Wild Rift Guides

Talon Jungle Wild Rift Guide

Who counters Talon in Wild Rift? The toughest Talon jungle counters are Rammus, Hecarim, and Warwick. Full Talon Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.

Overview

Talon is a jungler who reaches lanes from angles nobody is watching. Rake clears camps fast and slows whatever it touches, and Noxian Diplomacy dashes him onto a target for a burst of damage, with a combo that usually ends the fight before the laner can react. He is an early-game assassin in the jungle role, built to come out of his clear ahead and to keep everyone else behind. He wins by being everywhere first. His clear is quick, his blink ignores normal spacing, and Shadow Assault shreds camps, checks brush, and doubles as the escape his squishy frame needs. Get ahead early, keep visiting lanes, and steal enemy camps while their jungler is busy. A fed Talon does not really teamfight; he removes one person from the fight and leaves. Left alone for the first few minutes, he decides who on the enemy team is allowed to play. His problem is the same as every glass assassin's. He commits a blink to reach a target, and if that target lives, he is a melee body with no health bar in the wrong place. Hard crowd control, tanky bruisers who survive his combo, and junglers who match his early aggression all turn his tempo against him. He needs to be ahead, because he has no way to catch back up by farming.

Strengths

  • Fast, cheap clear that frees him to gank early and often while his camps respawn.
  • Gank threat that ignores spacing: the Noxian Diplomacy 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 reset, heals through your burst with Spirit of Dread, 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: Morgana's one bind is her whole defense, and once it is down nothing stops you reaching her, since her slow, fragile frame folds to your burst.
  • 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 and his combo, and his early frame cannot survive your all-in.

Early Game

Lead with Rake on every camp to clear fast, and start at a camp that leaves you near a gankable lane when the rotation ends. Take scuttle for level five, then look at the river, because a Noxian Diplomacy dash onto an overextended laner is a kill most lanes cannot stop, and the camp respawn timer is exactly when to go looking for one. 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

At six minutes, make the objective fight a numbers game before it starts: catch someone out on the way to dragon or Herald, then take it four versus three. 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. Use Shadow Assault to clear waves and stacked camps in seconds when you need to reset tempo, and power-farm only when there is truly nothing to kill, because the leads you hand your lanes matter more than your own gold.

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 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 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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