Skill Order
Q W E R
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2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
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14 14 14 14
15 15 15 15
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18 18 18 18

I was running ArP Reds 9 Flat Mana Regen Yellows 1 Flat Mana Regen Blue 8 Flat Magic Resist Blue 3 AD Quints 21/9/0 Flash + Ignite ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Me Playing Talon Post-Nerf http://www.megaupload.com/?d=MI9IGNV1 LOL RECORDER FILE ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Due to mana nerfs I just substituted mana regen in however it isn't needed.

[imgext=http://oi51.tinypic.com/2zswjfd.jpg] [imgext=http://oi54.tinypic.com/2prfxx1.jpg] I am a rather high elo Talon player who goes by the name of Lanewick Bot. I've played Talon religiously since the day he was released when he was considered UP and nobody used him. Recently I've seen a lot more use from him including playing against people like Westrice and Chaox playing him and he's scary to face. When I play him I generally pull off fantastic scores and often carry my own team. Talon also backdoor's faster then Nasus with a stacked Siphoning Strike. Talon has possibly the highest burst damage in the game and some of the best farming too. Easily one shotting entire creep waves with his W easily snags him 300 creeps in 30 minutes. His harass for the mana cost is godlike. He basically counters every mid lane with a silence and three damage skills. Each of his skills has a better then 1:1 ratio on bonus AD so he benefits greatly from items. One downside to being Talon is you have to be fed to be useful. Being fed on creeps or being fed on champions it doesn't matter but you must be fed. Luckily it's very easy to get fed. Playing passively and focusing on farming early with W then once farmed enough releasing your inner demons upon the enemy can easily win your lane. W harass is so easy that you can zone the hardest of opponents out and keep them zoned. Talon is also one of the hardest champions in the game to gank if you play intelligently. R should only be used when going for kills otherwise so escaping ganks with W to slow then E to silence and jump away and then finally an R to stealth and run fast easily get you out of the scariest of ganks with little to no damage taken. Worst comes to worst you should also be packing stealth and then it's GG because you didn't die and they just spent everything they had trying to kill you. Talon has a surprising amount of utility to go along with his damage. While support talon isn't very successful (believe me I tried it, I tried everything) he can still save lives. His Q gives sight of enemies in the fog of war to keep idiots from wandering upon them. Your W slows from 20-50% and hits twice so it can even slow through a banshee's veil. His E silenced which can be a gamechanger easily even if it is a short silence. And if they decide they want you instead you can just R away. Talon's damage combo is also incredibly easy. Get them low enough to kill and then W them in range then instantly E to them and Q then pop your ult and either pop it against right away or run infront of them to get yet another Q off for extra damage. If you have it you can even ignite them after your E and Q for max damage. If you can't land a W open with E then Q then R and W, he W will pop the R and once again ignite if needed. Should you need to assassinate somebody flash then E can you surprise them for easy kills, just make sure you're ready to jump on them before you waste flash. [imgext=http://oi53.tinypic.com/2gwxhk6.jpg] [imgext=http://oi53.tinypic.com/dgnjl.jpg]

[center][title]Masteries[/title][/center] For masteries as Talon you want to run either 21/9/0 or 21/0/9. Personally I and pretty much every single other professional Talon player would pick 21/9/0 for the extra survivability because it can royally save your ass in the laning phase. Either regen or health will work. The advantage to running 21/0/9 is a little more mana for longer laning but you give up a bit of survivability so you have to decide if it's worth it or not. Personally, I like 21/9/0 but pick what works for you. 21/9/0 or 21/0/9 [title][center]Runes[/center][/title] [imgext=http://oi53.tinypic.com/5dkx1x.jpg] You may notice in my first show of runes I run scaling magic resist blues while in this picture I run flat magic resist blues. I do this because it doesn't really matter which you take but scaling is better mid and late game and flat is better early game and generally I like to be aggressive early game as Talon so I'll want a decent chunk of early and free defense. Beside that I want to have damage. While running straight up armor penetration would be stronger a little attack damage makes last hitting easier and farming is very important. To make it simply you want four stats when runing, attack damage, armor, magic resist, and armor penetration. Use the runes you have to make the best combo of this you can and it will improve your game. If you're one of those people who don't buy runes, do it. Runes make a huge difference and I'm tired of people reading my guides and asking me if runes are really important, they are, but some. [title][center]Summoner Spells[/center][/title] [imgsmall=summoners/flash.png] You may notice everybody in everygame basically has flash. This is because flash is the most annoying and strongest summoner spell there is. It's a get out of jail free card in most situations and in the rest of them it's a "Ha, you though you escaped". Even on a melee champion I suggest taking Flash over Ghost especially because Talon has no built in escape and therefore needs one, which is flash. [imgsmall=summoners/ignite.png] Nine out of ten times I will be running ignite as my second summoner spell for the extra burst damage it gives. He is a burst champion so it's the strongest offensive spell on him. It will confirm kills you may not get otherwise. [imgsmall=summoners/exhaust.png] Exhaust can replace Ignite if you're in either A. A duo lane. Or B. Against a hard opponent. Against someone like say Jax you'll need exhaust to survive him. However, if not facing somebody like Jax I would advise getting ignite instead of it. [imgsmall=summoners/teleport.png] Any solo top champion can make great use of teleport because generally they are far away from the fight which is currently happening at dragon so you want to take teleport in order to make sure you can be there for the fight at hand.

