Kiến Thức Chung

A beginner’s guide to new Talon : Talonmains

Before starting, a few premises

I’m not the best Talon player around: I’m not constant while playing LoL; last time I ranked I ended up in Silver 3 or something; also, I do not have many runes, leading to play the game with only 2 rune pages (with other 2 extremely situational)

However, in terms of loyalty, I think I qualify: Talon was my very first champion bought and the very first I mained; he’s the one with which I started moving inside the ARTS world (LoL, Dota 2, Vainglory, ecc.); more importantly, he’s also the only one that brings me back to this game everytime he gets changed

Now, in the past games, I noticed that I met only a single person trying to play him. Big problem is that he did not know how to play him: he seems easy and straight-forward, but he’s actually difficult to play properly and a lot more difficult to master (or so I think). This leads to this guide

I searched around and found out that most of his guides are still outdated. The ones that try to take on his remade gameplay are either vague or plainly wrong. Because of this, I decided to act

The text I’m writing is supposed to hold most of my experience with him. I hope that this helps not only people trying to get started with him, but also those that want to actually write about him, be it in a wiki, on the boards or on their own guide

That said, I hope you enjoy this. Comment and critics are highly welcomed, as they will bto hhelp me and this guide ?

PS

This is a guide to assassin Talon, not bruiser

PPS

This will be about laner Talon, not Jungler

HISTORY

Before starting with the gameplay, I want to write a little about how he changed from what he was before to what he is now

-From the start, he has always been a strong champion: a feast-or-famine midlaner with a low early, but a powerful lvl-6 powerspike; if he could get ahead, he was unstoppable, otherwise he didn’t help his team too much if not by splitpushing. Most of the patches that came out nerfed him in one way or another (either this, or they were bugfixes). His spot among players can be resumed in what is known as the Talon effect. With this, Rito usually refers to a champion that is almost only played by those who main him. Because of this, he/she has a low popularity, but a high winrate. About his skillset, it was basically the same before the rework, except his E. This is an important point

-A major milestone in Talon’s history is patch 4.17. Before this patch, Talon’s E used to silence the target for 1 second. This was extremely strong on Talon, since a good Talon player could 100-0 a target before the silence was over. The main reason he wasn’t popular was his low early game, since he could be easily bullied pre-6 (at 6, however, he had an extremely strong powerspike, resulting in him insta-gibbing most opponents) and his heavy all-ins, making it difficult to survive with him agter your burst. When he was picked on the professional scene, Rito realized his strength and nerfed him, chaning the silence into the strange root-slow he had. At first, most Talon players argued about the change, but after a bit of time they started doing well with him again

-After the nerf, Talon fell under the radar, until the coming of Duskblade. Because of this item (which had an effect similar to Zed’s R), many people started picking Talon, rising his popularity. Because of this, Rito noticed another issue with Talon: His R cd was too short, allowing him to all-in his opponents almost indefenitely. In patch 6.5, he got nerfed again, having his ult cd raised. Despite this, people still managed to play him well

-We come now at the rework added in the preseason patch (patch 6.22), which brings us to what he is now

PRO/CONTRO

Before starting, it is important to know what makes Talon… Talon. After the rework, most players didn’t know how to play him again, as his style changed. After a lot of games (and losses, expecially losses), I made this chart

I wrote this on another thread. I’m merely pasting it here

PRO

-High early burst damage in lane: a single well-executed combo can drop most opponents to 2-3/4 of their hp at lvl 2

-Can easily go toe to toe with melee champions because of his damage output

-Ultimate gives you AoE dmg, huge speed and invisibility, making it an extremely useful spell for most situations

-Highly mobile in jungle, allowing you to both catch enemies and/or flee from them with ease

-Can dish out good amount of AoE dmg in teamfights while focusing a single target

-Great roamer: with enough items, you can easily farm a wave with a single W + AA/Qs, which allows you to go into other lanes faster; also, you can gank from unexpected places

-His skillset works on the concept of hitting enemies multiple times, meaning that stack-based items are highly efficient on him (ex. Black Cleaver)

-Extremely difficult to stop once he gets ahead because of his burst, mobility and invisibility/speed (he does not snowball: he avalanches)

