• 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 3
    Greater Quintessence of Attack Speed (+4.5% attack speed)
  • 3
    Greater Glyph of Attack Speed (+0.64% attack speed)
  • 6
    Greater Glyph of Cooldown Reduction (-0.83% cooldowns)
Skill Order
1 1 1 1
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
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

[imgext=] I think it's pretty safe to say that many wrote Talon off when he first came out, until the pros started dominating with him mid. He was recognized to be a pretty potent anti-caster and sending him mid was a supreme counter in the current AP mid meta. After a number of nerfs to his mana regeneration, costs and a particularly harsh cooldown nerf on [imgsmall=skills/talon/r.png], Talon is seen far less frequently in solo queue. Even so, playing him mid or top just didn't the same to me anymore and I quit Talon for a few months. With the recent jungle changes, I wondered one day if I could successfully jungle him. This was very, very hard to do in the old jungle. Why did I decide to jungle Talon? Simply put, his ganking potential is quite deadly. He has a blink + silence that is strong for making any AP mid's life difficult. [imgsmall=skills/talon/w.png] AOE damage and slow follows this blink to ensure a good number of hits. Finally, [imgsmall=skills/talon/q.png] has a great amount of damage and guarantees some vision of the bleeding champion for a few seconds - which can be followed up by teammates with the likes of, for example, a Caitlyn ult bot when the enemy flashes and runs past their turret at low health. So, I took up jungling Talon because he's honestly one of the coolest characters in the game and I'm too lazy to lane him. I've also been told by a number of people that this just isn't viable, but I invite you to try for yourself. [center][highlight]Pros[/highlight][/center] [.] Relatively fast jungle, ganks at level 3. [.] Blink + Interrupt level silence can cut through channeled abilities during ganks. [.] Isn't outclassed in lane by far, far better solo laners. [.] Can continue effortlessly on his way to being a potent late game assassin by jungling. [.] [imgsmall=skills/talon/q.png] procs turret hits, great pusher and clears waves well with [imgsmall=skills/talon/w.png] (to earn easy gank tax) [center][highlight]Cons[/highlight][/center] [.] Squishy. This is especially problematic due to the fact that most popular junglers nowadays are tanky. (Udyr, Skarner etc.) [.] Very, very dependent on blue for early to mid game for his initial and continued burst options. Laning Talons make up for this by having mana regenerations runes - which is simply not happening for you. [.] Once again, you aren't going to be the initiator in any teamfight. Also see: squishy.

[highlight]V1.0.0.154: [/highlight] Noxian Diplomacy: Bleed damage reduced to 10/20/30/40/50 from 18/36/54/72/90. Bleed bonus attack damage ratio reduced to 1 from 1.2. Cutthroat: Fixed a bug where the damage amplification did not actually apply. Fixed an bug that sometimes caused Talon’s Rake to fire backwards after using Cutthroat. Shadow Assault: Damage reduced at later ranks to 120/170/220 from 120/190/260. Bonus attack damage ratio reduced to 0.75 from 0.9. [highlight]V1.0.0.139:[/highlight] Base armor increased to 20.5 from 18.5. Rake: mana cost reduced to 50/55/60/65/70 from 60/65/70/75/80. [/highlight] A significant boost to his early jungling phase. Now he can tank jungle creeps slightly better and spam rake more often for quicker clear times. [highlight]August 11th, 2012[/highlight] Added [imgsmall=champ/zyra.png] to list of champs which will give you trouble ganking. Added a tip/trick to [imgsmall=skills/talon/r.png] in Skills section. Added new items for consideration. [highlight]September 21st, 2012[/highlight] Added new page: Alternate Runes + Masteries.

