See Talon's counters
Patch 26.18jungle

Talon Jungle Build & Guide — Patch 26.18

Talon

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Assassin / Skirmisher
Patch
26.18

Core Abilities

Blade's End
Talon's spells apply Wound stacks on champions and large monsters. Three stacks, then a basic attack triggers a heavy bleed (damage over the next 2 seconds) — speeds up camps too.
Noxian Diplomacy
Noxian Diplomacy
Targeted stab. In melee range it crits; from afar Talon leaps in first. Refunds health and cooldown on a kill — chain Q resets through camps and ganks.
Rake
Rake
Volley of daggers that fly out and return, hitting twice. Slows on the return and applies two Wound stacks instantly. Primary AOE camp clear tool.
Assassin's Path
Assassin's Path
Vault over any wall or terrain. Short cast cooldown but the same wall locks for a long time. This is the ability that makes Talon jungle viable — turns the map into shortcuts.
Shadow Assault
Shadow Assault
Disperse a ring of blades and become Invisible (a few seconds the enemy can't see you) with bonus move speed. When you reappear, the blades converge for AOE damage.

Skill Order

1
W
2
Q
3
E
4
Q
5
Q
6
R
7
Q
8
W
9
Q
10
W
11
R
12
W
13
W
14
E
15
E
16
R
17
E
18
E

Primary Combo

EWQAAR

Core Items

Gustwalker Hatchling
Hubris
Ionian Boots of Lucidity
Edge of Night
Youmuu's Ghostblade

Situational Items

Profane Hydra
Profane Hydra
vs two squishy targets clumped together (e.g. Caitlyn + Senna bot): AOE auto chain plus an active that damages everything around you
Serylda's Grudge
Serylda's Grudge
vs tank-stacking comps (Ornn, Sion, Zac): 35% armor penetration, plus a 30% slow on targets already below 50% health
Maw of Malmortius
Maw of Malmortius
vs heavy magic damage (e.g. Brand support + Syndra mid): magic shield pops on burst windows and saves you from one-shot combos
Guardian Angel
Guardian Angel
late-game insurance when you are the carry: a second life after each gank or skirmish commit
Plated Steelcaps
Plated Steelcaps
swap from Ionian Boots vs heavy auto-attack teams (3+ marksmen or on-hit melee, e.g. enemy ADC + Master Yi top)
Mercury's Treads
Mercury's Treads
swap from Ionian Boots vs hard crowd control teams (2+ stuns or charms on a short cooldown, e.g. Leona + Ahri)

Runes

Primary · Domination
Electrocute
KeystoneElectrocute
Sudden Impact
Sudden Impact
Grisly Mementos
Grisly Mementos
Ultimate Hunter
Ultimate Hunter
Secondary · Precision
Triumph
Triumph
Coup de Grace
Coup de Grace
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Electrocute procs on the W + Q + AA gank combo for flat burst. Sudden Impact adds 20-80 true damage the moment Assassin's Path exits a wall or Shadow Assault breaks invisibility. Ultimate Hunter (over Treasure Hunter) shaves seconds off R, adding cross-map roam windows.

Why secondary

Triumph restores 5 percent missing HP plus 2.5 percent max HP on every takedown, keeping you alive through gank chains. Coup de Grace adds 8 percent damage to enemies under 40 percent HP — exactly where your R-detonation finishes them.

When to switch secondary

Vs squishy enemy carries with no peel (e.g. Caitlyn + Yasuo) swap Precision to Sorcery with Nimbus Cloak (free move speed after summoner spell, helps Smite-flash plays at Drake) and Gathering Storm (stacking adaptive force after minute 10) for late-game one-shot windows.

Win Condition

Out-tempo the enemy jungle with Assassin's Path wall vaults into ganks; chain Noxian Diplomacy resets to assassinate priority targets from minute 6, snowballing side lanes 2 kills ahead.

Weakness

Weak first clear without a leash; no ranged camp option. Sustain duellers (Warwick, Bel'Veth) beat you 1v1 in your own jungle. Falls off if the game stretches past minute 30.

Overview

Talon jungle is a tempo assassin that turns side walls into highways. His Assassin's Path (E) vaults any terrain in the game, which means his ganks come from angles no one wards — through the wraith wall, through the bot lane brush wall, through tri-bush, you name it. He stacks Wound on enemies with his spells (passive Blade's End), and the third stack triggers a heavy bleed on his next basic attack. The trade-off is a fragile first clear and no ranged poke option for safe camps: you give up early jungle stability to gain mid-game pick pressure that snowballs side lanes.

His game plan is simple: clear three camps without dying, look for a level 3 gank from a wall angle, and unlock Shadow Assault (R) at level 6 to start cross-map roams. Noxian Diplomacy (Q)'s cooldown and HP refund on kill means a clean gank chains into a second one before recall. The skill curve sits in two places: knowing which wall to vault and when (the same wall stays locked for a long time after one use), and timing R invisibility on enemy wards so the flank (an entry from an angle the enemy can't see, usually behind their position) actually surprises someone instead of getting spotted at the entry.