CONTRO

-His only form of CC is a slow, which is unreliable too (second W)

-Your burst relies a lot on passive, meaning that not hitting your skill sets you back heavily in a fight. This is further worsened by the 2nd W delay (since only this applies the slow)

-Your in-fight mobility skill is a forward dash, which makes you easy prey to most linear skillshots

-You need to be close to your enemy without using the Q-dash for you to get the Q-crit

-Early game, your ultimate has a long cooldown. Also, AoE dmg briefly reveals you, the damage this skill offers is a bit low unless you use it aggresively (losing the safety it provides though) and sometimes it may come off immediately if you use it in the middle of an autoattack

-Most ranged champs can give you a hard time in lane. Also, melee champs with some sort of sustain are difficult to deal as well

-While mobile, he relies heavily on positioning and timing (even in lane), without even taking accout of the walls cooldowns

-Binary-style engage and reliance on walls to engage/disengage makes it difficult for you to not get focused during a teamfight

-His Q counts as a spell now, meaning that you can’t use it to take towers down anymore, weakening your split-pushing capabilities

-Needs to be ahead to work properly, as he has mediocre bases and high ratios on his skills, as well as a binary-like style of engage, meaning that he can be easily set behind (although he can still be useful with a Black Cleaver)

-The more the game goes on, the more difficult it gets for Talon to be relevant

RUNES

I want to add this point right now since it’s the only point I won’t talk about it, reason being I never paid any attention to runes while playing him. Sorry

MASTERIES

In my opinion, Talon must get his mastery choices from only the Ferocity/Cunning trees, reason being you cannot use Resolve ones on a champion that scales so hard on AD. Also, I do not want to suggest a single mastery choice: you can either go 18/12 or 12/18, depending on what you like most. The choices that I suggest for both pages are in bold type

FEROCITY

-Fury vs Sorcery

Talon plays as an AD caster who must kill his target as fast as possible. Attack speed easily loses his spot to Ability damage for this

Fresh Blood vs Feast vs Expose Weakness

No reason to get EW at all, since most of the time you’ll find yourself alone when killing. About the other 2, FB adds a it of burst, while F helps for lane sustain. If you feel good enough with your laning phase, get FB, otherwise F may be more helpful

Bounty Hunter vs Double Edged Sword vs Battle Trance

I don’t care what did your favourite youtuber tell you, BT on assassin Talon is useless. About the other 2, BH synergizes well with Talon playstyle, since you are meant for roaming. DES adds more dmg not reliant on kills at the cost of getting increased received dmg. In my opinion, BH is better, but if you feel ballsy enough, you can go DES

Battering Blows vs Piercing Thoughts

You deal only physical damage. Enough said

Warlord’s Bloodlust vs Fervor of Battle vs Deathfire Touch

All 3 can be used by Talon. Main decision is about what you need most: WB gives you sustain; FB gives you more dmg on your AAs and you can easily stack it thanks to your skillset; DT may help you getting a kill thanks to its DoT. I’d suggest WB if you have trouble staying in lane, FB for enemies that force you into longer fights and DT for anything else

CUNNING

-Wanderer vs Savagery

You have enough mobility already. To sacrifice early farming for 3% more speed OUT OF COMBAT is not worth imo

-Runic Affinity vs Secret Stash vs Assassin

Talon is not a focused jungler, meaning he does not benefit from buffs as other junglers do. For the other 2, depends on your ability to play Talon: sustain vs damage. Choice is yours

Merciless vs Meditation

While it’s true that Talon suffers from mana problems, to sacrifice dmg so that I can have a bit of more mana in lane doesn’t hold. It’s better to learn how to manage your mana than to lose damage. This especially on Talon

-Greenfather’s Gift vs Bandit vs Dangerous Game

GG is too situational and makes you lose that bit of restoration that may help you more in fights (DG). Also, Talon needs walls to be effective, not bushes

Precision vs Intelligence

Both are good choices. It depends mostly on what you need. If you want to stack Lethality for Duskblade passive plus the movement speed it brings, go Pre. Instead, if you think you need more cd, go Int. I think most people choose Int., but I prefer Pre.