[title][img=skills/talon/p.png] Passive: Mercy[/title] [number]Talon deals 10% more damage with his basic attacks to any target that is slowed, stunned, immobilized, or suppressed. [/number] [title]Explanation:[/title] While this is a good passive it's not the best for the champion Talon is. He's a burst assassin meaning even if you build tanky-dps you're going to be trying to burst somebody down with your entire combo and the tanky-ness is just so you can do it against in ten seconds. You don't spend all that much time auto attacking unless you're just asking to dive. However, there are situations where you will be auto attacking and because it works on both his W and E he can deal some nice auto attacks and make good use of this passive. This passive also makes certain champions work really well with Talon. Champions like Amumu, Morgana, and Brand with Rylai's are heavenly teammates. Morgana can both Q and Ult which gives a solid 5 seconds worth of bonus damage. Amumu has Q and Ult which is 3 seconds. And Brand with Rylai's can give you six seconds worth of CC for your passive. Many other champions are useful too since most champions have CC or can get it through items. And even while this passive scales great with something such as a Frozen Mallet I still think a Warmog is a better choice if you're going to get either one because you can't auto attack when you're dead anyway. Even then I don't suggest going Atmogs because you need to dominate your early game and it slows down your damage by a lot and can hurt you all game. [title][img=skills/talon/q.png] Q: Noxian Diplomacy[/title] [number]Talon's next basic attack deals an additional 30/60/90/120/150 (+30% per attack damage) physical damage. If the target is a champion, the target will bleed for 18/36/54/72/90 (+120% of attack damage) physical damage over 6 seconds, revealing their location for the duration. Cooldown 8 seconds Cost 40 mana[/number] [title]Explanation:[/title] This is a strong spell with much utility and the only reason I don't max it first is because it's melee and his W is ranged (and AoE). It has a decent 1.5 scaling against enemy champions along with resetting the auto attack counter and also giving you sight of the target you attacked so they cannot juke you with bushes or something. It also has a rather low cooldown for max damage. The cooldown listed on here is false because with 38 or 39% CDR I had his Q on a 2.78 second CD. The super low cooldown has other uses too beside just following people and resetting the auto attack counter. Because it's his most spammable spell it is what makes Trinity Force a strong choice on him. Not only does it proc it often but it also uses the proc when you hit somebody since it's an on-hit skill. Combined they can deal a quite large amount of damage to your enemy target. [imgext=http://oi53.tinypic.com/1491b4o.jpg] As you can see it gives sight in the fog of war. [title][img=skills/talon/w.png] W: Rake[/title] [number]Talon sends out a volley of daggers that then return back to him, dealing 30/55/80/105/130 (+60% of attack damage) physical damage every time it passes through an enemy. Additionally the enemy is slowed by 20/25/30/35/40% for 2 seconds. Cooldown 10 seconds Cost 45/50/55/60/65 mana Range 750[/number] [title]Explanation:[/title] While this skill may seem rather weak looking at the numbers it is his strongest skill. It deals AoE damage in a cone like Mordekaiser's E along with slowing any targets hit and it hits both on the way out and the way back in so if will do twice the damage listed if aimed properly. This is how you keep enemies in range while you kill them. This is how you kite enemies around. This skill even activates your passive. While it may not have the greatest scaling or cooldown it is your farming skill and has good damage so you'll max this force anyway. With a decent chunk of AD it can one shot caster minions. It is also what you use for harassing in lane. When the enemy comes in for a creep you throw this out and deal some damage to them slowly until you can jump in and finish bursting them down. [imgext=http://oi56.tinypic.com/nbf0qx.jpg] But watch out, they come back! [imgext=http://oi53.tinypic.com/4pwavk.jpg] [title][img=skills/talon/e.png] E: Cutthroat[/title] [number]Talon instantly appears behind his target, silencing them for 1 second and amplifying Talon's damage against the target by 3/6/9/12/15% for 3 seconds. Cooldown 18/16/14/12/10 seconds Cost 35/40/45/50/55 mana Range 700[/number] [title]Explanation:[/title] This is your opener and also a closer. It teleports you instantly to your target so make sure to keep up with that, it's not like amumu's bandage toss. It silenced the target the second you cast it so more sure to be ready with whatever you're gonna do because a one second silence isn't much time to lolly gag. The silence is the weakest part of this skill. It has many flaws but you need it to get close. The issues with this skill are it only silences for one second so you have no time after that to do much but also that it's on a high cooldown so you can't use it often to keep up and need to time it right. The best thing about this skill is at level 18 when you have it maxed it adds 15% increased damage to everything you do so you use this to open and then unleash all your skills and hopefully they die instantly. It's why Talon is a burst champion. [imgext=http://oi52.tinypic.com/iohu1w.jpg] [imgext=http://oi55.tinypic.com/2lrf37.jpg] [title][img=skills/talon/r.png] R: Shadow Assault[/title] [number]Talon disperses a ring of blades and gains stealth for up to 2.5 seconds, gaining 40% Movement Speed. When Talon emerges from stealth, the blades converge on his location. Every time a blade passes through an enemy, they receive 120/195/270 (+90% of attack damage) physical damage. Cooldown 60/50/40 seconds Cost 80/90/100 mana Range 1000[/number] [title]Explanation:[/title] An odd ultimate but it definitely is an ultimate unlike some other ultimates in the game. This skill has many uses but mostly it's offensive or defensive. The offensive uses of this skill are naturally damage but also it gives movement speed so it can keep you in range. Keep in mind that once you attack while in stealthed you will exit stealth and all the daggers will come flying back to you so time it well and make sure you use all the stealth you want. If you're using this skill defensively it is a 2.5 second stealth with +40% movement speed. It's a fantastic juking skill and can save you from dire situations. Also, if a low enemy is chasing you and you use this and they guess where you are they'll take a nice chunk of damage from it chasing you so you might be able to finish them off. Play around with it so you can get used to it. There is one little issue with this kill however. If you're struck by CC while stealthed using this kill the swords will not come back to you and will simply shatter so you only deal half damage. It's truly sad when this happens so keep that in mind in team-fights mostly that if they have an oracle you may want to stay away from it. [imgext=http://oi55.tinypic.com/23iw6eg.jpg] (Looks in Soraka's Shadow) [imgext=http://oi53.tinypic.com/bf2rkl.jpg] (Careful, they follow you) [imgext=http://oi54.tinypic.com/243l01s.jpg] [title][center]Skill Order[/center][/title] R>w>Q>E WEWQWRWQWQRQQEEREE Naturally I put a point in R every chance I get since it can only be done at 6/11/16 and it is his strongest spell. Next I max W over Q for several reasons the main one being it's ranged and can be used for farming. Another reason is that it slows for my passive. A third reason is it can be used to harass. I'll max Q after that for the damage and finally E last because it doesn't have any built in damage. I put one point in E rather early because it can save you from an early gank.