Season 3 has made assassins and casters a lot stronger. This is because, in the past, the way armour and magic penetration was calculated was like this: Let's say Talon had [highlight]20[/highlight] flat armour penetration and then a [imgsmall=items/last-whisper.png], giving you a further [highlight]40 percent armour penetration[/highlight]. In season 2, the way this would pan out would be as follows: [highlight]100 Armour enemy[/highlight]. The [highlight]flat armour penetration would be factored in first[/highlight], reducing the armour to [highlight]80[/highlight]. Then the [highlight]percentage based penetration[/highlight] would kick in, going through [highlight]40 percent[/highlight] of the [highlight]80[/highlight] remaining armour. 40/100 x 80 = 32. So you would be cutting through [highlight]32[/highlight] of the enemy's armour, reducing its effectiveness to [highlight]68[/highlight]. In season 3 however, Riot changed this so that percentage based armour penetration is factored in before [highlight]flat armour penetration[/highlight]. Considering the [highlight]five percent nerf on [imgsmall=items/last-whisper.png][/highlight], the same situation in this case would be: 35/100 x 100 = 35 + 20 = 55. This means you would ignore [highlight]55 of the enemy's 100[/highlight] armour, realistically making it [highlight]45[/highlight] and meaning you will be doing far more damage to your targets. Neither case is taking into account the [highlight]eight percent armour penetration[/highlight] from masteries too.

There are a number of things that people new to Talon, let alone jungling Talon, will need to understand before pursuing this path. Picking Talon for the purpose of jungling in champion select is not something you should do without some thought and understanding of if you are needed to do so for the game. You will need perfect synergy with the player going mid to be able to snowball into late game through means of ganks and denying the enemy AP mid. I've compiled a short list of champions who fall prey to jungle Talon ganks mid. [imgsmall=champ/cassiopeia.png] Despite her deadly burst, you can really help your mid shut down Cass before she reaches level 6, by which time (hopefully) your AP mid will be ahead in CS and levels. [imgsmall=champ/ahri.png] Another champion you can shut down before her powerful ultimate escape mechanism. Just be sure to dodge her charm. [imgsmall=champ/karthus.png] Very squishy champion that is an easy gank. Just don't stand in his area-of-effect ability for too long. [imgsmall=champ/leblanc.png] A number of AP mid players are scared of LeBlanc because of her extreme bursting capabilities. Picking jungle Talon versus a team with LeBlanc is, essentially, telling your AP mid that you're going to babysit them early game. See if your mid can bait her into launching a pre-level 6 harass, it usually started with her gap closing ability. When she goes in, [imgsmall=skills/talon/e.png] to her and pull off the combo explained below to kill her or at least make her panic and waste [imgsmall=summoners/flash.png]. [imgsmall=champ/kassadin.png] Extremely difficult to gank after he gets his ultimate so make sure to do it as early as you can. He is a melee caster who can't afford to keep cs'ing with his Q so, chances are, he will be a nice distance down the lane for you to take advantage of this. [imgsmall=champ/malzahar.png] You can use [imgsmall=skills/talon/e.png] to interrupt his ultimate so, if you gank past level 6, don't start with it. If he decides to try to finish off your AP mid before dealing/escaping from you, he will definitely use his ultimate - and you will need to react quickly with [imgsmall=skills/talon/e.png]. [imgsmall=champ/ziggs.png] Once you get near to Ziggs, he's essentially a kill for you. Just make sure to not step into his satchel charge. Also, if he throws a minefield at you, it would be advisable to save [imgsmall=skills/talon/e.png] in order to use it to quickly escape from it and get next to him. [center][highlight]Champions who will give you trouble[/highlight][/center] [imgsmall=champ/kennen.png] He has an escape on a somewhat short cooldown so it will be hard to gank him unless he is far, far down his own lane. [imgsmall=champ/katarina.png] She can blink away easily, and unlike [imgsmall=skills/talon/e.png], she can target her own minions to escape. [imgsmall=champ/brand.png] Not really troublesome in theory but you are in for a [highlight]lot[/highlight] of trouble if he catches you with his stun combo. [imgsmall=champ/ryze.png] He can snare and burst you down. Also, he will build tanky and will most likely have a [imgsmall=items/frozen-heart.png] by some point in the game which will cut your pre-[imgsmall=items/last-whisper.png] damage by a lot. [imgsmall=champ/vladimir.png] He can pool away. You might be able to delay this with [imgsmall=skills/talon/e.png] or use it after the pool, but he will then [imgsmall=summoners/flash.png] if he's not already close enough to escape to his turret. [imgsmall=champ/xerath.png] Similar to [imgsmall=champ/brand.png] for the fact that, if you get caught by his stun combo, you are in a lot of trouble. [imgsmall=champ/zyra.png] A good Zyra is very hard to gank because her burst is just huge plus her plants can both poke at you while you try or slow you if you get too close to them. She can also snare you through minions. Generally very annoying champ to gank. [imgsmall=champ/syndra.png] Not impossible to gank, but a good Syndra would be able to use her ball to stun you and (if she's above level 6) utilize the globes and her ult to burst you down. This champ does a LOT of damage, most people just don't realize that because she's so underplayed.