Stormraider vs Thunderlord vs Windspeaker

Leaving Wind, which is for healers, it depends on what you need. Storm gives you more speed, which can be helpful when trading and/or chasing/positioning/escaping, while thunder gives you more burst. Basically, utility vs damage. You choose

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ABILITIES

The section is made by 2 parts: one is about levelling order; the other is about their usage

Skill order

You generally want to prioritize W over Q, getting a point on R whenever possible and maxing E last. The main choice is about when getting the second point on W. Getting it at level 3 will leave you with only Q and W as available skills, but your W deals more damage. Getting it at level 4, instead, allows you to have all of your main skills available at lvl 3 (Q, W and E)

In my opinion, it depends on the enemy team. Against good junglers like Lee Sin and Shaco, you will be ganked at either level 2 or 3. While at level 2 you can’t do much to escape, at level 3 you have E, giving you more possibilities to evade the gank. If you however get the second point of W at 3, it gets the same as at level 2. Because of this, it is better to focus first having all skils available at 3, then to start levelling them up. However, do remember that against other match-ups (junglers that cannot gank properly at early levels (ex. Warwick)) it can be fine to get second W at 3. The major point is about looking ahead on how the match will unfold

The other choice is about what to max first: Q or W. While it’s true that a lower cd Q gives you more mobility and that W is unreliable, it is neverthless better to max W first, reason being it is your only ranged skill, which allows you both to play safe when necessary and to clear the minion wave, allowing you to push/roam effectively. The only situation where a Max-Q-first is good is when playing Top against certain melee champions

At the end of the day, it should look like this (in case of strong early enemy junglers)

W – Q – E – W – W – R – W – Q – W – Q – R – Q – Q – E – E – R – E – E

Or this (when per usual)

W – Q – W – E – W – R – W – Q – W – Q – R – Q – Q – E – E – R – E – E

Skill Usage

Passive

  • Main focus must be given on your passive: it holds a good amount of your damage and is capable of giving you first blood most of the time if played well (this if you can all-in the opponent at level 2 successfully)

  • Unlike champions like Ekko, your passive can be stacked on champions only by your abilities, while it can be activated only by autoattacks. Because of this, it is important to count the number of stacks your opponent has, so that you can activate the passive as soon as it is up, without wasting time (and abilities)

  • An important thing to remember is that AUTOATTACKING RESETS THE DURATION TIMER OF THE STACKS. Stacks last on an enemy for 3 seconds: if you autoattack him, the count starts again. This is important to remember for multiple situations/reasons, one of them being it is possible to proc your passive as soon as level 1 if you can manage the stacks on your opponent up until your W goes off cd

  • When the passive is activated, the opponent bleeds for 2 seconds, making it impossible to stack your passive again during that time. However, as soon as the bleed is over, you can stack it again on the same champions, meaning that with enough skill you can deal enormous amounts of damage on a single enemy

  • Passive is counted singularly for each enemy, meaning that you can stack it to full on multiple champions thanks to the AoE of your W and R

  • Remember that as with most other stack-based abilities, your opponent can see how many stacks he has, meaning that he’ll play carefully once he gets closer to 3 stacks (or worse, he can bait you into a bad situation)

Q

  • Your most reliable skill for damage, passive stacking and mobility. Although it is important to have it up often, maxing it first instead of your unreliable W is actually worse

  • Depending on your target distance, the skill can be either a forward dash (when afar) or a high-damaging stab (when close). This makes positioning an essential skill for playing Talon well

  • Remember that the Q is considered a spell for both of its ways, meaning that alone it can’t proc your passive (it will add a stack though). Can’t stress enough how much important it is to remember that only autoattacks proc your passive

  • It is also an excellent farming tool thanks to its damage and cd refound/heal on kill. However, DO NOT OVERUSE IT: Talon suffers from having a low mana pool, meaning that you can easily found yourself without mana if you start abusing this skill in lane for farming

  • The close-Q is a critical strike. It is still considered a spell, meaning it won’t proc effects based on critical strikes as per usual (lifesteal, Essence Reaver, ecc.). However, it CAN be affected by critical dmg modifiers like Infinity Edge, increasing its damage

  • The far-Q dash allows you to autoattack IMMEDIATELY AFTER the Q lands. This makes it easier to proc your passive if you were able to land both parts of W before

