Talon

Talon Jungle Build 16.11

Talon Jungle build in patch 16.11 has a 44.3% win rate over 106 games. This setup focuses on boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. they are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster.

Talon Roles
Patch: 16.11
106 Matches
Win Rate: 44.34% / Pick Rate: 3.95%
Scorchclaw Pup
Voltaic Cyclosword
Umbral Glaive
Youmuu's Ghostblade
Umbral Glaive
Youmuu's Ghostblade
Voltaic Cyclosword
Serylda's Grudge
Boots of Swiftness
Edge of Night
Flash
Smite

Talon Build Guide & Strategy (Patch 16.11)

About Talon

Talon is a roaming assassin who bursts isolated targets, vaults terrain to create unexpected angles, and punishes slow rotations faster than most champions can react. He is lethal when he reaches side lanes and backline access points first, but he is much weaker in prolonged front-to-back fights where his burst window closes and escape routes disappear.

Talon Build Strategy & Items

Boots support a tempo-oriented style where movement matters as much as raw stats, letting you weave in and out of trades, dodge skillshots, and reach waves or skirmishes sooner. They fit gameplans built around cleaner rotations, safer lane resets, and better control over distance in fights. The item supports lane patterns where every auto attack, ability ratio, or short trade becomes slightly more threatening right away. It fits aggressive and tempo-conscious gameplans that want immediate combat value while keeping many future build options open. This item supports assertive laning where you contest minions, punish last hits, and look for early health leads through repeated combat. It fits marksmen, fighters, and other AD users whose gameplan improves when their first few trades carry more threat. Boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. They are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster. Long Sword is the basic attack damage component for champions who want a small but efficient increase to their physical output. It is mainly bought to improve trading, farming, and build flexibility without delaying larger item paths. Doran's Blade is an aggressive starter that combines early damage with a small durability cushion and lane sustain. It is mainly for champions who want their first levels to feel stronger in trades, farming, and all-in setup. Scorchclaw Pup is a jungle companion for players who want their clears and ganks to translate into more aggressive damage pressure. It is mainly for junglers looking to add extra threat in skirmishes, chases, and finishing situations rather than leaning into pure speed or toughness. Gustwalker Hatchling is a jungle companion centered on movement and map tempo rather than direct combat durability. It is mainly for junglers who value faster path transitions, cleaner angles into lanes, and better freedom to move between camps, fights, and objectives.

Talon Key Strengths

Their value shows up everywhere because early movement speed changes how quickly you can reposition, chase, retreat, and respond to map plays. Boots also make trading more reliable for champions that need better angles, tighter spacing, or faster entry into range. Long Sword is attractive because it gives clean AD at a low cost, making it one of the easiest ways to sharpen early damage and last-hitting. It also builds into a wide range of assassin, marksman, fighter, and utility items, so early purchases rarely feel restrictive. Doran's Blade is valuable because it gives a rounded early stat package instead of committing purely to offense or defense. That mix makes it easier to last-hit under pressure, trade back with confidence, and keep pushing lane presence without feeling too fragile. Scorchclaw Pup is appealing because it pushes your jungle item choice toward actual combat impact instead of only improving movement or survivability. That makes it attractive on junglers who want sharper kill pressure when entering lanes or contesting camps and objectives against enemy champions. Gustwalker Hatchling stands out because movement changes how a jungler influences the map, from faster rotations to more reliable lane entry paths. It is especially useful for champions that thrive on repeated activity, countergank timing, or weaving rapidly between farm and pressure. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Refillable Potion is valuable because it stretches gold across multiple uses, making it one of the cleanest sustain investments for slower openings. It also rewards disciplined recall patterns, since every trip back restores its usefulness without needing another purchase. Boots of Swiftness shine when small movement edges decide whether you can dodge, chase, reset lane distance, or arrive to a skirmish before the enemy. They are especially practical against teams that rely on slows to set up follow-up damage rather than on instant hard lockdown. Last Whisper is useful because it gives immediate progress toward tank-breaking without requiring a full expensive completion before you feel the difference. It becomes especially important once enemy armor buys begin cutting too deeply into your autos or physical abilities for standard damage components to keep pace. Youmuu's Ghostblade is especially strong because it combines a real damage threat with the map speed needed to actually find picks, roams, and chase windows. It is excellent on champions that live off tempo, since faster rotations and better engage access often create more kills than a purely static damage item would. Ionian Boots of Lucidity are useful because they improve how often you get to interact with the game, which can matter more than raw stats on champions built around utility or cooldown-based pressure. They are especially strong on picks that make repeated use of summoners or key spells to create tempo, since the boots reward every extra opportunity to act. Swiftmarch is attractive because movement speed affects nearly every phase of play, from collapsing on side skirmishes to slipping out of dangerous terrain before the real engage lands. It is especially strong on picks that already know how to abuse tempo, since a small speed edge often becomes better vision control, cleaner roams, and safer target access. Crimson Lucidity is useful because it gives ability-dependent champions more chances to create value across the full game instead of only making one rotation slightly stronger. It is especially appealing on picks built around frequent crowd control, shields, or repeated trading tools, since the extra cadence changes how often they get to influence a fight. Umbral Glaive is powerful because it attacks one of the most important resources in the game: information about where danger is coming from. It is especially strong on AD supports and roamers that already spend time around river and side vision, since the item turns good ward control into more picks, cleaner setups, and safer objective play. Edge of Night is valuable because it turns some previously risky engage paths into realistic ones by forcing opponents to spend extra effort before they can stop you. It is especially strong against teams that depend on one obvious peel or catch spell to protect their carries, since the item can create the opening your burst needs. Serylda's Grudge is valuable because it preserves relevance for ability-based AD champions in the part of the game where frontline armor usually starts blunting their threat. It is especially strong on picks that apply physical damage frequently from range, since the added control helps both their own follow-up and their team's ability to collapse. Serpent's Fang is especially useful when enemy compositions are built around saving priority targets with shields, because it directly attacks the mechanic that would normally blunt your whole combo. It gives assassins and AD skirmishers a way to preserve kill pressure in games where shield-heavy protection would otherwise make every engage feel one step short. Voltaic Cyclosword is appealing because it sharpens the exact moment many lethality users care about most: the first successful connection on a vulnerable target. It is especially strong on champions that can repeatedly create those entry windows through roams, side angles, or stealthy pathing, since the item makes early contact far more threatening. Opportunity is valuable because movement often creates the kill window that raw damage alone cannot, especially for champions that need a flank or a quick chase to reach squishier targets. It is especially good in skirmish-heavy games where being first into the play or fastest out of one matters as much as the lethality itself.

