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Talon Build Guide by Zenneon

Top Talon's "Walk Away" Technique S7

Top Talon's "Walk Away" Technique S7

Updated on September 20, 2017
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League of Legends Build Guide Author Zenneon Build Guide By Zenneon 1,667 Views 0 Comments
1,667 Views 0 Comments League of Legends Build Guide Author Zenneon Talon Build Guide By Zenneon Updated on September 20, 2017
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Introduction

Hi Everyone, just sharing a part of my strategy on carrying a game, especially when you go top lane with Talon. In this guide, I'll briefly analyze everything to ensure the ultimate strategy. I usually use this trick when opposing Tank champions, such as Darius, Garen, etc. I wish this would help and good luck on your games.
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Runes

First of, before going In-game, you wanna make sure that your champion can burst out even at level 1, I recommend having lethality set for Talon as for Tanks to lower their Armor, though the magic resist runes should be intact to keep yourself guarded mostly on skills, you can't go rushing already at low level right? Magic resistance is also useful when targeting an enemy champion with another enemy champion with it, as to counter the skill shots and reduce the damage that will be taken, especially if the one you're targeting is an "Ability Power" dependant. And then, the scaling health runes will be useful in the late part of the game, as it will buff you up to taking hits without worrying if you're gonna die or not.
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Items

When it comes to items, first thing you have to remember is, Talon is overpowered when filled with lethality, as it can be a melee version of vayne when you go one on one with him. In the first item I recommend:

Youmuu's Ghostblade
-now this item holds a lot, briefly giving you a boost in movement speed for a couple of seconds and then also gives you a number of lethality points and 10 percent cooldown reduction. Making the first minutes of the game turn on your side.

Second is Duskblade of Draktharr.
-this item is just the same as Youmuu's, but the thing is, this item won't give you a movement boost, but then also holds the same amount of lethality = +18 points.
Though it doesn't give any boost, its passive is so useful when you go roaming through the bushes. It will let you reveal any nearby enemy wards without alarming the enemy.

Third, is Edge of Night.
-Though the stats are the same too, this item is useful when charging an enemy, Pressing its designed button will trigger its passive, giving you an immunity to a spell that would hit you, but only for once. And then, giving you some points for lethality again, that would literally stack up.

Fourth, is the Death's Dance.
-So we're talking serious now, this item is a big nightmare those with low physical armor, such as that ADR whose all players been always targeting first. Death' Dance gives you extreme amount of Attack Damage count which is useful when using Talon's Q. In a very close range, critical strike will trigger. It also gives a cooldown reduction buff. But the thing in this is its passive, bleeding count will stack uo even more, doubling Talon's "Blade's End" wound damage.

Fifth, is the Mortal Reminder.
-As of the Guide's name, "Walk Away", this item will complete the strategy, being in partnership with Death's Dance, Mortal Reminder is very dangerous item when used to inflict grievous wounds on enemy champions. doubling the current bleeding damage rate, this two item will spice up your damage and turning points of the game. Being called " Walk Away", its because if the enemy champion is in his half health, inflicting Talon's passive will trigger the item's effect, double x double the damage from bleeds, allowing you to walk away without hitting them, until they die because of the bleed effect. I also partner it with the summoner skill: Ignite, so that if the bleed will not take too long, you can add another stack by inflicting burn on them.

Sixth, Some boots that will help you chase, and escape.
-there's many boots that can be used to increase your movement speed, at first, I tried to use Boots of Mobility, but it didn't worked out well, because when you encounter any enemy, even a minion, the effect will worn out, cooling down the skill again within five seconds, giving enemy champions an opportunity to chase you until your boots come in back again, but this doesn't matter, its because of Talon's E. Being able to jump over obstacle is so good, but running from it in actual way to lose them is better. In boots, I recommend using Boots of Swiftness or Ninja Tabi, as it gives other buffs and the movement speed effect doesn't wore off.
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End

So there, I hope this guide helped you at least from it's base of idea, though I really suck at thinking of it, but it turns out good for me. And again, Good Luck on your games!
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Talon's "Walk Away" Technique S7

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