  • It is better to go, for most of the times, for the close-Q, since it brings a huge burst in your combo. However, do not be afraid to use your far-Q when in need

  • Both Qs can be used as an autoattack reset, meaning that it is possible to aa – Q – aa for a good amount of damage

  • It is possible to use the far-Q to dodge skillshots. However, this requires an enemy unit around that is not the one attacking, as otherwise you’d be dashing straight forward the enemy champion, getting the full skillshot in your face

W

  • The bread-and-butter skill: to succed with Talon, one must be able to use it effectively. It is highly recommended to play a custom game to get in touch with this skill

  • The easiest way to use this is as a farming tool: it has both good bases and ratios, meaning that if playing well it is possible to clear the casters’ wave with a single cast

  • Outside of farming, it is your main poking tool, as well as an important source of both damage and passive stacks

  • The major issue with this skill is that ONLY THE SECOND PART OF IT SLOWS AND DEALS MORE DMG, meaning that most opponents can evade it with ease, costing you the fight

  • There are mainly 2 way to ensure that the second part hits: the first one is by using it up close; the other one is by using it when disengaging from an incoming enemy

  • When using it up close, it is better to use either by going on the enemy with a far-Q first or by using it when the enemy is at a distance equal to your W maximum range, so that once he’s slowed you can catch up with him and hit him with a close-Q. The first one provides a faster yet less powerful burst, while the other the opposite

  • It is better to use the far-Q_W when outside laning phase and the W_close-Q when you either control the lane and the opponent tries to contest it, ambush an enemy from an unwarded bush, drop directly on him by using a wall or when you position yourself after your R near the enemy and you can use it to break the stealth (for these last 2 cases it is better to do a close-Q_W)

  • When disengaging, you can throw your W directly at them for an almost-certain second hit. This allows you to both escape (enemy is slowed) or to engage him by surprise and burst him down (since he has 2 passive stacks on him)

  • Remember that your W deals AoE dmg: try to always hit multiple units when using it, either in lane (minions + champions) or outside (multiple champions)

E

  • The main reason one would now like to pick this champion. It is a semi-flexible skill that allows Talon to reposition himself by flipping over a wall/structure

  • E works only on structures and has no other benefit than being a dash, meaning that when in lane you have essentially only 2 skills to rely over. It is important to understand this, since it forces you most of the time to hug walls

  • Using E will put the wall/structure from which you jumped in cd. This is easily noticable thanks to the colored outlines (red as usual, yellow at half of cd)

  • The wall cd envelopes the outlines of a structure starting from both the starting and landing point and spreading EVENLY FROM BOTH POINTS. This means that if you use it on the farthest point of the structure (instead of the middle), it is possible to reduce the wall-cd-outline length, leaving you more available points

  • For the E to be used, you only need your starting point available. This allows you to flip over the same structure twice AS LONG AS YOU HAVE A BIT OF AVAILABLE WALL. Basically, if you have a structure almost completely red, you can still hop over it by jumping from the available point

  • It is important to remember that while the skill has a base cd of 2 seconds, walls’ cd start from 160 secs. Do not abuse your E, as you might cut future possible kills/escapes

  • Putting points on E will not reduce the cd of the ability. It will, however, reduce the walls’ cd, up to a base minimum of 60 secs

  • Cooldown reduction affects both the base ability cd and the walls’ cd, meaning that at 40% cdr the skill has a 1.2 cd with a walls’ cd going from 96 to 36 secs (depending on rank). Because of this, you always want to max E last

  • It is possible to use E on walls/structures made by other champions. However, THE WALLS’ CD APPLIES TO THE CHAMPION SKILL, NOT TO THE SINGULAR STRUCTURE. To put it bluntly, if you’re against Anivia, you can hop over her wall. However, if the wall is down and after a few seconds she remakes it, you cannot use your E again on it, since the wall is on cd

  • Remember that while the animation is a flip, the skill counts as a dash, meaning that you can be targetted by abilities as per usual during the animation

  • E’s speed is affected by your movement speed, meaning that strong slows (Nasus’ W) can easily hinder your mobility neverthless

  • Please, never forget this: USING E ENDS YOUR ULT!

