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Spells:
Flash
Exhaust
Ability Order
Blade's End (PASSIVE)
Talon Passive Ability
Introduction
This build has proven results, and I will give an in depth explanation of strategy, reasoning, and gameplay tips to help you succeed in this play style, and with Talon regardless of your build choice. I've been playing Talon since release and feel comfortable sharing my experience and experimentation results with him.
Many people may judge my lack of surviveability, but that's fine. It's my choice to emphasise Talon's strengths, rather than average him out. He isnt a carry, even though he can be. This is a build for PURE assassin gameplay, so pure damage is the aim. I will discuss other options in the item section.
This build has some major draws, and drawbacks, I'll outline them here:
Pros:
-UNGODLY damage output (in the 2-5k+ in 2 second range)
-Amazing comebacks thanks to Talon's insane scaling and leveling capabilities
-Great escapes
-Amazing laning ability, farming, jungling, and general ability to ruin the other team's plans
-Fun playstyle
-An amazing asset to any team, great for coordinating and assisting ganks, and supporting team
Cons:
-Squishy, you really need to be careful as you wont be building for endurance
-things can feel overwhelming if you DONT get fed
-tricky to get the hang of this playstyle, and this character
-Cooldowns are a limiting factor, though not as bad as it can be
Pros:
-UNGODLY damage output (in the 2-5k+ in 2 second range)
-Amazing comebacks thanks to Talon's insane scaling and leveling capabilities
-Great escapes
-Amazing laning ability, farming, jungling, and general ability to ruin the other team's plans
-Fun playstyle
-An amazing asset to any team, great for coordinating and assisting ganks, and supporting team
Cons:
-Squishy, you really need to be careful as you wont be building for endurance
-things can feel overwhelming if you DONT get fed
-tricky to get the hang of this playstyle, and this character
-Cooldowns are a limiting factor, though not as bad as it can be
I take a pretty standard approach with runes, keeping in mind the main focus of my build strategy and gameplay:
Armor Penetration (+25)
Cooldown Reduction (-3.5%)
Critical Chance (+3.6%)
This really emphasises your damage output, especially early game, and carries through to late game. Some CDR and Crit chance just ice the cake, increasing your damage outputs and general ability use even more. These also synergize with your masteries to build some impressive innate bonuses.
Armor Penetration (+25)
Cooldown Reduction (-3.5%)
Critical Chance (+3.6%)
This really emphasises your damage output, especially early game, and carries through to late game. Some CDR and Crit chance just ice the cake, increasing your damage outputs and general ability use even more. These also synergize with your masteries to build some impressive innate bonuses.
Again, a pretty standard approach to Masteries.
21-0-9
Emphasis on damage, Armor Penetration, Cooldown Reduction, and Crit Chance synergizes with the build strategy, putting you in a strong position from level 1. I take utility to increase xp rate, decrease revival time, and one of the more important features is the 15% increase to jungle buff duration.
Talon isnt a jungler, but he can jungle while he ganks for money, exp, and buffs. Making those buffs last is greatly beneficial as I'll explain in strategy.
21-0-9
Emphasis on damage, Armor Penetration, Cooldown Reduction, and Crit Chance synergizes with the build strategy, putting you in a strong position from level 1. I take utility to increase xp rate, decrease revival time, and one of the more important features is the 15% increase to jungle buff duration.
Talon isnt a jungler, but he can jungle while he ganks for money, exp, and buffs. Making those buffs last is greatly beneficial as I'll explain in strategy.
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