Talk:Talon/Strategy/@comment-4543335-20120430023916

I find it great to go an AD beginning followed by a Crit end game. Talon's total critical capacity is stunning compared to other champions.

Going Brutalizer, phage, and then a BF sword gives you all the damage you need for most of the game. Build the BF into an IE, the Brutalizer into Youmuu, and Phage into a trinity gives you massive crit capacity, but not only that, lots of utitlity as well - increase MS, AS, survivability, etc. With boots, that's 4 items with two slots free - Usually it ends by then, but if not, getting GA, BT, Atma, Or any other variation works just fine.

With trinity and IE, his single Q does tremendous damage, especially compared to his skill's scalings. You have 1.5 base AD worth (Trin proc), 50% increased crit dam, 10% increased from passive, and 15% increased from E. Not only that, you have a LOT less reliance on abilities, so once the fight ends you can easily jump back and do more damage between the W cooldowns, particularly if you have BT.

This works better outside of laning because the chance of hitting W is very small, and usually not worth the massive risk. Roughly after level 11 and 16 I'll probably finish building AD, and start turning to Crit because your W/Q/R will stop increasing in damage between those levels, becoming reliant on AD scaling. Man, Talon crits are *hard*.

Sure, Talon becomes a lot more reliant on his team, but that's exactly how this game should be played. Going in second or third works out fine because his damage output with W and R is exactly the kind of burst needed for the game, and with Trin/def items, you can definitively soak up a slight bit of damage for your team, with is an amazing way to spread their focus and abilities.