Talon Rework Suggestion

Hacell·10/23/2015, 4:03:33 AM·1 votes·1,310 views

While I do love Talon, I believe his kit needs some attention as a melee assassin since an all in champ is either crazy over powered or nerfed to be most viable in bronze league.

Talon Rework Passive: If Talon has not attacked anything for 6 seconds, his next melee basic attack against an enemy champion deals 300% damage(only based on his basic attack damage) and gains 150 range while also blinking him in front of his enemy. Q(note: I am not putting names down): Talon teleports to a location while resetting his attack timer. (The range is much smaller compared to his original E but he can go over walls). Talon becomes a rift walker gaining 50% additional movement speed, becoming untargetable and unaffected by crowd control for 1 second. Note that he will still take damage from skill shots. Talon's next basic attack within 2 seconds will cancel the duration of this skill and inflict extra bleeding damage for 3 seconds. 6 seconds cooldown. Leveling increases bleeding damage.

W(Passive): Talon generates a throwing dagger every 10 seconds. Stacking up to 2. Talon's next basic attack from outside his melee zone gains 300 range. This passive can be used in cooperatively with Talon's passive to get into melee distance of enemies.

W(active): Talon throws an invisible dagger in a direction. This skill will deal decent physical damage to the first target hit also slowing him or her by 30% for 1 second. This skill will not cancel Talon's E. When using this skill, both allies and enemy players will only see talon move his hand. While it is invisible the width of this skill is smaller than Nidalee's Q. (This skill does more damage than Talon's old W). 7 seconds cooldown. Leveling increases damage. The speed of this skill shot should be quite fast though.

E: Talon turns invisible and gains 700% movement speed as he runs towards the desired destination while ignoring all unit collisions. Talon can at anytime cancel this skill by moving, attacking, or using a skill setting it on an additional 6 second cooldown plus its own cooldown time. Talon cannot jump over walls with this skill. If Talon reaches his destination he stays invisible for 2 second. 14 seconds cooldown. Leveling increases travel distance and invisibility duration.

R: Talon sends out a volley of 6 daggers in a direction. Their angles are based on Talon's original W. For each dagger that targets are hit by, they are dealt damage equal to Talon's W and are slowed by 20% for 1 second. The slow will max out at 100%. This damage and slow can stack based on the numbers of daggers the targets are hit by. Enemy champions hit will also receive a debuff reducing healing, shielding, and regeneration effects on them for 5 seconds. These thrown daggers will lay on the ground and stay visible for 7 seconds. During this time Talon can fire of 2 additional daggers using his W which will also stay visible as well while only dealing damage equal to his W. After 6 seconds Talon can recast this skill to direct all the grounded daggers to fly from their destination towards one destination at an increasing speed ending this skill and dealing minor magic damage this time around but also slowing enemies by 60% for 1 second. 100 seconds cooldown. Leveling decreases cooldown timer and increases damage.

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This page has been reedited again. I have edited his ulti to include physical damage. In all these new changes would give talon a lot more utility which is what I am aiming for here.

This Talon I am suggesting is an assassin please do not think this makes him a duelist. Talon is already too strong of a duelist as it is...

Okay now on to more info. This Talon set I am suggesting should make talon the assassin to turn to if enemy players have too much CC or other supporting skills to be able to reach targets. My suggested combo would be to use this new E to get into position, fire of a W to deal some damage and retain your invisibility, immediately use your R to half support heals and shields towards your target, use your passive to close the gap between you and your target and then use the additional counts on your W to keep your target from escaping you completely. Keep your Q in hand to escape or dodge CC if you know it's coming. Note: This might only work in platinum+ because from what I've seen people below that seem to never want to be with you when team fights are starting. So if that isn't the case be ready to die when you start.

The new passive I've suggested is like a more amplified damage version of Talon's old passive and E bonus. Truthfully I believe this new one deals just about the same amount of damage or more if his original W is not included. It is also more useful since Talon wont have to wait on his W to pluck his passive anymore. Having his passive be the gap closer just gives more variety to his approaches.

