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Another Body For The Gutter
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This Is No Longer A Challenge
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Tested(Highest % Winrate)
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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Blade's End (PASSIVE)
Talon Passive Ability
Threats & Synergies
Malphite
Another fine example: Unstoppable Force, it can knock you up and pull you off of your target which can get you easily locked down.
Intro Bayy-Bee!!!

Heyyo, it's ya boi Sammy and welcome back to another Guide made by Moi.
I currently use two Accounts. 12iotSam(North America) & xTheLostSinnerx(Europe West). <--- This account is new and I need to Level it up.(It will be my

We're gonna be earning


I was watching one of Dunkey's videos a few days ago on how to be Talonted and I was like, "Holy Shiz, Dunkey has made

Hopefully y'all will enjoy this build the same way that I currently am and take it places that I never could. Any reviews would be much appreciated along with some possible edits into the future! ^.^/
BEGIN DEBRIEF... Pros/Cons
Pros
-High Mobility
-Can be invisible
-High Damage
-Good for Ganks
-Works in more Damage on CC'd Targets
-Can Hop Walls With

Cons
-Squishy
-Can be Countered by a Higher Mobility or Peel
-Doesn't know what a Spear is
-Is Mana Costly All Game
NEXT CHAPTER... Discussing Skills
Welp, the new updates are here boyz! Talk about a big kick in the throat! Your boy has finally reached his goal!
Grab



Another Skill Sequence: If you want

Honestly, this is not such a bad call to make. You can Q farm as well as fight level 3 but you may get cornered.
Explaining the Skill-Play
As you know, Talon has a HUGE amount of Damage that Transitions hard into Mid-Game and even Harder into Late-Game. The best way to Engage an Unsuspecting Target is to Pop your Ultimate(R) -

Either A.) You use your


Or B.) Q -


(Optional C., though not recommended) - Use your


Your


NEXT CHAPTER... Discussing Runes
Cunning Tree for



NEXT CHAPTER... Items Section(WIP)

STATS:
125 Health & 75 Mana Over 12 Seconds.
Holds 3 Charges that can be Refilled at Base Automatically.
Applies Magic Damage to your Single Target Spells and Attacks for 15-30(Depending On Level) over 3 Seconds.
COST: 500 Gold

STATS:
Lasts 60-120 Seconds(Depending On Your Level).
Is Invisible.
Has 2 Self-Replenishing Charges(Every 180-90 Seconds Depending on Level).
COST: 0 Gold

STATS:
10 Damage.
COST: 350 Gold


STATS:
150 Health Recovery over 15 Seconds
Can Hold Up To 5
COST: 50 Gold


STATS:
Restores 10 Health and 15 Mana Immediately Upon Use.
Restores 150 Health and 20 Mana over 15 Seconds.
COST: 50 Gold


STATS:
25 Attack Damage.
UNIQUE Passive: +10 Lethality.
UNIQUE Passive: +20 movement speed when out of combat.
COST: 1100 Gold




STATS:
UNIQUE Passive: Enhanced Movement: +25 Movement Speed.
COST: 300 Gold


STATS:
60 Attack Damage.
10% Cooldown Reduction.
Passive: Grants 10% Lifesteal vs monsters.
Passive: 150% Mana Regeneration while in the jungle.
UNIQUE Passive: Tooth / Nail: Basic attacks deal 25 bonus damage vs. monsters.
Damaging a monster steals 30 health over 5 seconds.
Killing a large monster grants +30 bonus experience.
UNIQUE Passive: Chilling Smite: Smite can be cast on enemy champions, dealing 28-164 true damage and stealing 20% of the target's movement speed for 2 seconds.
COST: 2625 Gold


60 Attack Damage.
10% Cooldown Reduction.
Passive: Grants 10% Lifesteal vs monsters.
Passive: 150% Mana Regeneration while in the jungle.
UNIQUE Passive: Tooth / Nail: Basic attacks deal 25 bonus damage vs. monsters.
Damaging a monster steals 30 health over 5 seconds.
Killing a large monster grants +30 bonus experience.
UNIQUE Passive: Challenging Smite: Smite can be cast on enemy champions, marking them for 4 seconds.
While marked, you deal 60-162 (based on level) true damage over 3 seconds, have vision of them, and reduce their damage to you by 20%. <--- It's pretty sweet.
COST: 2625 Gold
NOTE: You can exchange Smites but there's a small Transfer Fee of 172 Gold.


