See Talon's counters
Patch 26.18mid

Talon Mid 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. Three stacks on a champion, then a basic attack triggers a heavy bleed (damage spread over the seconds that follow).
Noxian Diplomacy
Noxian Diplomacy
Targeted stab. In melee range it deals a crit; from afar Talon leaps in first. Refunds health and cooldown on a kill — chains resets in skirmishes.
Rake
Rake
Volley of daggers that fly out and return, hitting twice and slowing on the way back. Apply two Wound stacks instantly — your main poke and waveclear.
Assassin's Path
Assassin's Path
Vault over any wall or terrain. Short cast cooldown but the same wall locks for a long time. Defines your roam paths and escape options.
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

Hubris
Ionian Boots of Lucidity
Edge of Night
Youmuu's Ghostblade
Serylda's Grudge

Situational Items

Profane Hydra
Profane Hydra
vs two squishy targets clumped in lane (e.g. mid + ranged support): cleave waveclear plus an AOE damage active
Maw of Malmortius
Maw of Malmortius
vs heavy magic damage (Veigar, Brand, Syndra): magic shield pops on burst windows and saves you from a one-shot combo
Death's Dance
Death's Dance
vs two strong physical damage dealers (e.g. Yasuo + Caitlyn): spreads part of the damage you take over 3 seconds instead of instant burst
Guardian Angel
Guardian Angel
late-game insurance when you are the carry: a second life after each engage lets you all-in without fear of focus
Plated Steelcaps
Plated Steelcaps
swap from Ionian vs heavy auto-attack teams (3+ marksmen or on-hit melee, e.g. ADC + Master Yi top)
Mercury's Treads
Mercury's Treads
swap from Ionian vs hard crowd control teams (2+ stuns or charms on short cooldowns, e.g. Leona + Ahri)

Runes

Primary · Domination
Electrocute
KeystoneElectrocute
Sudden Impact
Sudden Impact
Grisly Mementos
Grisly Mementos
Treasure Hunter
Treasure 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 combo for burst every all-in. Sudden Impact triggers when Assassin's Path exits a wall or Shadow Assault breaks invisibility, adding true damage on the damage frame. Grisly Mementos and Treasure Hunter turn kills into trinket haste and gold.

Why secondary

Precision secondary: Triumph restores 5 percent missing HP plus 2.5 percent max HP on every takedown, which keeps you alive after assassinations. Coup de Grace adds 8 percent damage to enemies under 40 percent HP, exactly the threshold your R-detonation finishes them at.

When to switch secondary

Vs tanky comps (Ornn, Sion, K'Sante) swap Precision to Sorcery with Transcendence (5 ability haste at level 5, 5 more at level 8) and Gathering Storm (stacking adaptive force after minute 10) for prolonged fights where you can't oneshot the frontline.

Win Condition

Snowball lane with W poke, then roam side lanes through walls with E once R is online. Q's reset on kill chains pick-offs until side lanes are 2-3 levels ahead of the enemy carry.

Weakness

No escape after E if the wall is on a long cooldown. Spell shields, point-click stuns, and untargetable windows cancel your all-in mid-leap. Falls off if the game stretches past minute 30.

Overview

Talon is a melee AD assassin who treats the map's walls like roads. His kit is built around Assassin's Path (E) — a short vault over any terrain that lets him cut corners no one else can. He stacks Wound on enemies with his spells (Blade's End passive), and the third stack triggers a heavy bleed (damage spread over the seconds that follow) on his next basic attack. Every fight starts with Rake (W) for two Wound stacks and a slow, then Noxian Diplomacy (Q) to leap in and finish, with Shadow Assault (R) invisibility for the flank (entering the fight from an angle the enemy can't see, usually from behind) or the escape.

His game plan in mid is brutal and direct: shove the wave with W, vault a side wall with E at level 6 once R is online, and pick off a side laner. Each kill refunds Q's cooldown and a chunk of HP through Noxian Diplomacy's reset passive, so a successful gank chains into a second one before the enemy team can react. 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's invisibility against ward placement so the flank actually surprises someone.

Recommended Build

Starting items: Doran's Blade + Health Potion. Skip the shield variant — you want trading stats, not pure defense, because your first lane priority is to land Rake chip damage and look for an all-in at level 3.

