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Mid · Normal DraftMatchup guidePatch 16.20.1

Talon vs Vex

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

TalonVSVex

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneMid

Choose two champions from the list.

Role fit

MidTalon

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

Primary role
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.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

Your plan

Use the route you prepared

Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.

Ability reminders

Talon reminders

  • You can use Assassin's Path to get behind the enemy and set up for Noxian Diplomacy's melee attack.
  • Shadow Assault is a powerful escape tool, but can also be offensively used to assault a group.
  • Remember to pick your target before the fight. Focusing all of Talon's abilities on one target can be very rewarding, but splitting them up between many may leave you helpless.

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.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Talon

  1. P
    Blade's End

    Blade'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.

  2. Q
    Noxian Diplomacy

    Noxian 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.

    Cooldown 8/7.5/7/6.5/6 · Cost 40 · Listed range 575
  3. W
    Rake

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

    Cooldown 9/8.5/8/7.5/7 · Cost 50/55/60/65/70 · Listed range 650
  4. E
    Assassin's Path

    Assassin'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 range 725
  5. R
    Shadow Assault

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

    Cooldown 100/80/60 · Cost 100 · Listed range 550

Vex

  1. P
    Doom 'n Gloom

    Doom 'n Gloom is an automatic part of the kit involving hard crowd control and damage. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Mistral Bolt

    Mistral Bolt is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range 1200
  3. W
    Personal Space

    Personal Space contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 16/15/14/13/12 · Cost 75 · Listed range 475
  4. E
    Looming Darkness

    Looming Darkness creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.

    Cooldown 12 · Cost 70/80/90/100/110 · Listed range 800
  5. R
    Shadow Surge

    Shadow Surge is a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 140/120/100 · Cost 100 · Listed range 2000/2500/3000

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.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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