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R

  • Strong utility/AoE/burst skill with mediocre bases and good ratios. However, do not expect to be able to use it at its maximum potential most of the time

  • When using it, you turn invisible, gain movement speed and damage nearby units. Reactivating the skill converges the blades on you, ending both the invisibility and the speed boost

  • Enemies can be hit by multiple blades, but there is no multiple damage, nor multiple stacks added (all blades count as a single source, divided only by waves (2))

  • Ending the ult with a basic attack or Q will converge all blades on the target, ensuring that he’ll be hit by your second wave

  • Your ultimate allows you to reposition yourself quite easily thanks to its speed boost. Because of this, it is an exceptionally good escape skill. Remember however that at the end of it, the blades wil lconverge on you, giving away your position

  • When in fight, it allows to reposition yourself incredibly fast, allowing for some outplaying potential thanks to its added stealth

  • Most of the time, however, you’ll have to use this skill offensively (which is, ending it as soon as possible by attacking the target), as without it your burst is not that great (unless you’re doing very well)

  • The stealth counts as invisibility, meaning that you can be seen only by enemy turrets. However, do remember that taking damage while invisible reveals you briefly

  • While using E immidiately ends your ult, using R during E’s flip will not, making it a good combo for engaging on targets

  • Be careful when using Q and R together: as of now, using far-Q will automatically issue an autoattack due to a bug, which means that if you use R right after your Q, the autoattack WILL END YOUR ULTIMATE ASAP, leaving you in a bad spot most of the times

ITEMS

Before seeing all of them, it is important to understand what Talon needs

As an AD-caster champion, he benefits mostly from AD and cooldown reduction. Also, because of his roaming capabilities, strong burst and overall-nice bases, he benefits in both ways by getting lethality/armor pen, since the items that provide it also give him more movement speed. Lastly, since he deals damage on multiple instances, stack-based items are good on him as well

Longsword

There is a reason why there are a lot of jokes about it between talon mains. This item is the major staple in your build, as from it you build most of your other items. Because of this, it is always better to start with a Longsword and 3 potions than with a Doran’s Blade and 1 potion. Besides the item build paths, it gives you early AD, which both scales with your skills and helps your farming

Corrupting Potion

On old Talon, this item was rarely seen, as good Talon players can easily manage their mana in lane and avoid poke from the opponent. As of now, it is actually a good choice, especially against ranged opponent. The reasons to pick it are multiple: gives you both health and mana; it refills everytime you go back; when using it, you gain a small DoT that may help you while poking or engaging. Its major drawback is that building the next item may be slower. It has both its pros and its contros

Boots

Boots are always a mandatory choice, especially against champions with skillshots and/or when in need to roam a lot. About a Boots start with 4 potions, I’d reccomend it only against champions heavily reliant on spammable skillshots and difficult to engage on (Syndra, Ziggs, Xerath, ecc.). Remember, however, that getting boots first you lose both early farming power (Longsword) and no-cost potions (Corrupting Potion)

Tier 2 Boots

Talon benefits mostly from boots that either make him go faster for better roaming (Mobility, Swiftness) or that give cdr (Ionian). Mobility is usually your main choice, as Talon needs to roam alot to mantain his lead. Also, building lethality/armor pen gives you momvement speed out of combat, meaning that your roaming speed increases the more lethality items you buy. About the other 2, I’d get Swiftness early if they have mobile champions or lots of slows, otherwise I’d just go for Ionians. Later, if you implement another cdr item in your build (after Black Cleaver and Yoomuu), you can sell Ionias for Swiftness. Remember however that Mercury Treads and Ninja Tabi can be good choices depending on the situation/state of the match, since it is difficult for you to not get focused while assassinating

Pickaxe

While more gold-efficient than Longswords, I’d suggest getting it only later. The reason is that it builds on items that either you won’t need now or never (Death’s Dance, Last Whisper) or that you must finish only at the very late game (Ravenous Hydra). Getting 2 Longswords instead is better, as you can then build them for better early items (Warhammer, Dirk, Tiamat)