At the time of writing this chapter, I feel that people in solo queue tend to do three things when they see a jungle Talon on their team: 1. Call you a troll and call \"gg\" in champ select. 2. Say \"oh that's cool\" but then completely misunderstand what your role is in the game. 3. Say \"oh that's cool\" and develop an understanding for what you are hoping to achieve rather early on. The third scenario is rare but you must try to achieve it as often as you can. 2 is just as bad as 1 can be because, in those cases, your team might expect you to be the tanky DPS initiator or something equally as ludicrous for Talon to be. If need be, you will need to educate your team without being condescending as solo queue tempers/egos are fragile (if not volatile) things. Let your team know that you are an assassin. Also let them know that you will be very focused on the happenings of mid lane and that they should focus on farming and winning their lanes with minimal help from you. This is especially true for top as there is not much you can do versus the standard bruiser top that this meta has dictated. This doesn't mean that you cannot gank for bot lane and shut down the enemy AD carry, it just means that you need to be able to pick your battles wisely and let the people who beg for irrational ganks know that their calls are counterproductive. Another misconception takes place around the time the laning phase has ended and teamfights are starting to happen. I've detailed this in a chapter below and it would be in your favour to tell your teammates your role in teamfights. You aren't there to soak any damage at all. You will not form a tank line for your AD carry. Knowing this can annoy some teams but you can't acquiesce to their demands from you because, for the time being at least, you're attempting to jungle a champion that they probably didn't even know could be jungled.

For runes, I take attack damage reds and quints for faster jungle clear. I used to run a mixture of armour penetration marks and attack speed, but after months of testing I have found this to be superior - especially for the season 3 jungle. Armour seals, standard on nearly every jungler. Magic resist glyphs.