I'm not giving you builds here. This is like Build-A-Bear Workshop and you mix and match until you find what works for you in the game. The only reason I give item builds above is because some people aren't very good at mix and match and would prefer to learn the champion before they play with builds. It'll work out a lot better if you can make your own build. It's always a good idea to buy wards and potions every time to back. Potions especially because of the lack of sustain in lane. They can make or break a lane do not doubt them please. [center][img=items/boots-of-speed.png][/center] [center]Boots of Speed are a placeholder in this guide. You'll want either Mercury's Treads, Boots of Lucidity, or Boots of Mobility. Generally Boots of Mobility are better for the first 20-25 minutes so you can roam and gank other lanes easily. Once that is over you sell them and buy Lucidity for Damage and Mercury's Treads for defense. You pick whichever you need more, both are fantastic choices.[/center] [center][img=items/last-whisper.png][/center] [center]A standard item on any AD Champion who wishes to still deal damage even lategame. This is basically core in every game because enemy champions will almost always buy armor. It's very unlikely that they don't buy armor so it's very rare you wouldn't buy one of these. And +40% armor pen is to good to pass up on anyone with over 150 armor.[/center] [center][img=items/the-bloodthirster.png][/center] [center]The single strongest AD Item in the game with a whopping +100 AD if you get it fully stacked and it also gives some sustain with it's 15-25% lifesteal. The only real issue with it is if you die you lose stacks. This item is extra damage should you need it maximizing your burst potential. Rushing one of these also allows one shotting of creep waves.[/center] [center][img=items/trinity-force.png][/center] [center]The best item for single target damage on Talon adding a fantastic amount to his Q. His Q is quite spammable so it does not go to waste and he use all but one stat. The only real issue with it is it costs a whole lot and doesn't have all that much flat AD. It's still better then infinity edge.[/center] [center][img=items/youmuus-ghostblade.png][/center] [center]While I do not think this is a core item I do think Brutalizer is making this core because it's the upgrade. It gives a bunch of stats you can use, including the active because of movement speed. It gives damage and armor penetration both stats you can use quite well and even some crit chance if you get lucky. Save this for later in the game though.[/center] [center][img=items/wriggles-lantern.png][/center] [center]A strong item when facing an AD Solo Top who you are losing too. It gives attack damage and life steal for lane sustain. It's a free ward too. And upon that it gives 30 armor for survivability against AD and then finally it also gives a proc that will kill a creep giving you easy farming. It's also quite cheap so if you want it buy it early. It's also exceptional for roaming and has been core as of recently.[/center] [center][img=items/infinity-edge.png][/center] [center]This is the single best auto attack item in the game because it gives the most bonus damage to auto attacks. This item tends to cost a lot and it doesn't give anything more then a trinity force or blood thirster but combined with Ghostblade and Trinity Force and some good positioning this item can get you a penta kill.[/center] [center][img=items/hexdrinker.png][/center] [center]A decent mix of attack damage and magic resist and is very useful against some enemies such as Karthus or Veigar who will attempt to burst you instantly. If you do plan to buy this item the passive is best for early game so you probably want to get it early and sell it later on when you have a full build to get something more "costly".[/center] [center][img=items/shurelyas-reverie.png][/center] [center]Now you don't buy Philosopher's Stone just for Shurelya's Reverie. It's like a sweet bonus. You buy Philo Stone for the mana regen and lane sustain but later on you build it into this which gives survivability, movement speed on an active, and most importantly CDR which is very nice on Talon especially since the cooldown increase.[/center]

