguably what makes Talon an adept assassin in the late game. This skill should be level up whenever possible at level 6, Level 11, and Level 16.

2. Rake


Talon's (W) is his best wave clear and strongest ability if both hits land. This ability is the core of all of Talon's Combos and lane pressure. At level 9, Talon can kill the Range Minions with just his (W). With such quick wave clear, Talon has many opportunities throughout the game to roam and not be confined to his lane like many other Assassins. This ability should be skilled at level 1 and whenever possible afterward.

3. Noxian Diplomacy


Talon's (Q) offers marginal burst damage and healing on killing blows. This ability can be use to initiate or end a combo and is Talon's best gap close skill. It can be cast at 550 Range for the base damage or 170 Range for a guaranteed critical burst of 1.5x damage; furthermore, it is an Auto Attack reset and provides a stack of wound. Additionally, it's great for sustaining in lane as it heals and refunds 50% of the cooldown if a minion is killed by it (even if the minion dies before the animation finish and Talon doesn't get the killing blow, he will receive health regen). This skill can travel a distance of 950 Range if cast along with Flash so use it to secure a kill whenever possible. This ability should be skilled at level 2 and maxed after Rake.

4. Assassin's Path


Talon's (E) does not offer any damage or any interaction with enemy champions. Instead, by forgoing damage, this ability provides the best utility in the game in my opinion. Without this ability, Talon cannot roam efficiently or from any surprise angles. This ability makes Talon's movement impossible to predict and allows him free reign of the map to assassinate anyone. There is a base cooldown of 160 seconds for each wall after usage and decrease to 60 seconds at Rank 5 and a short cooldown of 2 seconds when jumping from wall to wall; the cooldown can be reduce by Cooldown Reduction. This ability should be skilled last as it doesn't provide any damage.


Optimal Skill Level: (First 3 Levels)
Level 1 - (W)
Level 2 - (Q)
Level 3 - (E)
This skill order offers Talon the most versatility in terms of damage and escape. Generally, enemy Junglers will gank you post level 3 (3:00 minutes). Talon's (E) Should always be skilled when the lane is pushed past the halfway mark which occurs naturally due to Talon's oppressive nature in the lane. With the acquisition of Talon's (E) at level 3, it makes it very difficult for the enemy to complete a gank as you also have (Flash) for extra mobility.


Maximum Damage Skill Level: (First 3 Levels)
Level 1 - (W)
Level 2 - (Q)
Level 3 - (W)
This will offer Talon the maximum amount of damage. The situation in which this setup should be pick is when the lane if pushing against you past the halfway point or if the enemy Jungler is unlikely to gank. However, do not use this setup to push the minion wave; it makes Talon very vulnerable to ganks.


Cheese Skill Level: (First 3 Levels)
Level 1 - (W)
Level 2 - (Q)
Level 3 - (Q)
This should be the skill order to secure a kill at level 3. If Talon is able to get an opponent low but not force a recall, there is a potential for a Flash and (Q) combo kill secure. Combined with Ignite and Thunderlord, it can potentially catch your opponent off guard if they are already low health. This setup is very risky if a kill is not obtained as you will be gank without Flash or (E) for escape.
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Talon's Combos

Talon's Combo Video: Click Here

True Combo: (W > R > Q > Auto)
This is Talon's most efficient combo in many situations. The combined damage will allow Talon to assassinate any squishy champions and escape quickly with the remaining Movement Speed provided by (R) and his (E) for wall jump.

Trade Combo: (W > W > Q > Auto)
This combo provides significant damage but not necessarily enough to secure a kill. It is implemented for effectively trading in lane. By completing this combo, it is nearly impossible for your opponent to retaliate without risking their life as you will have the Health advantage.


Leap Combo: (Q > Auto > W > W > Auto)
Only utilize this combo if you are confident that you can withstand the return damage from your opponent. This combo is ideal when you're very far ahead of your opponent. In which case they will be forced to retreat without returning any damage.


Stealth Combo: (R > [Q or W] > Auto)
If the opponent has skill shot crowd control, this combo is meant to dodge them before initiating. Take note that this combo is very inconsistent as it potentially loses out on two damage components:
1. Outgoing damage of (R) if used too far from opponent
2. Returning Damage from (W) if opponent flees


Instant Combo: (W > Q > R > Auto)
This is Talon's quickest combo and really difficult for the opponent to reactively flash away from. The performance level of this combo needs to be precise but is very easy to learn. Here is the step to follow when performing this combo:
1. Land the first hit of your (W)
2. Use your (Q) the moment you throw out your (W)
3. During the animation of the (Q) use your (R) in mid-air to apply the
third wound stack.
4. As soon as your (Q) finish, apply an Auto Attack to activate Talon's
(passive) to finish the combo.
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Early Game

Game Start:
1.At the start of the game, purchase a Long Sword and Refillable Potion before leaving the base.
2.Level up Talon's (W) at level 1 every game.
3.Protect your Junger's buff or invade with your team depending on your team's composition.
3.Head back to Top lane at 1:05 to prepare for the laning phase.