[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] This passive makes ganking lanes especially powerful. I feel that this works mid especially because, besides [imgsmall=skills/talon/w.png] adding the slow CC, mid-lane usually has a champion to add on to it with their own - letting you continue heightened damage. [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] [imgext=] Max second. Besides bleeding them, literally, of health - it adds a cool blood trail which you can see for six seconds because you'll have vision of the afflicted champion. Helps jungle quicker too if slipped in between autoattacks. Very useful for pushing turrets as it procs them. Be sure to remember that it does damage over time. After some practice ganking with Talon, you will be able to know when you can walk away from an afflicted champ with the knowledge that they're going to die soon. This always looks good cos, you know, cool guys don't look at explosions. Recently, I found this to be effective on a [imgsmall=champ/wukong.png] that I ganked. He used his clone ability to try to escape, but this made it so I could see him while he was stealthed. Just a little anecdote as to why this is important to land as soon as you can. This can also apply to the likes of [imgsmall=champ/akali.png] and other stealth champs. [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] [imgext=] [imgext=] Talon's main skill. Max first, never regret. The sheer utility of this skill throughout the game is great. This is what helps Talon get ganks off, farm creeps and jungle creeps with ease and slice through an entire enemy team during late game teamfights. The slow CC procs your passive as well. [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] [imgext=] [imgext=] Get at level 3. This opens your ganks. Very useful to save your midlane from, for example, an ulting Katarina or Malzahar. The silence prevents an immediate flash away so you are guaranteed, as long as you can aim, to hit [imgsmall=skills/talon/w.png] - after which you autoattack, [imgsmall=skills/talon/q.png] and then rail on them till they're dead or have run away. If you feel that your target will flash away/escape by some other method - save this for when they manage to get a sizable distance away from you. The cooldown is fairly long so you should learn the best time to use it. Also, if you activate [imgsmall=skills/talon/q.png] and then use this, the first thing Talon will do after flashing next to the enemy champion is hit the activated skill. This is a useful combo. [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] [imgext=] [imgext=] [imgext=] Get whenever possible, of course. This can add the final bit of damage to finish off an opponent during a gank if used right. If used for cowardly purposes, it makes you get away faster and be stealthed long enough to deceive the enemy and escape. I feel that this is Talon's most creative skill and I have seen it being used in many ways. If one of your laners decides to go ahead and duel their lane opponent and bring them down to very low health but cannot finish them due to being low themselves, you can use Shadow Assault while in the bush to give yourself stealth and movement speed to surprise the enemy with a gank much in the vein of the old [imgsmall=champ/evelynn.png].

[center][img=skills/talon/r.png] > [img=skills/talon/w.png] > [img=skills/talon/q.png] > [img=skills/talon/e.png][/center] The priority skill will always be [imgsmall=skills/talon/w.png] but there can be slight variations early game, depending on how you're doing in the jungle. At times, I like to have a point in [imgsmall=skills/talon/q.png], [imgsmall=skills/talon/w.png] and [imgsmall=skills/talon/e.png] by level 3. This is when I see the enemy lanes pushing foolishly - meaning I can gank quickly. If the game you're in doesn't have this luxurious scenario, then put another point in [imgsmall=skills/talon/w.png] and level 3 and grab [imgsmall=skills/talon/e.png] at level 4. If you decide to gank then, you will see a noticeable difference in the effectiveness of the gank as the second point adds 25 base damage and an extra 5% slow. After this early game fork in the road, you will have maxed [imgsmall=skills/talon/w.png] by level 9 and [imgsmall=skills/talon/q.png] by level 13. By this time, level 13 that is, you will be executing champions with near full effectiveness as you have maxed out your main skills.

[highlight]Fast jungle route to level 4: Wolves > Blue > Wraiths > Wolves > Red > Golems > Wraiths.[/highlight] Start at wolves, possibly with slight damage assistance by your teammates, and then have your team leash blue for you. Once level 2, with both Q and W skills and blue, you should make your way to the wraiths and then return to wolves. (will respawn around 2:50) You will now be ready to do Red Lizard. Your smite will also be up at this time so make sure you smite at the exactly right time to avoid losing too much health - you'll need it in case a gank opportunity comes up. Next, you can make your way to the two golems or the wraiths again - either way, you will gain level 4 by the same time mid will. [imgsmall=skills/talon/q.png] is very much like Trundle's bite. Use an autoattack and then sneak a [imgsmall=skills/talon/q.png] in there before the next one. Use [imgsmall=skills/talon/w.png] and [imgsmall=skills/talon/q.png] liberally in this phase, the blue buff will ensure that you can. Ask if your AP carry can let you take 2nd blue buff in the game. If they're playing the likes of [imgsmall=champ/kennen.png] then claim it for yourself all game. Talon needs it a lot. However, don't be so rigid with this. If your AP mid is someone like [imgsmall=champ/anivia.png] or [imgsmall=champ/swain.png], then give it to them and be more conservative with mana usage. If this happens, don't spam your abilities on jungle creeps, [imgsmall=items/wriggles-lantern.png] will ensure that you clear them fast enough. Late game, Talon resumes his designed role as an assassin. Jungling him is simply a means to an end, except you'll be hopefully farming champions instead of cs'ing in lane. Edit: The recent changes to the jungle that has key creeps give you mana alongside the previous health boost is definitely a buff to Talon's jungle. How much of a buff is yet to be seen as the patch isn't out yet. Edited Edit: The mana regained isn't all that much, I'd still grab blue after wolves. [center][highlight]Getting Counter Jungled[/highlight][/center] An enemy team that knows of Talon's reliance on blue will probably invade you at blue or wolves. Sadly, Jungle Talon's reliance is as much of a tell of your jungle route as is [imgsmall=champ/amumu.png] and [imgsmall=champ/fiddlesticks.png] routes. If the enemy does do this, one thing you can do is to run to their blue buff and try to steal it before their jungler returns. If this is unlikely, you can work your way from wraiths to small golems to red, which should be sufficient to attain level 3. Once level 3, you can choose to gank mid (and possibly getting your blue buff back if the enemy mid took it huehuehue) or you can venture back into the desecrated and violated side of your jungle to farm wolves and plot revenge.