STATS:
60 Attack Damage.
10% Cooldown Reduction.
UNIQUE Passive: +20 Lethality.
UNIQUE Passive: +20 movement speed out of combat
UNIQUE Active: +20% movement speed and ignore unit collision for 6 seconds
(45 second cooldown)
COST: 2900 Gold


STATS:
UNIQUE Passive: Enhanced Movement: +25 Movement Speed.
Increases to +115 Movement Speed when out of combat for 5 seconds.
COST: 900 Gold




STATS:
25 Magic Resistance.
UNIQUE Passive: Enhanced Movement: +45 Movement Speed.
UNIQUE Passive: Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 30%.
COST: 1100 Gold





STATS:
20 Attack Damage.
50% Base Health Regeneration.
UNIQUE Passive: Cleave: Your attacks deal physical damage up to 60% of your Attack Damage to units around your target, decaying down to 20% near the edge.
UNIQUE Active: Crescent (Melee Only): Deals up to 100% of your Attack Damage to units around you - decaying down to 60% near the edge.
(10 second cooldown)
COST: 1200 Gold



STATS:
75 Attack Damage.
100% Base Health Regeneration.
12% Life Steal.
Passive: Damage dealt by this item benefits from life steal (melee only).
UNIQUE Passive: Cleave: Your attacks deal physical damage up to 60% of your Attack Damage to units around your target, decaying down to 20% near the edge.
UNIQUE Active: Crescent: Deals physical damage up to 100% of your Attack Damage to units around you, decaying down to 60% near the edge.
(10 second cooldown)
COST: 3500 Gold




STATS:
30 Magic Resistance.
UNIQUE Active: Quicksilver: Removes all crowd control debuffs from your champion.
(90 Second Cooldown).
COST: 1300 Gold


STATS:
65 Attack Damage.
10% Life Steal.
35 Magic Resistance.
UNIQUE Active: Remove all crowd control debuffs from your champion and grants 50% movement speed for 1 second.
(90 Second Cooldown).
COST: 3600 Gold


STATS:
65 Attack Damage.
UNIQUE Passive: +15 Lethality.
UNIQUE Passive: +20 Movement Speed out of Combat.
Nightstalker: After being unseen for at least 1 second, your next basic attack will deal 50 (+200% lethality) true damage on hit. <--- This is absolutely STUNNING on Talon!
Blackout: Disable nearby enemy wards for 8 seconds after being spotted by one. <--- This is why I tell you not to worry TOO much about wards.

(90 second cooldown)
GOLD: 3250 Gold





STATS:
75 Attack Damage.
10% Cooldown Reduction.
UNIQUE Passive: Dealing physical damage heals for 15% of the damage dealt.(33% Effectiveness for Multi-Target Effects/Abilities).
UNIQUE PASSIVE: 15% of the damage you take is instead turned into a bleed for 5 seconds.
COST: 3500 Gold





STATS:
50 Attack Damage.
UNIQUE Passive: Giant Slayer: Grants up to +15% damage against enemy champions with greater maximum Health than you (+1.5% damage per 50 Health difference, maxing at 500 Health difference). <--- This will help you deal with alot of the unnecessary stress from those High Health nerds.
UNIQUE Passive: Last Whisper: Physical damage ignores 45% of the target's bonus armor (applies before armor penetration). <--- This coupled with

COST: 2700 Gold




STATS:
25 Attack Damage.
40% Attack Speed.(Wow)
20% Cooldown Reduction.
250 Health.
250 Mana.
5% Movement Speed.
UNIQUE Passive: Rage: basic attacks grant 20 movement speed for 2 seconds on hit.
Minion, monster, and champion kills grant 60 (half for ranged champions) movement speed for 2 seconds.
UNIQUE Passive: Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 200% of your base Attack Damage. 1.5 second cooldown. Does not stack with Sheen or Lich Bane.
COST: 3733 Gold


