Talon Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Talon Jungle

Talon Jungle Guide

Updated for Patch 7.3E
S Tier

Talon Jungle Wild Rift overview and best build snapshot

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.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

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.
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Talon Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Talon Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage, since his opening burst either kills a squishy or strands him.

BOOTS

Armorcrusher Boots

Early lethality, which sharpens the burst his wall-crossing ganks deliver.

CORE BUILD

Youmuu's Ghostblade

Momentum builds while he crosses walls between lanes, so speed and penetration are both active when he arrives.

Trinity Force

Spellblade triggers on the attack after his dash, which speeds up his clear and suits a combo that weaves attacks between casts.

Serylda's Grudge

The slow keeps a target from escaping once his bleed is stacking, which is when they run. The slow only applies below 60% target Health.

Edge of Night

The spell shield blocks the crowd control that catches him mid-dive, which is the one way a squishy survives him.

Guardian Angel

Revives him once after dying. His wall dash only gets him out if he is alive to use it.

SITUATIONAL ITEMS

Eclipse

His dash into W (2nd) is two quick hits, which is all this needs to trigger. Gives max health damage and a shield.

Serpent's Fang

Build this when the enemy has shields that keep a target alive through the bleed his passive was building toward.

RUNES

KEYSTONE

First Strike

He chooses when to come over a wall, so he reliably opens the trade.

PRIMARY

Sudden Impact

His dash and his wall traversal both count, so the bonus true damage lands as he arrives.

Chain Assault

His rotation pours into a single target to trigger his bleed, which is what this rewards.

Eyeball Collector

He is built to find kills, and each takedown adds the adaptive force that speeds up the next one.

SECONDARY

Transcendence

Ability haste gives more Q (1st), W (2nd), and R (Ult) casts. Assassin's Path (3rd) tracks a separate cooldown on each terrain section, so haste does not simply let Talon vault the same wall repeatedly.

SITUATIONAL RUNES

Legend: Haste

Take this over Transcendence against teams that need repeated pick attempts or extended skirmishes. Shorter Noxian Diplomacy (1st) and Rake (2nd) cooldowns help Talon prepare another passive-triggering rotation after the opening trade.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. He can vault walls to escape, but Flash is what gets him onto a target standing in open ground.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Talon Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Talon Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Talon Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Talon Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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. 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

5v5 Combat
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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