The two most controversial items on Talon. I felt I would explain both in much detail to explain why I buy a Trinity Force and why I don't buy a Frozen Mallet. [title][center]Trinity Force[/center][/title] The Trinity Force is the strongest AD Item in the game for anybody with a low cooldown and who wants to do single target damage. I will admit IE or Bloodthirster would be stronger if your goal was to deal maximum AoE damage but it is not. You are a single target burster who can deal a bit of AoE damage but always keep your focus to that one target and take them out of the fight. Trinity Force gives a lot of stats all over the place too. The only stat that goes to waste is 30 AP. You make use of every other stat. Two of the main things you make use of are the phage passive which slows and the sheen active which deals extra damage. Aside from those it also gives a chunk of movement speed, crit, attack damage, health, mana, and attack speed which are all stats you can use on Talon and even use well in most situations. [center][title]Frozen Mallet[/title][/center] Why not build a Frozen Mallet and capitalize on that passive? Simple. You're not auto attacking enough for it to be a strong item. You'll get more damage out of living long enough with a Warmog to get one more skill off and you'll get more utility out of living longer too. You already have a slow, a closer, a silence, and a movement speed buff it's not terribly important you get another slow. Another problem is it requires you to auto attack to slow meaning you're glued to your target so while they may not escape neither will you and being a burst champion you should be playing in and out in and out over and over every cooldown and not sticking around to get your ass beat on too much. Frozen Mallet will slow you as much as it may slow them.