STATS:
60 Attack Damage.
35 Magic Resistance.
UNIQUE Passive: +15 Lethality.
UNIQUE Passive: +20 movement speed out of combat.
UNIQUE Active: Channels for 1.5 seconds to gain a spell shield that blocks the next enemy ability within the next 10 seconds (45 second cooldown).
Damage from an enemy champion will interrupt the channel.
You can move while channeling.
If the channel is interrupted, the item is put on a reduced 5 second cooldown.
COST: 3100 Gold


STATS:
55 Attack Damage.
10% Cooldown Reduction.*NEW*
40 Magic Resistance.
UNIQUE Passive: Lifeline: If you would take magic damage that would leave you at less than 30% of your maximum Health, you first gain a shield which absorbs 300 (+1 per bonus magic resistance) magic damage for 5 seconds.
UNIQUE Passive: Lifegrip: When Lifeline triggers, you gain 20 attack damage, as well as 10% spell vamp and 10% lifesteal until you leave combat.
(90 Second Cooldown).
COST: 3250 Gold


STATS:
75 Attack Damage.
UNIQUE Passive: 20% Lifesteal.
UNIQUE Passive: Your life steal overheals you, granting a bloody shield that absorbs up to 50 - 350 damage (based on champion level).
The Shield will Start to Decay after 25 Seconds out of Combat.
COST: 3700 Gold









STATS:
50 Attack Damage.
UNIQUE Passive: Executioner: Physical damage inflicts Grievous Wounds on enemy champions for 5 seconds.
(Grievous Wounds reduces all healing received and regeneration rates by 40%).
UNIQUE Passive: Last Whisper: Physical damage ignores 45% of the target's bonus armor (applies before armor penetration).
COST: 2700 Gold


STATS:
50 Armor.
500 Health.
UNIQUE Passive: Dreadnought: You build Momentum stacks while moving, increasing movement speed by up to 60 at 100 stacks.
Momentum quickly decays while under the effects of a stun, taunt, fear, silence, blind, polymorph, or immobilize effect, and slowly decays while slowed.
UNIQUE Passive - Crushing Blow: Basic attacks discharge all Momentum, dealing 1 bonus physical damage per 2 stacks.
If 100 stacks are discharged, damage is doubled and the target is slowed by 50% decaying over 1 second (melee only).
COST: 2900 Gold



STATS:
30 Attack Damage.
700 Health.
UNIQUE Passive: Icy: Your basic attacks slow your target's Movement Speed by 40% (30% for ranged attacks) for 1.5 seconds. <--- This is actually pretty great.
To Be Continued.....
NEXT CHAPTER... Spells










NEXT CHAPTER... Laning Phase/Jungle Phase
Here's Some Lane Introduction




Items To Look At On Your First Back
Once you have backed and bought your first few items(Hopefully you were able to purchase at least the


Continuing The Laning Phase(Mid-Game)
As


End-Troduction Tips
Make Sure to Work With your Team to Secure Objectives. They Matter. They Really Do.
With this Information, you may now pick up the idea that you can use these Objectives to Strike a Wondering Lamb & her Lone Wolf. A.K.A: Surprise Motha Fu*ka! Yes! You are an Assassin! Bush Camping IS NOT ILLEGAL!
-Don't let those Neo-Nazi Cry Babies make you feel any less for their Failure to use their Brains! You shouldn't be the one getting Punished for being Better at Competitive Gaming.
-Be Wary Of The Enemy Jungler At All Times.
-Check Your Mini Map AT LEAST Every 10 Seconds.
-Don't be the reason your Teammates Rage the Chat. Be Polite. Be Respectful. Even if they blame you for something you can't control.
NEXT CHAPTER... TeamFighting Phase(If You Laned)
A Little Introduction To The Jungle
Due to

Explaining The Mechanics





Explaining The Ganking System
This is what makes



Explaining The Skill Play
As you know,


Either A.) You use your


Or B.) Q -


(Optional C., though not recommended) - Use your


NEXT CHAPTER... Jungle Pathing
In Guide Jungle Path Disclaimer(Had To Put It Somewhere)
I have stated in this Guide that I start Red Buff and work my Way to Blue. This is NOT the Optimal Pathway. It forces you to back with or Without Blue Buff in hand.
Pathing Statement
I will drop Two Pathways (The Safer one and Mine). Both are great depending on how you feel about yourself as