Core items (in order):

  1. Hubris Hubris — first spike. AD plus the on-takedown stacking passive turns a single mid-game kill into a snowball threat: every assassination you complete on roams refreshes 90 seconds of bonus AD that grows with each champion killed.
  2. Ionian Boots of Lucidity Ionian Boots of Lucidity — ability haste shortens Rake between waves and shaves seconds off Shadow Assault, which means one extra roam window per mid-game cycle.
  3. 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 a Malzahar R before you commit your dash chain, turning a death sentence into a clean kill.
  4. Youmuu's Ghostblade Youmuu's Ghostblade — lethality (armor penetration vs low-armor targets) plus the active move-speed burst. Press the active before vaulting a wall with E: you arrive on the target with the speed burst and ghosting still running, lining up your R flank with your reset window perfectly.
  5. Serylda's Grudge Serylda's Grudge — armor penetration plus a slow that your damaging abilities apply to enemies already below 50% health. The slow on your Rake is the difference between a target running away after your combo and you finishing them with a basic attack proc.

Situational items:

  • Profane Hydra Profane Hydra — alternative first item when the enemy team has two squishy targets clumped in lane (e.g. mid + support both ranged). The cleave on your attacks speeds up your wave clear and the active button adds a burst of damage around you that pairs with your R flank.
  • Maw of Malmortius Maw of Malmortius — vs heavy magic damage threats (Veigar, Brand, Syndra). The magic shield pops on the burst window and saves you from a one-shot combo.
  • Death's Dance Death's Dance — vs squads with two strong physical damage dealers (e.g. Yasuo + Caitlyn). Spreads part of the damage you take over the next 3 seconds instead of taking it as an instant burst, giving you time to disengage with E.
  • Guardian Angel Guardian Angel — late-game insurance when you are the carry. A second life after each engage commit lets you all-in without fear of focus from the enemy frontline.

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, e.g. Leona + Ahri).

Skill order: Max Q first (main damage and reset on takedown), W second (Wound stacks and waveclear), E last. Take a point in R at levels 6, 11, 16.

Runes: Primary Domination with Electrocute, Sudden Impact, Grisly Mementos, Treasure 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

  • Immobile mid-lane mage without a dash

    Karthus has no dash to escape Assassin's Path E vault, and Defile E channel drain costs mana he cannot afford in lane. Noxian Diplomacy Q closes the gap from the wall-vault landing, Rake W stacks Wound for the bleed.

    Karthus
  • Immobile mid-lane mage without a dash

    Annie's Disintegrate Q is short-range and her Pyromania stun requires four ability charges Talon doesn't let her accumulate. Assassin's Path E vaults onto her from a side angle she cannot pre-stun, Noxian Diplomacy Q closes the gap before Tibbers R summon resolves.

    Annie
  • Low-mobility ADC in side lane

    Senna has no dash and only Curse of the Black Mist E invisibility for self-peel. Shadow Assault R puts Talon next to her via the river flank, Noxian Diplomacy Q's crit plus Blade's End bleed deletes her HP before Dawning Shadow R can fire.

    Senna
  • Low-mobility ADC in side lane

    Caitlyn's only escape is 90 Caliber Net E self-knockback and Yordle Snap Trap W needs pre-placement Talon can sidestep via wall-vault. Shadow Assault R grants invisibility past her trap zones, Noxian Diplomacy Q leap-crit chunks her HP.

    Caitlyn

Champions that beat Talon

  • Pre-6 lane bully who punishes melee approach

    Pantheon's Shield Vault W is a point-click stun-dash that hits Talon mid Assassin's Path E exit, freezing him at the wall-vault landing frame. Comet Spear Q out-pokes him from outside Rake W range, Aegis Assault E shield-blocks Noxian Diplomacy Q damage.

    Pantheon
  • Pre-6 lane bully who punishes melee approach

    LeBlanc's Distortion W double-dashes out of Rake W's return slow before Noxian Diplomacy Q's leap can connect, and Ethereal Chains E roots him mid-vault for chain CC. Sigil of Malice Q applies a mark she detonates with E for burst, and Mimic R recasts the same lockdown combo.