Vampiric Scepter

Frankly, it is not the best choice of Talon for multiple reasons: you do not engage in long fights; Q heals you already; getting 2 Longswords instead helps more, since you can build them into core items sooner. However, it can be a good choice when you get harassed/need to duel the laner a lot and you cannot roam too much (enemy playing safe, no pushed lanes, ecc.). About its building path, you can use it only for 3 items: Ravenous Hydra (always built LAST), Mercurial Scimitar (Against CC-heavy compositions) and Death’s Dance

Warhammer/Dirk

What you will usually buy the most. They build both from 2 Longswords and cost the same, meaning that the only choice you have to do is between cdr or lethality/out-of-combat mov. speed. Remember that together they are used for Yoomuu and that, while from one side Warhammer allows bulding for safer and useful items (Death’s Dance, Black Cleaver, Maw of Maltorius), Dirk is used for more assassin-like items (Duskblade, Edge of Night)

Tiamat

Used to be the main Talon item, right below Yoomuu. It gives AD, hp regeneration and the Cleave, allowing both to farm waves fast and add more burst to your combos. As of now, however, I see it as a niche item: W deals more dmg than before, allowing to farm the wave quickly; also, you do not have a way to keep the target in one place (if not with 2nd-part W), meaning that you can easily miss the Cleave and interrupt your combo; lastly, it has poor stats outside of its Cleave, which you may not need. This does not mean that it is useless, as it can be an excellent choice as a wave-clear item when against champions against which you cannot lane no matter what, while also increasing your AoE dmg during fights. By the way, if you pick it, remember that YOU NEVER, EVER UPGRADE IT TO RAVENOUS HYDRA IF NOT AS YOUR LAST ITEM

Phage

A good item. It is usually taken when building Black Cleaver, buliding with Warhammer. It is a considerable choice when having trouble in the early game or when you want to play aggressively against slippery targets (by killing a minion you get bonus mov. speed that helps you engage)

Hexdrinker

Hexdrinker is what you usually look into when going against AP champions with a burst difficult to avoid. It can easily give you the edge in early fights, as the shield prevents most executions. Remember that when you upgrade it to Maw of Malmortius you reset the shield’s cd. However, do remember that it does not build into Edge of Night (you can consider this the safer version of Edge)

Quicksilver Sash

If Hexdrinker is for when you need to tank magic burst, Quicksilver is for when enemy has a lot of hard CC, especially champions with suppression (Malzahar, Warwick…). As an early item, it doesn’t give you any AD, which may hurt you more than getting CCed. In the mid-late game, however, it can be a good choice, depending on how much of a threat you are to them. Most importantly, IT DOES NOT WORK FOR AIRBORNE, meaning that if you actually bought it to counter Yasuo, you deserve to get stomped without mercy

Last Whisper

Gives Bonus armor penetration, meaning that you’ll need it only later in the game. However, since most of the time you’ll be killing squishies, you won’t need it (since you’ll have Black Cleaver and lethality), unless the enemy team is tanky as fuck

B.F. Sword

An extremely useful pick if bought early no matter of your starting items (Longsword/Boots/Corrupting Potion), it gives you a lot of AD while also buliding into Duskblade. If you managed to get a lead when buying it, you have good chances to start snowballing hard. When going back for the first time, if you can buy it as your first item, it is better to pick it, since the other items can be bought slowly by stacking Longswords (unless you think you might need something else more)

After this, we can now see the main finished items, the ones you should be aiming for most of (if not all) the times

Yoomuu’s Ghostblade

One of the most important items for Talon (if not the most). Easy to build and the cheapest of the items you need. It provides almost every stat you need: AD, cd, lethality, out-of-combat speed. The most important thing is however its active: a speed boost that is not lost while in-combat, allowing you to engage and disengage quickly when assassinating. Before, it was the very first item on every Talon build. However, after they removed the atk speed in the active and Talon’s Q stopping being an autoattack enhancer, it lost its untouchable position, as it could not be used anymore to push lanes fast. In fact, while it is recommended, if you are able to get a Duskblade first, it’s reccomended to get it instead. However, do remember that the mov. speed boost Yoomuu provides can be a better early choice than duskblade (depends on the enemy team)

