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Talon Build Guide by incertos

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author incertos

Talon: "Yey, no more tanky dps"

incertos Last updated on August 27, 2011
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Ability Sequence

2
7
10
12
13
Ability Key Q
1
3
5
8
9
Ability Key W
4
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
2/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 6

 
 
 
 
 
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 3


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Introduction

Since Talon is so new I decided to play around with him and try my own build on for size. So far this is what worked best for me.


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Masteries

Being as squishy as he is, I kept the 21 in offense, but threw 6 into armor/mr and 3 into regens for lulz. They always call champions like talon "glass cannons" but glass is pretty tough if built thick :p


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Runes

I went with the standard ARPen marks for damage's sake and the recommended armor yellows for added early game longevity, but when it came to blues and quints, I personally like CDR & health, although it could just as easily be argued for the use of AS blues and ARPen quints.


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Items

The real must-have item here is the frozen mallet. The other items listed in this build scale together very nicely, but other builds could be field tested as long as you pick up the mallet. With the frozen mallet, you keep your enemy slowed, which procs your passive for more damage, and the bonus hp goes a RIDICULOUSLY LONG WAY to keeping you up and allowing more ballsy ganks. Situationally, in addition to a frozen mallet, berserker greaves, youmuu's ghostblade and bloodthirster, I would probably build a phantom dancer and/or infinity edge if I were winning handily at this point, or if you need to tank up, a sunfire cape & force of nature should make you unnecessarily meaty, but you can always opt for a guardian angel and an IE or phantom or whatever you feel appropriate with.


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Skill Sequence

This is a relatively no-brainer. When I don't have a migraine I'll edit this to include specific details about the skills and their ratios, etc. Suffice it to say that while additional AD helps your skills damage, none of them scale so highly as to be called overpowered. In here, we prioritize rake(w), as this is your primary AoE/damage/bursty slow utility skill. Imagine sivir's boomerang blade, with 2/3 the distance fanning out like twisted fate's wildcards, returning for bonus damage and slowing enemies by 20% both ways(sweet jesus). Next in priority is your noxiam diplomacy(Q), which is essentially your standard on-hit tower-procable bonus damage attack reset, except if you use it on a champion, they are revealed for several seconds and take a Damage over time bleed(good luck, twitch/eve/teemo/shaco). Your E is lowest on the priority list, as long as you have 1 point into it early on for utility sake. Your E, cutthroat is a teleport/silence, that does no actual damage, but does apply a damage amplification effect to your enemy and automatically attempts to melee strike. This is better later on after you rank it up for bonus damage, but is primarily useful against targets such as tryndamere or katarina, as you can cancel kat's ult mid-spin, or silence trynd before he pops his dreadful ultimate and finish either off before they realize what happened.



Naturally, max your ultimate: shadow assault(R) whenever you get it. Shadow assault is great because of its low cooldown and ridiculous utility. As soon as you press it, you go stealth for a few seconds or until you attack. You get bonus movement speed, and a fan of daggers goes out in a stationary circle where you're at. you now can move to attack someone, or simply run away. These blades however do damage both ways (out and on the return) to anything they hit, so if you want a heavily damaging combo, lead with your W for slowing, pop your E to silence(and increase your damage against them) your enemy and close the gap to them, then ult, and use your Q against target enemy forcing the daggers both out and back in on said enemy while your bonus damage amplification is in effect from e. if they're still alive, then theyre hacking, but hit them with your w again and finish them off.


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Summoner Spells

Depending on who I'm playing with or against, I like ignite or exhaust as my primary skill(exhaust if you think there will be prolonged fighting against chunkier fellows, and ignite if you think that you're gonna need to bleed people who have 5 flashes) and flash I find is almost a pre-requisite on this squishy a champion. Flash gets you in, gets you out, and coupled with cuthroat can make for some interesting gank/dive situations. You can try any other combination of summonor spells situationally, but I've found these 3 to be the best for my uses.


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Pros / Cons

Pros:

*Great utility and mobility

*free armor-checking ignite anyone?

*amazing farmer

*Never underestimate the value of a silence/shunpo-type-skill

*an instantaneous stealth/move increase/burst of damage utlimate that lasts several seconds is almost OP, and can save you, get you ganks, or if you're desperate, clear minion waves with efficiency :P

Cons:

*Squishy naturally

*silence cd is fairly long, making you rue the day you were born if you use it too early.

*kind of akali-ish - tends to snowball both ways, underfed and overfed.


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Summary

I hope you got some use out of my guide, and good luck on the fields of justice.