Loading...
Loading...
Loading guide...
Patch 16.2.1
Use to establish deep vision and catch the enemy jungler or mid-laner in transit. Turn those picks into objective leads (Baron/Drakes) before the enemy builds enough armor to survive your burst.
Map-roaming assassin. You use the jungle as your highway to bypass wards, delete squishies, and create man-advantages before the enemy can react.
This is where your kill pressure lives. You must hit 3 spells, then AUTO-ATTACK to trigger the bleed. If you don't auto, you don't get the kill. Works on large monsters too for faster clearing.
If you're in their face, this crits. If you're far, it's a gap closer. In the jungle, use it to kill small monsters for the HP and cooldown refund. Always try to use the melee version for maximum burst.
Your main tool for stacking . The first hit is fast, but the return hit deals more damage and slows. Use the slow to guarantee your follow-up.
The reason you play Talon jungle. You vault over walls. It has no mana cost. Use it to path through enemy camps or avoid common wards in the river. Each wall has a long individual cooldown, so don't trap yourself.
Gives you a ring of blades, speed, and invisibility. If you auto or someone, the blades fly to them. If you just wait, they return to you. Great for reaching the backline or escaping a bad spot.
Never lead the charge. Wait for the enemy to use their CC on your tanks. Use to flank from a wall they aren't watching, delete the ADC with , and vault back out.
If your team has a massive engage (like Malphite), you can follow up immediately with to provide AOE damage with the ring of blades.
Throw to slow, leap with , pop mid-air to guarantee the 3rd stack, then auto to trigger .
Casting while mid-air in your dash makes the blades converge instantly on the target, giving them zero time to react before the auto.
Used when hiding in a bush or after using to get on top of someone. Melee deals much more damage.
Use invisibility to hide your movement, then over a wall to disappear. The enemy won't know which direction you vaulted.
| Spike | Why |
|---|---|
| Level 2 | and provide enough damage to cheese many junglers at their second buff for an easy First Blood. |
| Level 6 | adds the final piece of your burst and makes it significantly easier to trigger . |
| Level 9 | With maxed, your waveclear and jungle clear become near-instant, allowing you to spend all your time roaming. |
| Level 11 | Rank 2 reduces the cooldown significantly, allowing you to look for a pick every minute. |