Duskblade

If you managed to get a B.F. Sword in laning phase, this item is a better first choice (although it costs more). As far as stats go, it provides AD, lethality and 2 passives, both of them synergizing with Talon’s playstyle. First passive gives you sight of nearby traps/wards, making it more difficult for the enemy to track you down (extremely important on Talon, as he needs to not be seen before engaging). Second passive gives you bonus true dmg on your first autoattack when not seen by at least 1 second. Not only this bonus scales on lethality, but it also means that you can proc it twice in a fight thanks to your R

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Edge of Night

Basically a Banshee’s Veil that instead of giving you health, gives you AD and lethality, at the cost of giving a less reliable shield. About stats, besides the all-needed AD, lethality and out-of-combat mov. speed, it also provides MR, meaning that it is better to get it when against AP champions. However, because of the stats and the shield, it can be a good choice regardless of their dmg composition (its main wanted feature is the possibility to be immune to a single CC ability that can ruin your engage). Remember that it is not advised to channel the shield while invisible, since, although your R lasts 2.5 seconds (channel is 1.5 secs), you can easily end being hit while doing it, putting it on a 5 secs cd

Black Cleaver

This item has always been good on Talon: as a first item, as a lead item, as a back-up/safe item, it doesn’t matter. You name a situation, it is always good to get it. The main reason is that it works on stacks and Talon’s skillset allows him to stack it to full in less than one second on multiple enemies. Not only that, but it gives you a huge cd reduction, AD, health (which helps you to survive) and a passive that gives you mov. speed when you hit an enemy. If you don’t knwo when it is the best to get it, it can be picked when you happen to fight often together with your team and/or when an enemy threat is getting too tanky

For the last items and for alternative ones, these are the usual choices

Death’s Dance

AD, cdr and probably 2 of the best passives for Talon: you heal from any kind of physical dmg you inflict, not only from your autoattacks, making you quite resiliant; also, a percentage of the damage you take is delayed for 3 seconds, giving you more time to burst your opponent. It is usually got as one of the last items, since it is more important for Talon to stack lethality/armor pen before getting the healing. However, if you think you may need it, do not get it between your first items: think of it as a third/fourth (excluding boots) choice that can also scale as the last

Infinity Edge

Infinity can make you a nightmare to the enemy team. However, it is MANDATORY to be able to get close-Qs most of the time. As I said before, the close-Q is a spell that crits. While it won’t be affected by effects like those from the Essence Reaver, it can be affected by critical modifiers, meaning that instead of dealing 200% dmg, you now deal 250% dmg, while also having 20% critical chance (it’s not enough, but a lucky crit can be devastating). However, do remember that this is an option going totally on the offensive side, which requires a good amount of both macro and micro skills: unless you feel REALLY secure about your ability to play Talon, go for safer items

Guardian Angel

Guardian Angel is basically the safest choice Talon can ever get: you sacrifice dmg for armor, MR and a Zilean ultimate. Excellent choice if you find yourself getting always focused while engaging on their squishies. However, do remember that you then need to stay with your team to get the full advantage of the GA, as otherwise you’ll most probably end up dead again if you are alone

Mercurial Scimitar

In terms of stats, its AD is a bit more than that provided by Edge of Night, with the same MR and lifesteal, but no lethality. The main reason to actually get this item is for the cleanse against heavy-CC composition. Outside of that, you’d not want to get this

Ravenous Hydra

The veryveryvery last item you’ll finish. It is basically a tiamat with better stats, lifesteal and a better cleave. Getting it or not depends mainly if you think you’ll need the Cleave for this game or not

Maw of Maltorius

Your go-to when you need both to tank magic dmg and to survive longer fights. Upgrading the Hexdrinker to this gives you a passive that grants bonus AD and lifesteal when the barrier procs (bonus end when you are out-of-combat). However, this item can have a sense ONLY if you’re against multiple AP champions, since if they don’t deal you magic dmg, both the barrier and the bonuses won’t proc

Lord Dominik’s Regards/Mortal Reminder

Basically, the items for when you decide to finish your Last Whisper. If the enemy have champions with high sustain, get Mortal. If they have champions with lots of health, but no sustain, get Dominik. If they have both, Mortal is better (unless your ADC gets it; in that case, you can go Dominik)