[youtube][/youtube] This was taken on the 21st of December, 2012. It's my first video for Talon in season 3. I have previous jungling examples on my Youtube channel, but since all the changes - I don't feel that they are worth posting on this guide anymore.

[center][img=items/spirit-of-the-elder-lizard.png] [/center] This new item, introduced in pre-season 3, is far more potent on Talon than my previous build including [imgsmall=items/wriggles-lantern.png]. The damage-over-time is great for ganks and clearing camps. Get the [imgsmall=items/spirit-stone.png] on your first back and don't worry about completing the rest of the item till after you get [imgsmall=items/the-black-cleaver.png]. [center][img=items/boots-of-mobility.png][/center] [center]Because, despite Mercury Treads' tenacity being a very helpful stat, your job as Talon is try your DAMNDEST GOOD SIR to NOT BE CAUGHT. Your job is to rush in and assassinate lanes before that Xerath can even switch off his immobile stance. A good Talon will always get the kill and, if your find yourself surrounded, your ultimate is a great escape mechanism + flash if necessary.[/center] [center]Because of this, late game teamfights are things you will watch for a few seconds until all the major CC loads have been shot. Then, use your immense speed to obliterate the squishies and then chase down whoever is left. [/center] [center]Of course, I'm merely assuming that everything goes according to plan + luck. However, that is the risk you take when you want to jungle Talon. If you feel that mobility isn't your thing, feel free to replace with any boots except [imgsmall=items/berserkers-greaves.png] or [imgsmall=items/sorcerers-shoes.png] because you aren't an autoattacker or a mage.[/center] [center][img=items/the-brutalizer.png][/center] I usually get this after I complete mobility boots. This gives a nasty bite to your damage potential early-mid game. It should be sufficient for most teams till late game - unless they're stacking armour. Get a [imgsmall=items/the-black-cleaver.png] as soon as you can because Talon's synergy with that item is ridiculously good. [center][img=items/the-bloodthirster.png] [/center] The season 3 Bloodthirster gives you 10 more base attack damage than before and lets you farm up 30 further points. I used to run two of these on Talon, but the change in [imgsmall=items/the-black-cleaver.png] makes it essential to obtain that as soon as possible. Get this item later in the game, but obtain the [imgsmall=items/vampiric-scepter.png] fairly early on. [center][img=items/last-whisper.png] [/center] This item, coupled with [imgsmall=items/the-black-cleaver.png] will make you a true assassin, capable of bursting down even tanks who don't itemize extremely efficiently. [center][img=items/guardian-angel.png][/center] [center]This is good insurance if you're bad like me and manage to go into a late game teamfight too early to be focused down because you make the entire enemy team scared lil' bitches. Once respawning, [imgsmall=skills/talon/e.png] to their closest squishy and blow them up and, considering your team spent the few seconds you were dead well, clean up.[/center] [center][highlight]Other Items you can consider are:[/highlight][/center] [img=items/frozen-mallet.png] Besides the large amounts of health this item provides, the slow proc is very beneficial. Remember that each subsequent hit after the first slow proc will trigger your passive - dealing 10% extra damage. [img=items/atmas-impaler.png] Can be coupled with the Frozen Mallet. [img=items/muramana.png] Not my favourite item on Talon but his mana regeneration does remain a problem through most of the game. Since you will find yourself spamming your abilities through your gank combos, you might consider this if mana management if a weak point for you. The season 3 upgrade of [imgsmall=items/manamune.png] adds a nice chunk of extra damage on auto attacks and abilities, but it's not the most optimal item for the price + time spent to farm mana. [img=items/trinity-force.png] The only stat in this that is wasted is the ability power. Pretty solid item, I used to always have it in my build. [img=items/maw-of-malmortius.png] Actually a pretty good item on Talon against a team with heavy magic damage. Whether or not you feel that it's more necessary than [imgsmall=items/guardian-angel.png] is up to you. [img=items/blade-of-the-ruined-king.png] This item intrigues me. It can add quite a bit of burst to your ganks but I'm not sure yet if it's good enough to be included in jungle Talon's core build. If it was good enough, it would replace [imgsmall=items/the-bloodthirster.png].