Assuming 100 Base AD (level 16) Trinity Force - Burst +30 AD +150 Damage +14% Crit 450 Infinity Edge - Burst +80 AD +25% Crit 250% Crit Damage 405 Damage Trinity Force - Steady +30 AD +150 Damage per 3 seconds. +14% Crit 350 Damage Per Second Infinity Edge - Steady +80 AD +25% Crit +250% Crit Damage 405 Damage Per Second So Infinity Edge barely beats out Trinity Force in damage assuming damage and crit are the only stats that matter. Because W and R scale off AD Infinity Edge also wins in that sense. Trinity Force - Bonuses +40% Attack Speed +275 Health +250 Mana +12% Movement Speed +30 AP 25% Chance to Slow (passive + 10% damage on auto attacks) Infinity Edge - Bonuses None So in the end Trinity Force comes out on top in burst damage but loses slightly in steady damage due to W and R's AD Scaling and a matter of 50 damage every second + Around 30 a second for W's AD Scaling and less then 5 damage a second on ult scaling in damage per second.. However, bring into account the attack speed on Trinity Force and suddenly you're tieing Infinity Edge in steady damage again plus several other stats for other situations and if you proc the slow you're winning in damage even. [highlight]Trinity Force[/highlight] [.]Better Utility [.]Better Burst [.]Equal Steady [highlight]Infinity Edge[/highlight] [.]Worse Utility [.]Worse Burst [.]Equal Steady

Roaming Talon is the new way to play him and make him a very strong pick. Now I've always roamed him but before it wasn't really "needed" to make him strong so I didn't put much detail into it but his one on one laning got hit hard enough with recent nerfs roaming has become the better choice for him. Most people however don't think about roaming from mid lane although it is quite strong (as Sion has proved recently). The basic idea is you build some sustain so you don't have to back, mana regen because you might run oom and that's bad, and boots of mobility for getting around quickly. Much like Sion Talon can also push a lane quite quickly with his AoE but unlike Sion Talon has a much higher burst and a free jump so generally a Talon gank will succeed if his team helps him or not. This makes Talon viable, if not OP, in solo queue once again. To gank you generally want to try and get in melee range without using E or R. Just W and Q then then use R and they flash away then E onto them and Q again and they die. This, however, is quite rare and generally your combo will be EQRW + Ignite and you want to hit it in that order as fast as possible (under one second) so you finish your entire combo before they can even flash out of your silence. Smart Casting Suggested!

Top or Mid Lane. Mid is the best lane for Talon because he capitalizes on AP Champions with his harass and silence. However he can top lane effectively too so don't be afraid to take top. In most lanes you just want to play passively, stand back, and farm with W. In some lanes though you can just run up, W, E, Q whenever you want and stomp then (Brand). Against some enemies like rumble running around and being tricky will easily stop them but getting caught by their skills is a free death. Generally just farm until you're unstoppable. If you're top you'll want to head mid and gank whenever you get a chance, if you're mid head both bot and top to gank if you get a chance. You're a great ganker post level 6 don't let it go to waste. Make sure to build a lot of damage and just dance all over your enemies face. You need the early mana regen and sustain but beside that damage is the way to go. When ganking depending on where they are you engage differently. If you can try and save E until you need it. If they're overextended open with W instead then Q and use E before they flash/etc then ult to finish them. If they're near their turret just open with E Q R W and get the kill straight up, no fear. Don't be afraid to towerdive either just no how far you can go without dying and don't extend it. For team-fights wait until the fight has gone on for a second and most cc/AoE is used up then jump in on either then enemy AD Carry or AP Carry and combo them down. The more you hit with R and W the better. Once you've killed somebody or gotten some enemy attention run out and wait for your QWE again then return. Don't stay in a fight to long or you will get focused down. Also, watch out for oracles.

Talon does not have the best Early-Game in the game but it isn't bad either. He doesn't require a good laning phase to have a good game but he does require farm. You need to either get fed or farmed or both in order to do anything but that is the situation with most champions. These things will massively improve your entire game. [.]Start Boots + 3 Pots [.]Rush Philosopher's Stone [.]Build Wriggle's Lantern [.]Build Boots of Mobility [.]Roam From Mid All these things and more will massively improve your laning phase and it is suggested you do whatever you need to do to win your lane and get fed/farmed early. If you're not getting fed farm as hard as you can because having 200 CS at 20 minutes is as good as killing your opponent over and over. Even 200 cs at 30 minutes is fantastic. When you push your lane to far roam to top or bot (or mid if you're top) and gank that lane. That's why you have boots of mobility. You'll want to do a lot of harassing with W during laning and try to keep from committing to a fight until they're somewhat low. You won't be able to burst anybody from full health but you can harass them low enough to be bursted. When your enemy target is low you'll want to finish the job. E in and Q right away then ult, W out of ult on them and ignite at the same time. W + Ult + Ignite all dealing damage at once will surprise your opponent and hopefully they won't have time to flash out thinking they could escape without it. If you're getting ganked by an enemy and there seems to be no escape (they came from behind) use the bush closest to your turret to your advantage. Run into it and they'll run closer to your turret to try and block you off from escaping then you simply E to them and run into your turret free of harm. If they don't run to block you off then you can simply run out of the bush to your turret. If stuck in the bush closer to the enemy turret you can E to a creep and run away down the river and try to get assistance from mid lane in your escape. Mid-Game assuming your fed and/or farmed is a good time to be Talon. If not it can kind of suck. Mid-Game revolves a lot around buff and dragon control. Have your team keep Dragon, Baron, and both enemy buffs (red and blue) warded. If you take map control during this time you will most likely win the game. If towers are down you'll want to group up with your team and start ganking as a pack. If towers are not down simply go back to early-game but keep everything warded. Talon is a fantastic ganker and you'll want to be roaming around ganking whoever you can whenever you can. Keep an eye on top lane and make sure it is always pushed so you have time to travel around. Remember, using W to push your lane after early-game is fine. If you're team is already winning take dragon as you please, if you're losing wait until the enemy team goes for dragon then jump in with a team coordinated gank. If you did fail to get fed early game farm a lot mid game so you're of use mid game.