Dead Man’s Plate

If you ever find yourself needing both health and armor, this is a good item. Its passive gives bonus movement speed while also giving you a slow on your next autoattack, meaning that it can actually help landing the second part of the W. Remember however that the only damage you gain is from your first attack only (100 dmg), meaning that while you get hp, armor and utility, you lose in damage. Consider wisely if you need this or not

Finally, there is also a list of the items that I think you should not go for when playing Talon

Any item that gives AP

Talon deals only physical damage and scales only on AD. ‘Nuff said

Any mana regeneration item

Mana regeneration is for champions that are in need to spam their abilities. Although Talon is actually mana hungry, he does not need such a thing: you may feel the need that you need it in lane, but out of it, it won’t help you at all. You will be better if you learn how to manage his mana instead

Doran’s Blade

Multiple reasons: he does not need the lifesteal; he’ll waste early gold for better starting items; he has already strong duelling potential in the form of a early-level burst (he won’t search for prolonged fights); doesn’t build into nothing. You’re better with either AD, refillable pots or movement speed

Poacher’s Dirk

There are reasons why nobody builds this item. It forces you to play risky (trying to get enemy camps while still not having enough items to get them fast/safely) and even if you get it later in the game, to wait a minimum of 3 minutes to transform it (becoming too slow to beneficiate of it truly). This without even considering that to take enemy camps without risking, your team needs to be ahead. It is better to just go either for Longswords or directly for the Dirk, since it allows also for more flexibility in the build (ex. chaning to Warhammer when needed)

Sheen

Sheen goes well with champions that either have high base dmg, can go tanky or can spam low-cd abilities continuosly. Talon’s base dmg is closer to average thank high, he can’t afford to build tanky (getting a single tank item on him is highly situational and even then he should be having only one) and he does not have abilities with that much cd to benefit from the passive (without considering that his playstyle consists about unloading all of them as fast as possible) . Also, while this item provides cdr, it doesn’t provide any AD and the mana, while useful, is not something you should build

Sterak’s Gage

Same story with sheen. Also, passive scales on maximum health, which you won’t increase if not with the Black Cleaver. If you really find yourself in need of health, getting an actualy tank item is better

Trinity Force

One of the items with the highest cost in the league, which will provide you everything except what you truly need (you basically truly beneficiate of only half of this item). Also, since it builds on Phage, you’d have then to either waste a passive slot if you get Black Cleaver too or to not get get Black Cleaver at all, which is stupid

Essence Reaver

No. Period

MATCH-UPS

Unless you are a Talon OTP (which frankly I’m somewhat close to it), you won’t pick him always. The guide is meant for people who want to play Talon seriously while still not having enough experience. This said, recognizing in which situations you should consider picking him or not and how well you can go against another champion is required for any kind of champion you want to play and/or main

The section will divide itself into 5 sections: champions with which you go well, champions with which you do not go well, champions that you counter, “fair” champions and champions that counter you

Champions with which you go well

Talon is generally played either mid or top. Because of him being an AD assassin, having an AP champion on the other lane is an excellent choice, as in this way opponents cannot itemize effectively for the both of you. Also, Talon thrives in enemy teams lacking coordination, meaning that champions that either provide AoE disables or that can force the enemy team to remain separated is good

  • For top lane when you’re mid, champions like Kennen, Maokai, Rumble and so on

  • For mid lane when you’re top, others like Brand, Orianna, Veigar, Ziggs and so on

About junglers, as long as you have a difference in type of damage between mid and top, both AD and AP champions can go. However, do remember that in case you end up having both lanes running an AD champion, an AP jungler is heavily suggested

Going on, Talon works best with junglers (but also laners) that can engage on enemies while bringing a lot of CC, since he can then back it up with his high burst without getting focused. Also, junglers that can set up good early ganks are appreciated as well, since they can help you gain the lead you need. Junglers that can do both are the best

  • For CC junglers, champions like Nautilus and Malphite

  • For good ganks junglers, champions like Lee Sin, Xin Zhao and Ivern

  • For both, champions like Ranmus, Zac and Sejuani

………………….

Xem thêm bài viết thuộc chuyên mục: Game

Xem thêm bài viết thuộc chuyên mục: Kiến Thức Chung

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