You want to be farming as much as possible mid game. Jungle Talon can actually clear camps quite quickly so keep doing so unless opportunities open up for ganks. Remember that Talon is a gank reliant jungler, much like [imgsmall=champ/pantheon.png], so knowing when to gank is a crucial skill to learn. As your team's holder of the powerful [imgsmall=summoners/smite.png], you are in a unique position to steal dragon and Baron with a combination of [imgsmall=skills/talon/r.png] and [imgsmall=summoners/flash.png]. A good way to do this is to run to the objective while it is low, activating [imgsmall=skills/talon/r.png] while you run past the team and use [imgsmall=summoners/smite.png] and then quickly [imgsmall=summoners/flash.png] over the back wall. Of course, I wouldn't attempt this if they enemy has pink wards or oracles, so be careful when you attempt such a thing.

[highlight]You will never initiate.[/highlight] That is a useful first point to memorize when it comes to teamfights as Talon. This doesn't just apply to a jungling Talon, it's just a rule of thumb for Talon in general. You are very squishy but are vital in your own way. Your objective is to assassinate the enemy carries. To achieve this, you will wait (preferably out of sight of the enemy team) for your tanks to go in. Say your team's [imgsmall=champ/blitzcrank.png] executes a perfect pull and pulls one of their members in the grasp of your team. You will still wait. The person pulled is dead and the fight is essentially now a 4v5 but it is still not time to go in. Your worst enemy is crown control. You are very vulnerable to this so make sure the majority of the enemy team's CC is extinguished before you go in. In the confusion of the teamfight, there always will be a small degree of this which you can use to your advantage, [imgsmall=skills/talon/e.png] to their AD carry (or their AP carry if the AD carry was the one pulled) and execute your full [imgsmall=skills/talon/w.png] [imgsmall=skills/talon/q.png] and auto-attack combo. If you feel the focus turn to you, because after all you are a (hopefully) fed Talon, then use [imgsmall=skills/talon/r.png]. This will probably finish off the carry you used your combo on and damage all surrounding enemies - as well as instill a sense of paranoia. Now you are free to engage on the next most important target and then chase down any survivors. This will take a lot of patience and knowing when to go in will take practice. Don't ever listen to anyone tell you when to go in because chances are that they don't know and they simply just don't want to fire first in fear of being focused. It's a balancing act getting this right, but you can really make an impact for your team.

[youtube][/youtube] He doesn't like it at all but I found this video to be hilarious regardless. His build is nearly identical to my standard one too.

I'd also like to add that I, in no way, champion the viability of jungling Talon over other junglers. This guide is purely a how-to in hopes that you have fun building and playing Talon in this way. This game is meant to be fun and I derive some serious enjoyment from doing this and I hope that you will too.

Comments coming soon!
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