Recommended Build

Starting items: Gustwalker Hatchling Gustwalker Hatchling (450g) + 1 Health Potion Health Potion (50g) — that is the full 500 gold you start with. Gustwalker Hatchling is the jungle companion whose grown form gives move speed when you enter a brush; the Refillable Potion Refillable Potion, which sustains your fragile first clear without burning gold on consumables, is a first-back purchase, not a start.

Core items (in order):

  1. Gustwalker Hatchling Gustwalker Hatchling — jungle companion. It grows as you clear monsters and empowers your Smite; once fully grown it grants move speed when you enter a brush, more so after killing a large monster. That suits a champion whose ganks come out of brushes and wall vaults, and it stacks with Shadow Assault's speed.
  2. Hubris Hubris — first full item. 55 AD, 18 lethality, and Eminence: a champion dying within 3 seconds of your damage gives 12 attack damage plus 3 per champion killed, for 90 seconds. Chain roams and it never drops.
  3. Ionian Boots of Lucidity Ionian Boots of Lucidity — ability haste shortens Rake between camps and shaves seconds off Shadow Assault, which means one extra cross-map roam per mid-game cycle.
  4. Edge of Night Edge of Night — the spell shield (a barrier that blocks the next damaging ability) is your survival button. It eats a Lux Q, an Ahri E charm, a Morgana Q, or an enemy jungler's hard CC before you commit your dash chain.
  5. Youmuu's Ghostblade Youmuu's Ghostblade — lethality (armor penetration vs low-armor targets) plus the Wraith Step active. Press it before vaulting a wall with E: you arrive on the target ghosted and 20% faster, lining up your R flank with your reset window perfectly.

Situational items:

  • Profane Hydra Profane Hydra — alternative first item when the enemy team has two squishy targets clumped together (e.g. Caitlyn + Senna bot). The AOE auto-attack chain speeds up your camp clears and the active button adds a burst of damage all around you that pairs with your R flank.
  • Serylda's Grudge Serylda's Grudge — vs tank-stacking comps (Ornn, Sion, Zac). 35% armor penetration, plus a 30% slow on anyone your abilities hit who is already below 50% health, lets you cut through HP bars instead of bouncing off them.
  • Maw of Malmortius Maw of Malmortius — vs heavy magic damage (enemy mid + support both AP, e.g. Brand support + Syndra mid). The magic shield pops on the burst window and saves you from a one-shot combo.
  • Guardian Angel Guardian Angel — late-game insurance when you are the carry. A second life after each gank or skirmish commit lets you all-in without fear of focus.

Boots: Ionian Boots of Lucidity by default. Swap to Plated Steelcaps Plated Steelcaps vs heavy auto-attack teams (3+ marksmen or on-hit melee like Master Yi top), or Mercury's Treads Mercury's Treads vs hard crowd control teams (2+ stuns or charms on short cooldowns).

Skill order: Max Q first (clear speed plus main damage and kill reset), W second (Wound stacks and AOE camp damage), E last. Take a point in R at levels 6, 11, 16.

Runes: Primary Domination with Electrocute, Sudden Impact, Grisly Mementos, Ultimate Hunter. Secondary Precision with Triumph and Coup de Grace.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Talon beats

  • Squishy ranged AD jungler with no panic dash

    Graves's only repositioning tool is Quickdraw E which leaves him stuck in melee after the dash. Assassin's Path E vaults into his jungle from a brush angle he cannot ward, Talon lands on him mid Smoke Screen W cloud.

    Graves
  • Squishy ranged AD jungler with no panic dash

    Twitch has no dash whatsoever and Ambush Q only grants Camouflage, which enemies see through at close range. Talon's Shadow Assault R-invisibility approaches faster than his Ambush windup, Rake W locks him in melee with slow plus return daggers.

    Twitch
  • Pre-6 dueling assassin with no spell shield

    Naafiri's Darkin Daggers Q only hits harder once the target is already bleeding, and she has no spell shield to eat Talon's first Rake W. Assassin's Path E catches her mid Eviscerate dash recovery.

    Naafiri
  • Squishy ranged AD pick Talon dives through fog

    Quinn's Blinding Assault Q nearsights Talon instead of blinding him, so Noxian Diplomacy Q's leap-crit lands in full. Vault E is a single hop with no chain dueling tool, and Behind Enemy Lines R is a channel she has to start before he arrives.

    Quinn

Champions that beat Talon

  • Sustain skirmisher with channel CC

    Warwick's Jaws of the Beast Q heals him for the damage it deals and Eternal Hunger heals him on-hit once he is below 50% health, tripled below 25%. He out-sustains Talon's burst in extended skirmishes, and Blood Hunt W speeds him toward anyone under half health.

