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Talon Build Guide by Gravitonius

Middle [Season 11] LIVE AND DIE BY THE BLADE: A Beginner's Talon Gu

Middle [Season 11] LIVE AND DIE BY THE BLADE: A Beginner's Talon Gu

Updated on June 17, 2021
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League of Legends Build Guide Author Gravitonius Build Guide By Gravitonius 15 1 16,096 Views 0 Comments
15 1 16,096 Views 0 Comments League of Legends Build Guide Author Gravitonius Talon Build Guide By Gravitonius Updated on June 17, 2021
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Runes: Electrocute

1 2
Domination
Electrocute
Taste of Blood
Eyeball Collection
Ravenous Hunter

Sorcery
Nimbus Cloak
Absolute Focus
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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Jungle Role
Ranked #56 in
Jungle Role
Win 49%
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Jungle Role Ranked #56 in
Jungle Role
Win 49%
More Talon Runes
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Table of Contents

Runes and Summoner Spells

Rundown of the runes and summoner spells you take on Talon.

Item Builds

Items and builds for both Electrocute and Conqueror.

Abilities

Rundown and description of Talon's abilities.

Ability Tips

Tips and tricks for Talon's abilities.

Ability Combos

Talon combos that all/most Talon players should know.

Laning Phase/Early Game

How to generally lane as Talon and what to do during the early game.

Mid Game/Macro

As the game progresses into mid, what your priorities should be.

Late Game

The final part of the game, and what you should be doing.

Conclusion

Conclusion

Runes and Summoner Spells



Electrocute Runes





Provides high burst potential for one shotting backline in exchange for survivability.

Good rune in general. Provides extra healing. Would not recommend it, but it can be swapped with Sudden Impact.

Pretty much just provides more lethality as you snowball.

Provides omnivamp and healing for fights and clearing waves. Can be swapped with Relentless Hunter due to upcoming nerfs to omnivamp stats on Ravenous Hunter.

Provides movement speed for chasing or escaping (via Ignite or Flash).

Provides AD for fights. You should be joining any big teamfights or skirmishes with relatively full HP.


Conqueror Runes





Great rune that provides sustain & damage. Healing is very effective. Only problem was the change from 10 stacks > 12 stacks.

Burst of healing and bonus gold. Can come clutch in tower dives and in teamfights.

Pretty straightforward and overall a great rune. Increases your tenacity and reduces CC times based on minions killed.

Can be exchanged with Coup de Grace but would not recommend it. Against tank matchups (like Garen, Malphite, or Sett), you can opt to take Cut Down instead. Generally, Last Stand is optimal for the bonus damage while you're low.

Provides healing during fights. In the case of Conqueror, do not opt this out for Sudden Impact since you'll be utilizing your melee Q more than anything.

Healing and omnivamp rune. Can consider swapping this out for Relentless Hunter since Conqueror Talon is considerably slower compared to Electrocute Talon. Also upcoming omnivamp nerfs to Ravenous Hunter might make it less effective.


Summoner Spells




In my opinion, this is a must have sum spell. Applies grievous wounds to deal with early healing. Also allows you to kill people even if they flash away.

Another must have sum spell. The mobility (paired with Nimbus Cloak) it provides allows for chasing and escaping. Enables a lot of outplay potential.

A situational spell. I personally never take this over ignite, but you can run this into heavy cc matchups like Zoe, Ahri, and Twisted Fate.

Items



Electrocute Items





Overall a great item for the assassin build. Active provides mobility (can be used on champions and minions alike) and increases your damage dealt to them. It's mythic passive is also really good, providing lethality for each legendary item finished. Does not break Shadow Assault stealth.

This item was so underrated in the beginning but after the recent massive buffs to this item, it's pretty much a core item. I personally opt for this over Youmuu's Ghostblade for the passive and it is much more cost efficient for a second item. Passive deals bonus damage to shielded targets, no matter how small the shield is, including scuttlecrab!

A must have item when going against any Immortal Shieldbow users (including Yasuo and Yone), Seraphine (for her insane shields), and Kai'Sa (for her ultimate's shield).

Like Serpent's Fang, this item was also really underrated until the recent massive changes. Buy an early Tear of the Goddess alongside the Serrated Dirk if possible to start charging it up asap. Provides an increased sustain in mana for Talon (because he's so mana hungry). Also grants bonus on-hit damage, so that's another win.

The new Last Whisper item. Great for armor penetration and the slow passive is pretty unique in my opinion. Slows them down and gives you and your team an opportunity to kill them.

Same old classic Edge of Night we know. Still a great item for the lethality, health, and spell shield passive it provides. I've seen top Korean Talon mains build this second, and honestly, it's not a bad buy. Health and spell shield provide some more survivability.

Personally I think this item is less cost efficient than it was last season. Even buying the Serrated Dirk and Pickaxe (same build path as Serpent's Fang) still requires 1025 gold to finish the item. Still a great item though. Provides mobility and movement speed for chasing, escaping, and getting to areas on the map quicker.