Laning Phase: (Level 1-3)
-Utilize the brushes if possible to avoid poke or harass from range champions. By abusing brush control, it allows you to land Talon's (W) easier as the enemy has less time to react if they can't see it coming.
-At level 1, try to activate your Thunderlord's Decree by hitting both hits of (W) and an Auto-Attack. This will set up a kill potential at level 2 if you can get them low at level 1. It is really easy to do against Melee champions if you predict where they will walk up for CS and just use your (W) in that direction.
-At level 2, always finish a Trade Combo if you have the same or higher health than your opponent. You will guarantee to win the trade.
-At level 3 (post 3:00 minutes) skill (E) to avoid a potential gank. However, if the lane is pushed towards you in, skill (W) instead.


First Recall:
-The ideal time to recall is after a kill at level 2 or level 3 then push in the wave to recall.
-Purchase [Serrated Dirk] if possible or two [Longsword] and a [Control Ward] to prevent future ganks so you can keep snowballing.
-When returning to lane post level 3, make sure to use Talon's (E) to jump as many walls as possible.


Stagnant Lane: (Post level 5)
-After level 5, you will realize that it becomes increasingly difficult to kill your opponent because they are either a Tank Champion or starting to play really safe.
-Do not expend too much time in lane at this point and look to roam mid or bottom after level 6.


Second Recall:
Purchase a [Lucidity Boots] whenever possible, even [Ghostblade] sometimes. The Movement Speed will allow you roam more effectively and the 10% Cooldown Reduction will give you more (R) Usage.


Laning Phase: (Level 5-9)
-At this point, you should consider destroying the Top Tower as soon as possible to end the laning phase. Ending the laning phase will allow Talon to roam and dominate other lanes. It's perfect if your Jungler is Top lane to help you; however, if you are unable to efficiently take the tower, do not worry. There are plenty of optimal options available to Talon.
-Start roaming repeatedly and return to lane to farm quickly afterward. This will create immense map pressure and force your opponents to make mistakes in which your team can capitalize upon.
-Do not roam for too long if the tower is still alive. Always watch the minion wave and return to lane to farm it.
-*IMPORTANT* When roaming, make sure to use (E) to jump walls to avoid enemies' vision and make your ganks less predictable.
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Mid Game

Mid Game: (Level 9+)

-Ideal items entering into the Mid Game: [Lucidity Boots + Ghostblade + Blue Trinket]
-You will need a decent amount of damage entering the mid game in order to fully optimize Talon's roam pressure.
-Mid game is mainly objective focus rather than laning. Hence, it requires a lot of experience and game knowledge but once you master the following strategy, you will become a Talon specialist.

Towers: 1st Priority
1.Focus on getting low health towers by roaming and assassinating the enemy laner in Mid or Bot lane.
2.Try to kill all of the Outer Towers from each lane before transitioning to inner turrets.
3.Before you roam, always ping 5-10 seconds ahead of time so your teammate can set up the gank.
4.Take paths that are less likely to be seen by wards by hopping through walls.

Rift Herald: 2nd Priority
1.Patch 7.9 - Rift Herald becomes an instant siege (Last 4 Minutes before expire)
2.The ideal lane to summon Rift Herald is Mid lane; however, there are implications where
side lanes are better due to less defenders.
3.Rift Herald guarantees at least one tower if used correctly. Two towers is also likely.

4.Try to apply Rift Herald after winning a team fight for a massive push.
5.Rift Herald can be combined to push with Baron buff; however, this scenario is rare so just use it early to get towers for map advantage.

Dragons: 3rd Priority
1.All Dragons are great for Talon so don't be skeptical taking them when the enemy team cannot contest.
2.Talon's (Passive) works on Dragons; hence, Talon is extremely adept in taking dragons and he can even solo it without any problem.
3.Fire Drake: The best Dragon to take to help with the snowball.
4.Mountain Drake: The second best Dragon to take to help with destroying Towers and Baron
5.Wind Drake: The third best Dragon to take because it provides Talon with immense roaming potential
6.Ocean Drake: The least best Dragon to take; however, it's still great because it can heal Talon while he roams.
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Late Game

Late Game: (Level 16+)
-Ideal items entering into the Late Game: [Lucidity Boots + Ghostblade + Duskblade + Black Cleaver]
-Talon's Late Game effectiveness depends on the amounts of squishy enemy champions (Ideally 1 or 2)
-In the Late Game, it's essential to flank the enemy back line by jumping walls with Talon's (E)
-There are 2 effective strategies to play the Late Game depending on your team composition and gold advantage.