    Leblanc
  • Anti-melee ground mage with no-boots speed

    Cassiopeia's Miasma W carpets the ground Talon must walk through, slowing him into Twin Fang E range for the empowered burst. Her passive movement speed (she cannot wear boots) lets her kite him while Rake W fails to chunk fast enough.

    Cassiopeia
  • Suppression mage with spell shield self-peel

    Malzahar's Void Shift passive spell shield eats Talon's first Rake W, breaking the Wound stack chain at the start. Nether Grasp R is point-click suppression that cancels Talon's Shadow Assault R wind-up.

    Malzahar
  • Point-and-click hard-CC mage

    Lissandra's Frozen Tomb R is point-click stun that catches Talon mid Noxian Diplomacy Q leap or Assassin's Path E exit — no skillshot to dodge. Ring of Frost W AOE roots him out of his R-flank entry, Glacial Path E gives her a re-engage Rake W cannot punish.

    Lissandra

Key matchups

  • Veigar: Bait his Event Horizon (E) before committing. Hold your Q for after he uses the cage, then leap in with Noxian Diplomacy and Rake the return path. After level 6, his only escape is Flash — track it.
  • Cassiopeia: Bad lane. Her Miasma (W) poisons the ground you have to walk through, and Twin Fang (E) procs heavy damage on poisoned targets. Farm under tower with W for safety, then look for jungle-assisted ganks instead of a solo all-in.
  • Pantheon: His Shield Vault (W) stuns through your Assassin's Path vault. Never E at him while his W is up — bait it on a minion or wait the cooldown. Build Edge of Night Edge of Night as priority and use its active to eat his W stun.
  • Yasuo: Wind Wall blocks your Rake projectile (the returning daggers). Engage from a side bush where he can't see you, force the wall, then re-engage once it is down. Yone has no wall, so against him the lane is winnable because neither of them has waveclear at your push speed.
  • LeBlanc: Skill matchup tilted slightly her way. Her Distortion (W) dashes out of your Q range mid-combo and her Ethereal Chains (E) locks you mid-leap. Save E for the chain — vault a wall when she casts it.

Power spikes & win conditions

  • Level 3: With Q + W + E, you have a 3-hit trade (E + W + Q with passive proc). Force a hard trade on the second wave and proc Electrocute — most mid laners cannot match a 30-40% HP swing here.
  • Level 6: First Shadow Assault unlocks roaming. With E to vault the side wall and R for invisibility, an unwarded side lane is a free kill: vault, R-invis to approach unseen, Q-leap on the target, R detonation finishes them.
  • Hubris Hubris completion (~ minute 10-12): Your first lethality item. Wave control flips and you can shove and roam in 6-8 seconds. Each kill from this window refreshes Hubris' bonus AD for 90 seconds, so chained picks keep you at peak damage.
  • Edge of Night Edge of Night online (~ minute 16-18): Picks across the map become reliable. The spell shield eats a key crowd control ability that would otherwise interrupt your dive, and your R flank from fog of war finishes the kill before peel arrives.

Common mistakes

  • Vaulting a wall to chase a kill without checking the wall cooldown. Each terrain you cross with E locks that same wall for a long time. If you use it offensively into a fight and don't kill, you have no wall to escape through. Save the wall closest to your tower for the retreat.
  • 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 into position, then Q the target — not the reverse.
  • Auto-attacking without three Wound stacks. Blade's End is your single biggest damage source — a basic attack on an enemy without three Wound stacks wastes the entire passive. Always W → AA → Q rotation, never Q → AA with stacks at 1 or 2.
  • Ignoring side lane roams pre-6. Talon's pre-6 mid trade is decent but not lane-winning. The big win is roams: even a level 5 gank with no R can snowball a top or bot lane if you arrive with full HP and an unspent W.
  • Engaging with E into a target's escape direction. Talon's E vaults the wall — but if you land on the far side, the enemy can flash through the wall behind you while you have no E to chase. Always vault on the enemy side of the lane, not your own.

Advanced tip

Practice the R + Flash combo as a flank from the river: pop R to enter invisibility, walk through the fog of war toward the side lane, then Flash in mid-stealth to reposition exactly behind the target 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 the cast. Done correctly, this is the difference between a clean assassination and a missed flank — and the Flash range adds about 400 units to your effective engage radius from out-of-vision.

Past patches

No previous versions available.

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