This new Q will be more useful in evading enemies while also being useful to close the gap between targets. The added immunity to be targeted and CCed is meant to give him a small edge on killing his target in case they have too much CC.

The new W is actually to weaken his current W. While very useful, I find it unnecessary for an assassin to have such a broken harassing skill. It has massive width and deals decent damage which is great for killing minions and also killing enemies. This skill just had to go as it didn't give enemy players much chance to counter him. My new skill suggested will give Talon both an extra passive and a more counterable skill even if it is invisible. The new passive is designed to be his new tool for farming minions or killing unreachable sight wards. This will nerf his ability to take out all minions like he would be able to with his old W giving enemy players atleast some bonus damage from winions if a Talon jumps in to get them. It is still possible to harass with this skill but now his new active W will only hit the first target hit making it more required to find an opening and taking that opening with Talon. Also making the skill invisible guarantees the possibilities of this skill hitting as I am suggesting the skillshot to have a width smaller than nidalee's Q to make it easier to pass through minions but harder for Talon players to aim it. This width also makes it harder to hit at longer range making this a close range skill.

The new E is something I am suggesting. Instead of waiting for Talon's ulti to even go in to get a kill and come out alive by turning invisible or using it to go in, I am making his E the engaging or escaping tool. This new E is a replica of the invisibility from Talon's original ulti but comes with a lot more restrictions such as having to choose where you're planning on going before you can turn invisible. This tool will be great for setting down that trap needed to take down unwavering carries who might never leave their teams. IF you get caught atleast you can Q out right?

This new ult is designed to be combat ready without the need to hold it in for an escape tool. Also it is really similar to Grave's old Q but is now an ult. I figured why not make his W his new Ulti while also making it more affective? This new ulti will still feature 6 daggers but this time they're aimed to kill instead of tossing them around Talon in a circle. At point distance they will definitely have great burst damage. The real feature though is the greivious wound like-effect I am suggesting. This skill is meant to help isolate a foe even further as it will break off some supporting factors by taking away half of the healing and shielding from all sources. The last part of this skill is actually a defensive tool meant to keep enemies back if Talon needs to slow down the enemies for a second. The magic damage is actually just for bonus damage since TALON IS NOT SUPPOSED TO GO AP. The essence in the daggers is forcing these daggers to hit enemies one more.

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18 Comments

Zezockary10/23/2015, 4:12:00 AM3 votes

As a talon main, i dont feel like this fits him at all. This is more of an evasive duelist skillset than a burst damage assasin.

I really like the skills though and think they would be great on a different champ, maybe former general DuCatue or however it is spelled (kat's dad).

Zezockary10/23/2015, 6:36:40 AM1 votes

I think having little to rely on for escapes is what allows him to be strong now, power budget wise. I think he is in a good spot, he has decent but costly harass, awesome but risky engage, and burst to back it up.

What your build seems to be suggesting is that you want him to be a duelist rather than what he is, an assasin. This would, in my opinion, damage his overall theme when they could just make a new champ with an "invisible duelist" theme instead of forcing it onto talon. If you want him reworked i would say keep his high burst assasin theme intact even if the skills were changed drastically.

Also, you keep saying his only escape is his ult when he also has a powerful, lowish cd, aoe slow on his W. I have used that to kite people so hard that i had to stop and wait for them to get back in range so i could hit them with it again.

pripustas10/23/2015, 9:15:52 AM1 votes
  1. How is he supposed to kill anyone with those small skillshots? Where is the damage coming from?
  2. How are you supposed to build him? Why does ult deal magic damage?
  3. How is he supposed to get to the back side of the enemy? What if the enemy turns around? What then?

2/10 on your rework.. Just for the effort.

Hacell3/19/2016, 7:09:23 AM1 votes

Revamped my suggestion. While he is slightly okay now with the new update I'm gonna keep suggesting changes lol

Hacell5/2/2016, 10:19:20 PM1 votes

Reedited the page.