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Talon Build Guide by QuanticPhysics

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 QuanticPhysics

Talon, the Carry Butt-Rapist (S4)

QuanticPhysics Last updated on January 28, 2014
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Ability Sequence

4
8
10
12
13
Ability Key Q
1
3
5
7
9
Ability Key W
2
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9


Guide Top

Introduction

Hello! I'm QuanticPhysics, a Silver III player with a couple hundred games with Talon. Although I am no where near professional level, I still have a lot of tricks and tips with Talon. I suppose I should start with who Talon is. This guide is written assuming the readers are at least ranked, and know basic LoL terms.

Talon is an assassin, or anti-carry. His role is exactly what he sounds like: he assassinates people. But not just anyone; Talon will focus the AD carry of the other team. Once this job is finished, Talon is free to run around during the team fight and deal as much damage as possible.


Guide Top

Pros / Cons

SPACESPACESPACES Pros

    High burst damage
    Escape mechanism (ult) on low cool down
    Snowballs quickly
    Great roamer
SPACESSPACESPACE
Cons

    Easily ganked when ult on CD
    If not fed, is useless late game


Guide Top

Runes


Greater Mark of Attack Damage: I like have 9 flat AD marks. I've seen a lot of builds call for a mix of armor pen runes, or all armor pen marks, but I prefer AD marks. It makes it a lot easier to last hit, increases the damage of your abilities, and makes you scarier if their lane opponent tries looking at your stats. League is all about intimidation; if your opponent is scared to attack you at level 1 because your AD is 82, you've already won your lane.
Greater Seal of Armor: Flat armor. No argument here; you need armor because most AP mids are ranged, and any decent Bronze 5 player will know how to harass melee champions with autoattacks every time they try to farm. Armor negates as much of that was possible.
Greater Glyph of Scaling Magic Resist: Scaling Magic Resist. Not much to argue with here, you need scaling magic resist because as your opponent slowly builds up their AP with items, your magic resist slowly builds up too. Not flat magic resist because at level 1, no champion really has enough AP to burst you down.
Greater Quintessence of Attack Damage: Same reason as the marks. Swap these for armor pen runes if you think you'll really need it.


Guide Top

Masteries


Masteries
4/1
1/1
3/5
1/1
3/1
3/5
1/1
3/
1/
1/5
3/1
3/1
1/5
1/5

Not much to say. Running 21/0/9 because:

The 21 offensive masteries will give you the highest amount of AD, armor-pen, and cooldown reduction possible at level 1. We're running Sorcery instead of Fury , because Talon is an AD caster, not sustained fighter, so we want as much CD possible.

I don't really like Defense masteries, because you don't really need them...it's much more beneficial to run Utilities because they allow you to make a lot more plays, but if you think you'll be in a tough lane, take 9 in Defense.

Ah, utilties. Best masteries ever. I like to take the Meditation for extra mana regen per 5, Summoner's Insight for lowered CD on Flash, and Alchemist and Culinary Master to stay in lane longer. I also have one point in Fleet of Foot because it was just a random thing that increases your mobility by a slight bit. The sooner Flash and Ignite come off cooldown, the more mana you have at the beginning of your combo, it all helps you to be able to make more plays, so I would definitely recommend taking these.


Guide Top

Spells


[(Q): Max this second. Ah, this ability is hilarious. The 120% AD scaling is not only ridiculous, the bleed coupled with Ignite will finish off most opponents if they try to run. You could actually get this at Level 2 against melee mids to allow for better trades. Something to note, the bonus AD actually works on turrets. The low CD allows you to push turrets like crazy; because there is an animation reset as soon as you cast this, you can AA the turret, then immediately after use your Q. Try to punish your opponent if he ganks another lane, or goes back to buy, by taking his turret down.
(W): Max this as soon as possible. This is your main tool, and will make or break your laning phase. Should you toss this as soon as possible? No. Talon is extremely mana-inefficient at low levels, and Rake deals a near laughable amount at rank one. But what IS mana-efficient is when the opponent steps a bit too close, you Rake, catch up with the slow, and land one or two autoattacks. Play it smart, and always watch your mana bar. You want to be able to stay in lane as long as possible, and running out of mana because you were spamming Rake whenever it went of CD would be a dumb move. Something to note, try to learn to smartcast this. The faster you can get your burst off, the deadlier it is.
cutthroat(E): Max this last. This is your gapcloser. Long CD at rank 1, try not to waste it. If you're waaaaaaay far in your lane, and the enemy jungler comes to gank, try to wait until they cast a skillshot spell then E behind them, and run like a little b**** for your tower. xD It also gives a nice little 15% DMG debuff to your opponent, so it's great coupled with your burst. Again, try to smartcast this.
(R): Max this at 6, 11, and 16. This is your ultimate, as well as your trademark ability. You have two uses: you either add a s***load of AD onto your burst (you can press R twice when you cast to throw the blades out and back in in 1 second, allowing you to do a lot more damage instantly), or to use it to get away. Because of the movement speed, and stealth, you can cast it, and run away when the enemy jungler comes for you, or when you think your opponent is about to whoop your *** and your Flash is down. Try to juke your opponents; sometimes running straight forward in a line isn't the best idea vs a Lee Sin, while sometimes running straight forward against someone who has no skill shots may be ideal.