Wild Rift Guides

Talon Jungle Wild Rift Guide

Talon jungle counters include Rammus, Hecarim, and Warwick. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

How to play

  • Use walls to find unexpected ganks Your 3rd ability lets you jump over walls. Use unexpected routes to gank, and choose different walls to escape because each wall has its own cooldown.
  • Attack after landing your spells Land three ability hits on a champion, then use a basic attack to trigger your passive bleed before they escape.
  • Leave after taking down a target Use your ultimate to become invisible and your 3rd ability to jump over a wall after a kill, instead of staying among the enemy team.

Strengths

  • Fast, cheap clear that frees him to gank early and often while his camps respawn.
  • Gank threat that ignores spacing: the Noxian Diplomacy (1st) dash lands on a target before they can answer.
  • Strong early dueling and invades, so he wins scuttle, steals camps, and snowballs before scaling junglers come online.

Weaknesses

  • Glass frame: once his blink is spent and the target survives, he has no second escape until his ultimate returns.
  • Hard crowd control and tanky bruisers shut him down, since he cannot burst through armor and stuns.
  • Falls off hard when behind, because his whole identity is the early snowball and he has no late-game teamfight job.

Build Snapshot

Rune Setup

Summoner Spells

Talon Jungle Counters

Who counters Talon Jungle in Wild Rift (WR)? These champions beat Talon in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Rammus: Rammus's armor blanks your burst, his taunt locks you in place, and his thorns punish every hit you land, so he wins duels, answers your ganks, and catches you with the roll when you leave.
  • Hecarim: Hecarim runs you down with ramping speed before your blink and Rake (2nd) reset, heals through your burst with Spirit of Dread (2nd), and his fear catches you mid-escape.
  • Warwick: Warwick heals through the burst your whole game is built on, and once your blink is spent his suppress leap pins your glass frame with no way out.

Champions Talon Is Strong Against

Talon's best matchups in Wild Rift. Talon holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.

  • Morgana: Black Shield (3rd) blocks the slow from Rake's (2nd) return but does not absorb Talon's physical burst, while Dark Binding (1st) is Morgana's one reliable way to stop his approach. Enter from an Assassin's Path (3rd) angle she is not facing, wait for Binding (1st) to miss or hit another target, then use Shadow Assault (Ult) to cross Black Shield's (3rd) protection and finish the backline target.
  • Kha'Zix: Kha'Zix is the same kind of fragile assassin you are, and the mirror goes to whoever commits first: your dash cuts him out of his leap and delete him before he can reset.
  • Master Yi: Master Yi farms toward a late spike, and your early burst denies it: your burst denies him the window for Meditate (2nd) and his combo, and his early frame cannot survive your all-in.

Early Game

Lead with Rake (2nd) so both its outward and returning passes hit large monsters, then use Q (1st) as an attack reset and trigger Blade's End (Passive) with the next attack at three Wound stacks. Close-range Q (1st) crits, while kills heal Talon and refund most of its cooldown. Plan the last camp around an unused wall section that opens a gank angle rather than assuming level five is required for pressure. Contest scuttle when you arrive even, since your duel is strong this early and the vision pays for itself. If the enemy jungler is a slow farmer, walk into their camps and take what you want: you clear faster and duel better, and every stolen camp is one they lose. Just watch your health, because an aggressive path leaves you low and a counter-gank can turn your invade into a death.

Mid Game

Talon makes an objective safe by turning the enemy rotation into a temporary numbers disadvantage. That is worth forcing whenever your team is ahead. In an even game take Herald, since your falloff means the tower matters more to you than a soul point you may not be around to use. Between objectives, keep the gank loop running and farm a camp between visits so your gold keeps coming. Save Shadow Assault (Ult) primarily for champion kills instead of routinely spending the key invisibility cooldown on camps. In a gank, hit both Rake (2nd) passes when possible, Q (1st) to the target, and attack at three Wound stacks; or cast R (Ult) during the Q (1st) dash and break invisibility with the finishing attack so the blades converge on the victim.

Late Game

Your window shrinks as the game goes long, so play tighter. You can still delete a squishy on command, but the enemy now groups, wards, and stands near their tank, so free kills become rare and you have to create them. Hunt the flanks: move to a side lane, threaten a pick on whoever the enemy sends to answer you, and use Shadow Assault (Ult) as the reposition that gets you in and back out alive. Around baron, your value is the pickoff that opens the fight, not the brawl itself, because a full five versus five with you committed in the middle makes you the easiest body to focus. If the game stays even this long, your influence is smaller, so make every blink count and never spend your ultimate on a target that will not die.

Teamfights

You are not the one who starts the fight or stands in it. Your job is the assassination: wait for the engage to land, then blink past the frontline onto their carry, burst them down before their escape and defensive tools come online, and burst them before anyone peels. Shadow Assault (Ult) is both your entry damage and your exit, so time it to cover the dive and the retreat rather than spending it on the way in. If their backline has a hard peeler guarding it, do not force it: flank wide, bait a cooldown, and take the kill on the second look. The fight you want removes their damage dealer and gets you out, leaving a clean four versus five. The fight you lose is the one where you commit early, get caught, and die before your combo finishes.

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