Best Talon Runes & Spells

Coup de Grace is a finisher rune that sharpens damage against targets already close to collapse. It is mainly taken to make execution windows cleaner so low-health enemies are less likely to escape after surviving the initial burst or trade. Fleet Footwork is a sustain and movement rune built around smoothing out lane pressure and keeping a champion mobile during trades. It is mainly used to survive rough matchups, absorb poke more gracefully, and create safer windows to hit and reposition. Ultimate Hunter is a cooldown-focused rune built for champions whose strongest play pattern begins with their ultimate. It mainly exists to shorten the downtime between those defining windows so key engage, pick, or burst tools come online more often. Electrocute is a burst rune made for fast damage spikes from compact hit combinations. Its primary purpose is to reward champions that can reach a target, deliver three quick instances of damage, and turn that window into immediate health loss or kill threat. Treasure Hunter is an economy rune built to accelerate item timing through unique takedowns rather than through direct combat stats. Its main purpose is to convert early map activity into faster spikes that arrive before opponents are ready for them. Sixth Sense is an information rune designed to reduce uncertainty around vision and hidden pressure. Its purpose is to help a player approach contested areas, lane traps, and rotation paths with better awareness than they would have through standard map reading alone. Grisly Mementos is a utility-focused rune built around collecting value from successful combat and converting it into lingering pressure. Its purpose is to reward players who consistently finish fights or influence takedowns by giving those moments extra strategic payoff beyond the kill itself. Sudden Impact is a burst-oriented rune that rewards champions for attacking immediately after a dash, leap, blink, stealth exit, or similar repositioning trigger. Its main purpose is to make gap-closing and surprise entry patterns hit harder the moment contact is made. Absolute Focus is a damage rune that rewards entering fights from a healthy state and preserving that health long enough to leverage stronger spell or attack output. It is mainly chosen by champions that prefer clean openings and want their first rounds of damage to hit harder before the fight gets messy. Scorch is a lane pressure rune that adds extra burn damage to spell poke and early harassment. Its main purpose is to make each clean ability hit sting more in the opening stages of the game, where repeated chip can decide who controls the lane. Nimbus Cloak is a summoner-spell tempo rune that grants a burst of movement right after using a summoner. Its main purpose is to turn Flash, Ghost, Smite, Ignite, or similar timings into stronger chase, cleaner escape, or better repositioning at the exact moment a play breaks open. Magical Footwear is an economy rune that delays early boot purchases in exchange for a later movement and gold-efficiency spike. Its purpose is to free up early spending for combat stats or lane tools while still securing stronger baseline mobility once the boots arrive. Jack Of All Trades is a scaling utility rune that rewards building and using a broad spread of different stats instead of stacking one narrow profile. Its purpose is to turn item flexibility into extra value for champions whose builds naturally touch several combat and utility categories. Biscuit Delivery is a lane sustain rune meant to keep health and resources from collapsing under repeated pressure. Its purpose is to make difficult early phases more survivable so a champion can continue farming, trading, and contesting waves instead of being forced out too quickly. Cosmic Insight is a cooldown utility rune that increases how often a player can leverage summoner spells and item actives. Its purpose is to create more frequent access to high-impact tools like Flash, Smite, and active items that often decide whether a play works at all. Legend: Alacrity is a scaling attack-speed rune made to sharpen auto-based gameplay as stacks accumulate. Its main purpose is to increase how quickly a champion can deliver repeated hits, making sustained DPS and trigger-based attack patterns feel smoother and more threatening. Triumph is a takedown rune that rewards successful fights with a burst of recovery and extra payoff at the moment an enemy falls. Its main purpose is to keep momentum alive after the first kill so a champion can survive the aftermath and continue pushing the skirmish. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Smite is an objective and jungle control spell designed around camp clearing, neutral secure, and role-defining tempo. It is mainly taken to manage jungle routes efficiently and to give reliable finishing power on monsters that decide map control. Ignite is an offensive finishing spell that adds immediate kill pressure and punishes healing during an all-in. It is mainly chosen to turn close trades lethal and to force respect from opponents who survive on narrow health margins.

How to Play Talon (Early, Mid & Late Game)

Talon Laning Phase (Early Game)

In the early game as Talon in the Jungle lane, prioritize consistent farming and map awareness. Aim to secure your Voltaic Cyclosword as quickly as possible to establish a lane advantage and create opening opportunities.

Talon Mid Game Strategy

During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Jungle Talon, your roaming potential and skirmishing power are at their peak.

Talon Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Talon, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Talon Mechanics & Gameplay Tips

Strong Talon players use terrain creatively with Assassin's Path, approaching from walls that remove vision and shorten the distance to their target instead of telegraphing a straight-line roam. Weak Talon play wastes parkour on obvious paths, throws Rake without setting up a real return hit, or uses Shadow Assault as panic invisibility rather than as a clean burst-and-exit tool.