Conqueror Items





Even after the recent nerfs, it still feels pretty strong (in teamfights not 1v1s). The more health you have, the more you heal with Goredrinker (8% of missing health). Build Black Cleaver and Sterak's Gage for +400 health each. In the games I've run this build, I've had about 3.2k health by the time I finish Sterak's Gage as my third item.

As of now, this item is a pretty good buy overall. From the passive to the health to the ability haste, Black Cleaver is a strong purchase. Not a bad purchase when going lethality Talon, too.

More commonly bought for the health and the passive it provides. If your health drops below 30% max HP, it provides you with a shield. +400 health. More health = more Goredrinker healing]].

Literally everything you need all in one package. Provides some ability haste (15), armor and AD, and the passive converts some damage taken into bleed damage. In my opinion, a great third/fourth item. Helps with the late game.

Provides grievous wounds, even more health and ability haste, and overall a good last item. Buy an early Executioner's Calling and build into this item last. It really isn't worth finishing the full item as a second or third item.



Boots




I don't know who started this trend, but after CDR was changed to Ability Haste, this became the new meta for Talon. Provides Ability Haste for shorter cooldowns on his abilities, allowing for more damage output from abilities. Can opt out for Mercury's Treads or Plated Steelcaps depending on the enemy team comp.

Abilities



Electrocute Ability Order


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Conqueror Ability Order


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18




Each stack of bleed comes from Talon's abilities (W, Q, R). Having three stacks on an enemy requires an auto attack to proc the bleed passive. A very core part of Talon's kit.



Ranged and Melee Q. Can be used to gapclose (ranged Q) or critically strike (melee Q). Provides one stack of Blade's End.



Talon's source of waveclear. After recent buffs to his W, it is even stronger than before at higher levels. Deals some good damage in trades if you hit both parts. Provides two stacks of Blade's End.



By far one of the best abilities in the game. Allows Talon to vault over terrain, putting it on cooldown (cannot use E on it again for a certain amount of time). Main reason why Talon is one of the best roaming champs.



Provides stealth and movement speed. Creates a ring of blades that converge onto a target if attacked (via abilities or auto attack) by Talon. If the timer is allowed to run out, the blades converge back to him. Generally want to hit as many people with this as possible (for stacks). Can provide up to two stacks of Blade's End.



Ability Tips




  • Noxian Diplomacy does more damage melee range. It also critically strikes them for more damage.
  • On kill, Noxian Diplomacy returns a small portion of your health and refunds part of the cooldown for your Q.
  • Not really a tip, but there is currently a bug where if you use ranged Q while rooted, your cooldowns are not refunded and your mana is charged. Be aware of this.
  • If you are chasing someone, and you are in range for Melee Q, step back so you are able to use Ranged Q and gapclose the distance between you and the enemy.
  • You can deal a massive trade with AA > Q > AA, since Q resets your auto attack. Insta-procs Electrocute if you are running it, but if you're running Conqueror, it can still deal almost half the enemy's heath bar. Very powerful level 1 combo. See Ability Combos.

Ability Combos



AA > Q > AA





Simple melee trade. Melee Q resets your auto attack, allowing you to insta-proc Electrocute if you are running it. This simple combo can deal half your enemy's HP bar. Combo is not just limited to Electrocute and works with Conqueror as well.



W > Q




Simple level 2 cheese combo. If both parts of W are hit, can proc passive very easily.



Q > W




Q to gapclose, then cast W to hit both parts a bit easier. Good against matchups like Yasuo and Akali, in my opinion.



W > Flash > Q




If you need extra space to gap close, cast W and cancel the animation with Flash. Casting Flash then W takes too much time and gives the enemy too much time to react. In quick succession, casting W then Flash will cancel the animation and will cast W from the new position. This will take time to master.



W > Q > R




The bread and butter Talon Combo (or at least used to before Prowler's Claw was added). Allows for passive proc.



W > R > Q




Cast W and R if the enemy is in range. This guarantees two procs of passive. With the burst of movement speed, get into melee range and melee Q. This deals more damage and procs passive as well. Can be done with ranged Q as well.



W > Flash > Q > R/h2]



Like the W > Flash > Q combo, this allows for a greater gap close. Will definitely take time and practice to master, but it is a very good combo to learn.



W > R > Prowler's Claw > AA > Q > AA





Probably the most extensive, yet most effective Talon combo. Outputs a massive amount of damage, procs Electrocute (if you are running it), and procs passive. Very powerful one-shot combo.



Q Over Wall





Used to quickly get to the enemy on the opposite side of the wall. Much more effective than using E to get over.



Pulling 2nd W Back with Q





If the enemy is trying to dodge 2nd W, you can pull it back by casting Q on them, which effectively allows you to proc passive on them. Takes time to master.



Pulling 2nd W Back with Flash (Side)




Similar to pulling 2nd W back with Q, but using Flash instead. Flash sideways to change the trajectory of the blades to effectively hit the enemy. Takes time to master.



