Oct 6, 2026

Top Team Comps #141: Walls Optional (Talon & Zoe)

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Talon splash art

Summoner's Rift is built out of walls, and this team treats all of them as suggestions. Five champions who arrive from the one direction nobody warded.

Talon, Kayn, Zoe, Ezreal, and Rakan team comp banner

Top Team Comps

Walls Optional

Talon · Kayn · Zoe · Ezreal · Rakan

Wards cover paths. This team doesn't use paths. Every champion here crosses terrain that the map says should take ten seconds to walk around, so the fight starts somewhere the enemy hasn't looked.


The thread is terrain traversal. Assassin's Path [E], Shadow Step [E], Portal Jump [R], Arcane Shift [E] and Battle Dance [E] all move a champion through a wall rather than along the ground. That turns the jungle into a set of shortcuts and makes every enemy ward roughly half as useful as it was drafted to be.

Team Composition Score Card
AOE DamageC
Crowd ControlB
Diving PowerS
Dueling PowerA
InitiationA
Poke PowerA
Pushing PowerB
SustainF
SynergyA
WaveclearB
Difficulty
Power Curve
Early GameA
Mid GameS
Late GameB
Super Late GameC
SAmazing AGood BAverage CBelow Average FBad

Check out how to play it below!

Champions

Talon TOP

Top Lane – Talon

Talon's roams cut through terrain, and Assassin's Path [E] has a separate cooldown per wall so the trip mid and back costs him almost nothing. That's the real reason he opens this comp: a top laner who can be in the mid lane three seconds after shoving a wave forces the enemy jungler to babysit two lanes at once. Noxian Diplomacy [Q] is the finisher, but the pressure comes from the walk.
Kayn JNG

Jungle – Kayn

Nobody else in the game simply walks into terrain and keeps going. Shadow Step [E] lets Kayn approach a fight from inside a wall, so his gank has no approach angle to ward and no visible commitment until he's already on top of someone. Umbral Trespass [R] then removes him from the fight for a moment and drops him back in wherever the target ran to.
Zoe MID

Mid Lane – Zoe

Zoe is the ranged half of the same idea. Portal Jump [R] blinks her a short distance and back, so she can throw Paddle Star! [Q] from the far side of a wall and be behind it again before anything answers. Landing Sleepy Trouble Bubble [E] is what turns a flank into a kill, and it also travels through terrain, which is how a Zoe hits somebody who thought a wall was cover.
Ezreal ADC

Bot Lane – Ezreal

This comp needs a marksman who can leave, and Arcane Shift [E] is the oldest wall hop in the game. Ezreal also fits the poke pattern the rest of the roster wants: Mystic Shot [Q] chips at the enemy from a safe angle, and Trueshot Barrage [R] reaches a fight starting two walls away. He's the safety valve for a team with no frontline at all.
Rakan SUP

Support – Rakan

Rakan is the piece that makes the rest legal. Battle Dance [E] targets an ally rather than a location, so whoever crossed the wall first drags him across after them, and he arrives with The Quickness [R] for the charm. Without him the flankers go in alone; with him the whole play has a follow-up that doesn't have to find its own route.

Key Concepts

  • The comp wins the map before it wins a fight. Shove a wave, cross a wall, take a kill somewhere nobody was watching, and repeat. Straight 5v5s in the open are the worst version of this draft.
  • Vision denial matters more here than vision itself. Every ward the enemy places assumes you'll use a path, so clearing the ones that cover walls is worth more than adding a sixth ward of your own.
  • Nothing on this team can hold a front line (Sustain is the score card's only F). If a fight lasts longer than about four seconds you've already lost it, so commit only when the target is isolated.
  • Rakan is the follow-up. He should be crossing second, after somebody has already committed, or the play turns into one charm and four champions arriving late.

Countering

Don't try to guess which wall they're coming through. Draft champions who make the landing itself the mistake, stand somewhere a flank has to cross open ground to reach, and keep enough hard crowd control held back that the first arrival gets locked down before the rest follow.


Here's an example team that may succeed:

Cho'Gath TOP

Top – Cho'Gath

Rupture [Q] punishes a landing spot, and a stack of Feast [R] makes him the one target this comp genuinely can't burst.
Skarner JNG

Jungle – Skarner

Impale [R] drags a flanker back out through the wall they just used, which is the cleanest answer on the list.
Lissandra MID

Mid – Lissandra

Frozen Tomb [R] locks Talon or Kayn the instant they commit, and Ring of Frost [W] covers her while she waits.
Varus ADC

Marksman – Varus

Chain of Corruption [R] roots the first champion in and then spreads to whoever came with them.
Blitzcrank SUP

Support – Blitzcrank

Rocket Grab [Q] turns any wall hop into a solo trip into your team, and Power Fist [E] keeps them there.

What do you think about this team composition? Got ways to improve on it? Better ways to beat it? Comment below!


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