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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Talon Mid · Normal Draft

Talon has an established central-lane plan with access to waves, both sides of the river and meaningful pressure between objectives.

Primary roleStandard Summoner's Rift preparation
Champion overview
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Mid

Reviewed Talon roam Mid

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

Doran's Blade

450 gold

Adds attack damage, health and early lane sustain.

1
First item

Youmuu's Ghostblade

2,800 gold

Adds lethality and movement for picks and rotations.

2
Boots

Boots of Swiftness

1,000 gold

Adds movement speed and stronger resistance to slows.

3
Core

Voltaic Cyclosword

3,000 gold

Adds lethality and an energised slow for a first pick window.

4
Second core

Serylda's Grudge

3,000 gold

Adds percentage armour penetration and a slow after ability damage.

5
Late power

Edge of Night

3,000 gold

Adds health, lethality and a spell shield before a risky entry.

6
Flexible

Axiom Arc

2,750 gold

Rewards later ultimate cycles after the lethality core.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemYoumuu's Ghostblade
  2. BootsBoots of Swiftness
  3. Chempunk Chainsword
  4. Second coreSerylda's Grudge
  5. Late powerEdge of Night
  6. FlexibleAxiom Arc
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemYoumuu's Ghostblade
  2. BootsBoots of Swiftness
  3. Death's Dance
  4. Second coreSerylda's Grudge
  5. Late powerEdge of Night
  6. FlexibleAxiom Arc
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemYoumuu's Ghostblade
  2. BootsBoots of Swiftness
  3. CoreVoltaic Cyclosword
  4. Kaenic Rookern
  5. Late powerEdge of Night
  6. FlexibleAxiom Arc

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemYoumuu's Ghostblade
  2. BootsBoots of Swiftness
  3. Chempunk Chainsword
  4. Second coreSerylda's Grudge
  5. Late powerEdge of Night
  6. FlexibleAxiom Arc
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemYoumuu's Ghostblade
  2. BootsBoots of Swiftness
  3. Death's Dance
  4. Second coreSerylda's Grudge
  5. Late powerEdge of Night
  6. FlexibleAxiom Arc
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemYoumuu's Ghostblade
  2. BootsBoots of Swiftness
  3. CoreVoltaic Cyclosword
  4. Kaenic Rookern
  5. Late powerEdge of Night
  6. FlexibleAxiom Arc

Runes and summoner spells

Runes and summoner spellsTalonMid

Create one clean burst window after managing the Mid wave instead of forcing every cooldown into the lane.

Normal Draft
Primary tree

Domination

ElectrocuteSudden ImpactGrisly MementosUltimate Hunter
Secondary tree

Sorcery

TranscendenceScorch
Summoner spells
FlashIgnite
Choose pressure or recovery

Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.

Protect the wave plan

A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise the fight.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

Kit reference

Talon abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Blade's End

What it doesTalon's spells Wound champions and large monsters, stacking up to 3 times. When Talon attacks a champion with 3 stacks of Wound, they bleed for heavy damage over time.

Practical readBlade's End is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

Q
Q ability

Noxian Diplomacy

What it doesTalon stabs the target unit. If they are within melee range, this attack deals critical damage. If they are outside melee range, Talon will leap at his target before stabbing them. Talon refunds some health and cooldown if this ability kills the target.

Practical readNoxian Diplomacy contributes movement or repositioning and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown8/7.5/7/6.5/6 secCost40Listed range575 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

W
W ability

Rake

What it doesTalon sends out a volley of daggers that then return back to him, dealing physical damage every time it passes through an enemy. The returning blades deal bonus damage and slow units hit.

Practical readRake contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown9/8.5/8/7.5/7 secCost50/55/60/65/70Listed range650 units
E
E ability

Assassin's Path

What it doesTalon vaults over any terrain or structure, up to a max distance. This ability has a low cooldown, but puts the used terrain on a long cooldown.

Practical readAssassin's Path is part of Talon's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Listed range725 units
R
Ultimate

Shadow Assault

What it doesTalon disperses a ring of blades and becomes Invisible while gaining additional Move Speed. When Talon emerges from Invisibility, the blades converge on his location. Each time the blades move, Shadow Assault deals physical damage to enemies hit by at least one blade.

Practical readShadow Assault contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown100/80/60 secCost100Listed range550 units

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Manage the wave and keep both sides of the map visible

1
Lane

Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.

2
Map play

Move on a completed wave and return before several waves are lost to the tower.

3
Fights

Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.

Pings, movement and objectives

Talon Mid map plan

Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.

Ahead

Use priority to arrive first, not recklessly

Ping
Ping Enemy Missing when the opponent leaves, On My Way before entering river and Danger on the route the opponent may use.
Stay or roam
Roam after clearing the wave and choose the side where allies can participate. Return before several waves are lost.
Objective
Reach river with the Jungler, control one entrance and preserve the spell that stops an enemy engage or secures the first target.
Even

Turn one managed wave into map pressure

Ping
Use Enemy Missing immediately, then On My Way only when you are genuinely moving rather than considering it.
Stay or roam
Move after the wave is handled. If following requires entering fog alone, ping Danger and take the safe route instead.
Objective
Help establish river vision before the start. Do not burn the only control spell on poke if it is needed to protect the entrance.
Behind

Clear safely and warn both side lanes

Ping
Ping Enemy Missing early and repeat Danger on the threatened side. Use Retreat if matching the roam would expose you to another kill.
Stay or roam
Follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Objective
Approach behind the front line and use reliable control or range. Trade the objective if the team cannot safely enter river.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Talon into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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