Pulling 2nd W Back with Flash (Back)




Same concept, just flashing backwards behind the enemy so they still get hit by 2nd W. A good combo to use in Katarina matchups (she'll essentially try to blink behind you to make sure you can't proc passive on her).

Laning Phase/Early Game





I'm going to split this up into two sections: melee matchups and range matchups. There are generally two different playstyles/two different ways you should be playing depending on the matchup.

Melee Matchups


Most Talon players start W. Look to cast W so it last hits the minions and hits the enemy mid laner, effectively allowing you to deal some damage while they walk up to farm. Do not spam your W on the wave unless you are hard shoving. It is very mana hungry and you will lose your mana very quickly.

A tip for mid lane in general: waves crash in the middle every 30 seconds. If you don't have time to shove and roam, you can deep ward the enemy jungle to help your team get vision and knowledge of the enemy jungler. This includes, but not limited to, enemy jungler's raptor camps, pixel brush (in the river), and enemy jungler's buff camps. Deep wards are extremely helpful, especially against junglers with high gank potential, such as Hecarim, Rammus, and Nunu & Willump. A deep ward in the river can let you know the jungler is coming before they even get to your lane, allowing you to back off to safety.

Before roaming, always check to make sure that there is a definite roam potential. Also keep in mind that if the roam does not go as planned, you've not only just wasted time leaving mid, but you've also fallen behind in gold and CS. If it's not a good roam, don't roam. The last thing you want is to fall too far behind in gold compared to the enemy mid laner and being pretty much useless the rest of the game.
Don't be afraid to trade with the enemy.

Ranged Matchups


Ranged matchups are a lot harder. Ranging from Orianna to Lucian, it all depends on the enemy's playstyle. Regardless, the laning phase is still relatively the same: last hit minions with W. To play it safe, you should be standing behind the minion wave and last hitting with W. Again, do not spam it on the wave early. You will lose mana very quickly, forcing you to back, and allowing the enemy to shove the wave into your tower.

If the enemy is freezing the wave under their tower, your next best option is to look for roams and deep wards. Help your jungler with 2v1's, or take the enemy's jungle camps if you know they're on the opposite side of the map to put them behind. While your jungler is taking one scuttle, take or stall the other in order to gain a scuttle crab advantage. Most ranged mid laners would have to overextend and come into the jungle to help their jungler, effectively allowing you to kill them.

Even though most ranged matchups are weak early, they can still poke you out relatively fast. If you cannot beat them, don't bother trying over and over again. Get ahead and help your team get ahead around the map, whether it be bot side, top side, or jungle.

Mid Game/Macro





For this guide, we're going to assume that you are winning lane, up by a few kills, and your bot lane is winning. In most low elo games, teams often end up just ARAMing it mid. In doing so, all the laners going mid are fighting for CS. Regardless, by mid game, you should be catching as many side waves as possible. They are so important. Each wave caught gives you EXP and gold. This will set you ahead if no one is contesting the waves you are catching.
  • Each melee minion gives base 21 gold (3 per wave).
  • Each caster minion gives base 14 gold (3 per wave).
  • Each cannon minion gives base 60 gold, up to 90 (1 every 3 waves).
  • As you catch more and more waves, the EXP you gain begins to stack. It makes a huge difference.

If you're team is setting up for fights, like dragon and rift herald, you should be there to eliminate the squishies and the carries. Whether it be the jungler, such as Elise or the ADC, like Vayne or Draven, your job is to remove their backline. During fights, you should generally be flanking from the side or from behind. Running straight in from the front makes it much harder for you to dive backline and much easier for the enemy team to peel for their carry. Running Electrocute may make it easier to one shot. Running Conqueror provides more sustain in fights (in most cases, you run Conqueror if the enemy team comp is mostly melee), and thus you should be fighting with your team after you fight the carry, if possible.

Late Game





Let it be warned: one-shotting in the late game is much harder, because most players are now tanky or they one shot you (because of their full build). Regardless, depending on the enemy team's composition, you should be looking to do one of the following during fights: fight with your team and play front to back, or fight the carry if you are positive you will not get oneshot. By doing this you keep the carry out of the fight and allows your team to win the fight, and thus after they can help you with the carry.

You should also continue to look to catch side waves, and if possible, split push and take towers. Your Assassin's Path should allow you to get out after taking towers or if the enemy decides to stop you.

Do not get caught out on your own. Do not greed and overstay. You are an important asset to the team and your death could for overstaying could mean losing the game.

Conclusion





If you've made it this far, thanks for sticking around and using/reading my guide. I hope the information helps you become a better Talon player (if you decide to start playing him).

In my opinion, Talon is a very fun champ to play. Jumping over walls, deleting carries, and outplaying people with 1HP. His kit is just extremely fun to play around with, and he's relatively easy to get the hang of.

Hope you enjoy deleting people as much as I do!
League of Legends Build Guide Author Gravitonius
Gravitonius Talon Guide
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[Season 11] LIVE AND DIE BY THE BLADE: A Beginner's Talon Gu

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