Team Fights: 1st Strategy
-Talon is designed to assassinate the back line of the enemy team during team fights; hence, it is your responsibility to kill the ADC or Mid laner.
-Always gauge your damage output throughout the game so you have a better idea of who's the ideal target to kill during team fights.
-Always flank the backline by staying out of vision. Do not engage a team fight when the enemy has vision of you.


Split Push: 2nd Strategy
-Split pushing requires your team to have a team composition with good wave clear.
-Only split when you want to prolong the game because you're behind.
-When you are ahead, split push by clearing the minion wave and transition back to your team for possible flanks.
-Split Pushing is very viable if you have previously received the Rift Herald buff.
-Do Not split against an enemy team with Baron buff, you cannot out push the enemy team in any given situation.
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*Target Selection*

Strategy:
-Playing Talon and effectively killing your target requires precise target selection.
-The general rule of thumb is to always go for the squishy carries.
-There is a system of Target Selection that I came up with that is fairly efficient.
-Basically, you assign a point value to your target depending on the items they build.
-The higher the point value, the least likely you will be able to kill them.


Ideal Targets:
1. ADC is prioritized because they cannot afford to buy Tank items so their point value is usually 0 or 1 point. They also possess high damage so getting rid of them is very crucial.
2. Mid is secondary because they can usually build Health core items so their point value is usually 1 or 2 points. They also have high burst damage to start the fight so killing them before they can cast their spell will usually win you the fight.
3. Bruiser Top is second or third because they are moderately difficult to kill but it is still doable depending on your lead. Their point value is usually 1-3 points.
4. Jungle is third or fourth depending on their build. Most junglers go tank but occasionally you get assassin or bruiser junglers that have slightly lower point value between 1-3 points.
5. Support is third or fourth because they can only build support items which have low point value but their kit provide them with good sustain. Hence their point value is usually 1 or 3. In addition, prioritizing the support is usually a bad idea because they do not have much contribution to damage in team fights.
6. Tank Top is the most difficult to kill because their build is designed fully on Tank items. Their point value is usually 4-7. Thus, it is advised to avoid them as much as possible because they require too much effort to kill.


Scoring System:
Armor items = 1 point
Health items = 1 point
Armor Components = 0.5 points
Health Components = 0.5 points


Example:
Maokai with [Ninja Tabi + Sunfire Cape + Giant's Belt] will receive 1+2+0.5 = 3.5 points.
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About Me

Real Life:
-I'm a graduate from UCSD.
-My Major is Economics and Minor is Accounting.
-I enjoy watching anime when I'm not playing League of legends. Currently watching One Piece.
-League of Legends is the game that I mainly play at this moment.


League of Legends:
-My IGN is "fwii" and currently in Challenger Tier.
-I've been playing League of Legends since season 1 and still currently playing it in season 7.
-I prefer to play Top lane but also do decently well in Mid or Jungle.
-My main champion is (Talon) and my secondary is (Tryndamere)


Stream: http://www.twitch.tv/fwiizone
-I've started streaming again recently and hope to become a daily streamer.
-All my stream schedule is posted on my Twitch Panel.
-Appreciate all those who've followed me and thank you ahead of time to those who will follow in the future.

Same Guide @ Lolking click Here
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Why Do I Play Talon?

Main Reasons:
1. Talon has been a very stable champion for me with over 60% win rate in my Challenger main account and 92% Winrate on my Platinum smurf.
2. He also has very few bad matchups in the Top lane and very effective against Tanks or Bruisers.
3. Roaming with Talon feels very proactive as it feels like I'm always doing something and winning games in the process. It is a refreshing feeling when playing League of Legends.
4. Moreover, Talon can choose to split push or team fights. Both strategies require a great deal of game knowledge which means I can only get better the more I play.
5. Talon is very fluid and fun due to his aggressive kit which provides high burst damage and caters to my playstyle.
6. I feel very confident when I play Talon and always manage to carry some games that seem unwinnable.
7. Talon does not rely on Jungle ganks or teammates. He is usually the one that kills important targets and let your team have an easier time cleaning up any team fights.
8. He makes the enemy team feel immense pressure throughout the game which easily translates to capitalizable mistakes.
9. Gameplay wise Talon has high kill pressure in lane and great wave clear.
10. He is very hard to gank or chase due to his high mobility.
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Do I Still Play Tryndamere?

Answer: Yes

-Tryndamere is still very strong in any Elo at the moment.
-I reserve him as a secondary and will only play him if Talon is banned.
-Since split pushing is still effective in Season 7, Tryndamere is still viable and can create immense pressure for your team if you're ahead.
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What Elo Did you Peak?

Tryndamere: Challenger 500LP+ (Highest)
Season 3 - Challenger
Season 4 - Challenger
Season 5 - Masters
Season 6 - Masters


Talon: Challenger 400LP+ (Highest)
Season 7 - Challenger
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