    Warwick
  • Sustain skirmisher with channel CC

    Bel'Veth's Royal Maelstrom E channel gives her damage reduction and lifesteal that outlast Talon's bleed. Above and Below W knocks him up and refreshes Void Surge Q in that direction, so her four directional dashes stay up through the whole trade.

    Bel Veth
  • Lockdown tank with single-target shutdown

    Briar's Head Rush Q leaps and stuns Talon mid Assassin's Path E exit, breaking his wall-vault setup at the landing frame. Certain Death R is a cross-map fear-lock that he has no spell shield to break.

    Briar
  • Lockdown tank with single-target shutdown

    Rammus's Defensive Ball Curl W returns damage to anyone who basic-attacks him and stacks armor that Talon's lethality cannot strip, while Spiked Shell turns that armor into extra attack damage. Frenzying Taunt E locks Talon in place for the whole trade.

    Rammus
  • AP scaling jungler with AOE fear lockdown

    Fiddlesticks's Terrify Q is a point-click fear that channels through Assassin's Path E exit, breaking Talon's wall-vault setup at the landing frame. Crowstorm R bursts him mid Shadow Assault invisibility when the blades converge.

    Fiddlesticks

Key matchups

  • Bel'Veth: Avoid 1v1 in her jungle past minute 6. Her Royal Maelstrom out-sustains your burst window. Take camps from her side only with a teammate flanking; in skirmishes wait for her E channel to end before you commit Q.
  • Warwick: His Jaws of the Beast (Q) heals him for the damage it deals, so a 1v1 invade feeds him. Skip his side jungle pre-6 and gank instead — once Edge of Night is online you can eat his Infinite Duress (R) suppression with the spell shield active.
  • Graves: Free pick if you catch him. His Smoke Screen (W) nearsights you and slows you inside the cloud, but you can vault the wall behind him with E, drop R for invisibility, then re-engage Q-leap from outside the smoke. Don't contest scuttle pre-6 — his burst beats yours in a straight 1v1.
  • Master Yi: Race to Hubris Hubris. He outscales you in extended fights, so your ganks have to convert into side lane snowballs before minute 14. Camp his side lanes early and force his Q (Alpha Strike) out with a fake engage before you commit the real one.
  • Briar: Bad invade matchup. Her Head Rush (Q) stuns through your E vault exit, and her sustain on Blood Frenzy lets her duel you under tower. Stick to ganks and avoid red-buff fights with her pre-6.

Power spikes & win conditions

  • Level 3: First gank window. With Q + W + E, you can vault the side wall, W for the slow on the laner, then Q-leap to finish — almost a guaranteed kill if the laner has Flash down.
  • Level 6: First Shadow Assault unlocks cross-map roams. With E to vault any wall and R for invisibility, a side lane without a deep ward is a free kill: vault from river, R-invis to approach unseen, Q-leap on the target.
  • Hubris Hubris completion (~ minute 9-11): Your first lethality item. Camp clears speed up, and Eminence stacks 12 attack damage plus 3 per champion killed for 90 seconds — chained roams keep it running.
  • Edge of Night Edge of Night online (~ minute 16-18): Picks across the map become reliable. The spell shield eats a key CC ability that would otherwise interrupt your dive, and your R-flank into a side lane finishes the kill before the enemy team can rotate.

Common mistakes

  • Attempting first clear without a leash. Talon's first three camps drain his HP hard if you start solo. Always ask your top or bot lane for the level 1 leash on Krugs or Gromp; without it you reach level 3 at 30% HP and the first scuttle race is lost before it starts.
  • Ganking without checking the wall cooldown. Each wall you cross with E locks that same wall for a long time. If you vault offensively into a fight and don't kill, you have no wall to escape through. Save the wall closest to your jungle for the retreat.
  • Smiting late on objectives. Talon has no ranged Smite alternative on his kit and Bel'Veth, Graves, and Warwick win Smite races. Smite at 50% HP on Drake and Baron, never wait for the kill blow — the bonus damage from Hubris stacking compensates.
  • Counter-jungling solo against Bel'Veth or Warwick. Their sustain beats your burst in their own jungle. Only invade with a laner visible on the map who can collapse with you.
  • Using R as engage instead of repositioning. Shadow Assault is most valuable for the invisibility (so a flank lands from fog), not for the damage. Pop R before the fight commits, walk through fog of war into position, then Q-leap on the target — not the reverse.

Advanced tip

Practice the E + R + Flash triple-engage on a single roam: vault the wall with E to enter the lane from the side, immediately drop R to vanish, walk through fog of war toward the target, then Flash at the last 200 units to reposition without breaking invisibility. Shadow Assault's blades converge on your position when you reappear, which means the R detonation lands centered on the enemy carry instead of where you started. This three-button entry covers the whole gap from outside ward range to inside Q-leap range, which is why even a heavily-warded side lane stops being safe once your R comes back up.

Past patches

No previous versions available.

Related jungle guides