Safe Path
Blue Buff > Gromp > Wolves > Back > Red Buff > Scuttles > Health Plant > Gank
This is a very Safe Route for those of you who are looking for Easy Clear into a Quick Gank and a Possible Kill.
Risky But Farm Hard Path
Red Buff > Wolves > Blue Buff > Scuttles > Health Plant > Gromp > Back > Gank/Raptors
This Path will strip you of a quick Gank but provide you with a good clear. Not Optimal for Team Play but this works for your Individual or if you feel that you might be Counter Jungled.
NEXT CHAPTER... TeamFighting Phase(If You Jungled)
The Introduction For Lane Teamfighting :)
This is where YOUR abilities will be tested to the MAX. You will have to provide enough Team Peel to pull off the focus of the Enemy Team Peelers or Carries onto YOU. Basically just rush in with your

Serious Tips of Seriousness
9 times out of 10, you WILL be sacrificing yourself for the better good, but make sure that you at least bring the ADC, Support, or Jungler with you. As much as the Mid and Top laners are important, hopefully, you have already left the Mid laner in the dust during laning phase so he won't make a difference anyways and Top laners are never too big to handle a 1v5, making these Priority Targets. I made the Jungler a Priority because of the Objective Advantage it holds over Both Teams.
Your biggest Priority at ALL TIMES will be to X out the ADC as quick as possible. Everyone else will be absolutely Situational to you since you will have relieved your team of the Constant Auto Attacks from theirs. This will also give your team a higher advantage if your ADC is still alive."Doing what they now cant :^)"
I recommend that your Next Target either be the Middle Laner or Top Laner, then the Support if it's someone annoying like





NEXT CHAPTER... Debrief Succession 1/2
The Introduction For Jungle TeamFighting :)
You will again be put up to a Challenge that will test your Wonderous Team Player Existence as the Jungler/Assassin. By the time you reach this Stage of the Game, you should be pretty Steady and Firm. You will be there for your Team. All the Objectives are at your Disposal. Don't let your Superiority over the Enemy cloud your Judgement. You are the Neutral Member of the Team. You don't Specifically have a Job except for Kill.
Serious Tips Now
Here's the deal. You played

A Cookie Cutter Focus Thingy(Highest Recommended to Lowest)
-A.) Marksman -> Middle Laner(Mage/Fighter/Assassin) -> Jungler -> Support -> Top Laner (If Top Laner is a Tank)
-B.) Marksman -> Middle Laner -> Support -> Top Laner -> Jungler (If Top Laner is a Glass Cannon)
-C.) Marksman -> Mid/Support -> Top Laner -> Jungler (If the Support is Annoying ShoutOut@Soraka)
-D.) Marksman -> Top Laner -> Middle Laner -> Jungler -> Support (If the Mid lane is Behind & the Top Laner is Glass Cannon/High Damage Tank)
Anything Otherwise will be the Result of Situational Picking.
Example: You kill


NEXT CHAPTER... Debrief Succession 2/2
Another one of those Thank You parts at the bottom of the guide, y'know? I really do appreciate all feedback and feel really good to know that Together, we tore shiz up in the middle lane.
I'm not that great at Coding or Making things look Insanely Pretty so I understand that this Guide looks all crunched together/Sloppy/Choppy... Throw me a bit of relief because this is the Most I can do Currently and I really do enjoy Mixing my Passions of Writing with my Gaming. So Apologies if some of you find this Cringe worthy or Hard to read. Just know that I'm thankful for you anyways!
A Special Thank you to Dunkey for providing an interesting GamePlay Experience that hooked me into the Talon World! We still miss you here in the League Community :') and you will always have a place here! ^.^/
Another Special Thanks For Is That Gideon.
He's been helping out with tons of Major Portions to this Guide which you will see Soon in the Future! Thank You Gideon!!!
Semi-Updated for Patch 6.23!
END OF TRANSMISSION...
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