By late game you should be at the very least farmed and hopefully fed. Like Mid Game you'll be warding the same areas of both enemy buffs, dragon, and baron. If winning take control of the map and push as a team. If you have a strong initiator like Amumu or Alistar you can turret dive, if you don't you'll want to slowly poke turrets down with your ranged carry or force baron fights. Assuming an enemy team is smart they won't get caught but that is rarely the case so roam around the enemy jungle and catch someone then push if you need too. If you're losing the game you'll want to wait until the enemy team starts something then coordinate with your team to kill them. Also, catching someone while you're losing will completely turn a game around and can even make a sure loss a sure win. Make sure to keep warding even if the enemy team does have a support with an oracle. Ward in odd places if need be, Wards anywhere can help the team unless you place them next to the nexus and if you do you're trolling. When a team fight starts you don't want to jump in right away. Give it a second for people to throw their AoE/CC out then jump in straight onto hopefully the AP Carry but any squishy champion is fine. E + Q on them then Ult + W + Ignite to burst them down. If you have it pop your ghostblade and make sure they die. Once they die you'll want to move out of the fight until your 3 main skills are up again then jump back in. You should not be auto attacking that much so it's not worth it to die for a few auto attacks.

[youtube]http://www.youtube.com/watch?v=nYcd4dQ0YQQ[/youtube] Runes Attack Damage Red x3 Armor Pen x6 Attack Speed Yellow Attack Speed Blue Attack Damage Quints Masteries 21/0/9 Skill Order WQQWE [center][highlight]ALL CREDIT TO STONEWALL008[/highlight][/center]

If being ganked from behind you can use E to jump to the ganker and run into your turret to safety. This can also be used to run into the river if you can't escape to your turret. Your ultimate isn't only for damage it also grants stealth and improved movement speed so it is a great move for escaping. If coming into a team fight you should save this for last and use it to escape the fight once you've used all your kills. Q not only deals damage but also gives sight. If you are low and cannot fight you can stick around and just hit your enemy with this in order to help your team. W is an AoE slow. It can be a fantastic skill for kiting and also try to aim it to not only hit your target but any other targets that are nearby in a fight. You can jump to an enemy creep with E then W to get a target that was slightly out of range of E. Q can be used on turrets to kill them fast. It also resets the attack counter so use it right after an attack. Running away, ulting, and changing directions can trick your opponent into running the wrong way. You deal more damage then you think you do with your entire combo. Test it out. Your ultimate has amazing AoE damage. If you can't get to your target just try to hit as many people as possible.

Q: Does Mercy boost the damage of the 1st portion of Noxian Diplomacy? A: Yes Mercy does effect the first portion of Noxian Diplomacy. Q: Does Mercy or Cutthroat boost the damage of crits? A: Yes, Mercy boosts the damage of critical strikes. Q: Does Cutthroat boost the damage of ignite? A: Yes, ignite is considered Talon's Damage. Q: Ignite over Exhaust? A: Ignite is for bursting, exhaust is for steady. Talon is a burst champion. Q: How important is a solo lane? A: Very important. Talon needs both farm and levels because each and every skill he has gets a huge bonus off levels (except Q). Q: Why offensive masteries over defensive? A: Without much survivability defensive masteries don't do much anyway. All you really need is the armor and magic resist which I suggest grabbing. Offensive give damage to your burst and even add to your ignite. Q: Mid or Top? A: Mid is better but you can handle top well enough it's better for the team to go top and let your AP Carry go mid

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