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Tahm Kench Build Guide by DannarHetoshi

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League of Legends Build Guide Author DannarHetoshi

Tahm Kench: A Guide to Tongue Lashing Jungle

DannarHetoshi Last updated on March 16, 2016
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Ability Sequence

3
5
8
10
14
Ability Key Q
1
4
7
9
13
Ability Key W
2
12
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 0

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
5/
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 12

Recovery
 
 
5/
Unyielding
 
 
 
 
 
1/
Explorer
Tough Skin
 
 
 
 
 
5/
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
1/
Perseverance
 
 
 
 
 
5/
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 18


Table of Contents
Guide Top


Tahm Kench - Avatar of Oukranos

Hey everyone. I'm Dannar Hetoshi. I wanted to share my variation on Jungling with Tahm Kench.

Tahm Kench is well known for his role as a very, VERY tanky support, and in previous seasons he could be seen in multiple lanes doing well, with different builds. Well Something I hadn't seen was a full aggro Tahm Kench, capable of carrying a game:

Table of Contents

Pro's and Cons
Masteries
Runes
Abilities
Summoner Spells
Items
Teamfighting
Summary

Pros / Cons

Pros
  • Good Lane Sustain
  • Still Tanky AF
  • Incredible 1v1 Capability.
  • People won't focus on you even if you are the biggest threat, because of your tank.
  • 300k Damage, 60k champion damage, is not unrealistic in a long game.
  • Hybrid Damage, Half Magic, Half Physical - Makes you tough to be Tanked against.
Cons
  • Can be a slow start in Jungle.
  • Requires three finished items to reach maturity
  • People will rage at you frequently for dominating their Fiora into the ground.

Masteries

Masteries
5/5
1/1
5/1
1/5
5/5
1/1
5/5
1/1
5/5
1/5
Starting with Cunning:
Then Resolve:
  • Unyielding : You are still a tank, but you don't stack armor or MR, so every little bit here helps your massive HP.
  • Explorer : Get through the brush faster!
  • Runic Armor : This is so OP on Tahm - It helps your regen, it helps your Thick Skin shield, it increases the Life Steal from Bork/Bloodthirster...
  • Perseverance: +50% base health regen, on tahm kench. +200% when below 25% health... OP AF on Tahm.
  • Swiftness : Stick like glue to your enemies, and slippery like Eel when you need to get away.

Grasp of the Undying : Combat with Tahm Kench frequently last for 4 seconds or more, so with Grasp you gain life equal to 3% of your max health every 4 seconds with your next attack against an enemy champion. That's 100 health, in addition to any other life steal you may have. Absolutely...



Having said that with Tahm attacking as fast as he does and as much Bonus Attack Damage as you will have, I could absolutely see going 18 cunning and getting Thunderlords Decree... But you will wind up shielding opponents from your Thunderbolts as frequently as you hit them, when you Devour them.

Runes

Runes

Greater Quintessence of Attack Speed
3

Greater Glyph of Scaling Cooldown Reduction
9

Greater Seal of Health
9

Greater Mark of Attack Speed
9

Attack Speed is King. The faster you attack, the faster you get stacks, the more you keep an enemy slowed, the faster you can stun, the faster you can Devour.

+29% Attack Speed to start the game helps clear camps with Krug buff. It helps apply stacks quickly in early fights. It means you deal physical and magic damage with each hit, faster than the other guy.

Cooldown Reduction: Getting Your Tongue Lash and Devourer more frequently. Getting your Abyssal Voyage more frequently. Take at least 6x Scaling CDR Glyphs and 3x Magic Resist Scaling Glyphs. You could easily make a case to take all 9x Scaling CDR Glyphs.

Greater Seal of Health x9 for Early survivability in the Jungle that also enhances Tahm Kench's ultimate synergy.

Abilities

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Early kills and Faster Camps are cleared with a combination of Devour & Tongue Lash. 2 & 2 by 5th. Max R asap always.

4/4/1/1 at 10th level. W max @ 13, Q @ 14.

a well-aimed Tongue Lash has deceptive range. I've used it to snipe Barons and Dragons. I've used it to snipe enemy champions as they are running away. It slows your enemy champions long enough to close range and hit them with a basic attack enhanced by Frozen Mallet.

Devour is your all-purpose skill. Great at taking a tanky CC champion like Nautilus out of a fight for 2 seconds so you can focus damage on the ADC, or great for swallowing up the DPS fountain ADC while finishing off the tanky CC'er. Hold it in reserve if not needed to finish/suppress an enemy champion, so you have it available to epic save your ally as necessary.

Summoner Spells


Flash: The mobility of Flash is just iconic.

Smite: Needed for clearing camps early, and getting Sated Devourer Late.

Items

In order of when to take the item:

: 40% Attack Speed is the key here. The Magic damage is gravy. And after 30 monster/champion stacks you get phantom hit on every other attack, which is just amazing in conjunction with Abyssal Voyage's passive combined with Titanic/Ravenous Hydra. Every other hit applies your ult passive damage twice, and the damage from Titanic/Ravenous Hydra twice. O. M. G.
  • : Speed. Tahm Kench is slooooow. Use these to get around, in and out of combat.
  • : Synergizes well with your high HP. Great Lane clearing ability, you can split push lanes and towers down.
  • : More HP. More Attack Damage. A passive that just makes you stick like glue to an enemy champion. No One is getting away from you, not even Singed.
  • : Moar SPEEEED![/li]
    After Devourer + those three items, the next 2 items can totally be dependent on the type of enemy champions you are facing. Need MR but not HP? Wit's End Need more HP too? Spirit Visage
    Want more sustain because you are carrying that hard? Blade of the Ruined King + Hextech Gunblade. Need Armor because the enemy adc is fed too? Dead Man's Plate + Sunfire Cape Facing a Darius/Garen/Vayne that does a lot of true damage and need raw HP? Warmog's Armor (x2, because why not?)

    Teamfighting


    Despite not being built to tank, you are still a tank. Thick Skin can allow you to wade straight into the teeth of battle, Tongue Lash tanky champs that are front liners, either to peel, or to initiate (and swallow) for removing them from the path of your assassin allies who can burn down the enemy ADC.

    If you are coming from another lane, Abyssal Voyage to the backline and Q-down the ADC, one (or two) AAs gets you to three stacks and you can devour to prevent more damage from coming out, or you can just AA them down if they are not a fountain of damage.

    Try to hold your Devour in reserve if you are confident you don't need it for an enemy champ, as saving your allies is typically more important than securing a kill. They will (usually) thank you for it, and generally speaking, since you don't have movement impairments with them in your belly, you can still get the kill anyway on that pesky ADC/Mid Laner.

    Remember, you can Abyssal Voyage with an Ally to get behind the enemy lines for double the trouble:




    Summary



    Tahm Kench is incredibly fun to play, although getting the timing down on his combo can be a little tricky.

    I'm always open to suggestions/comments on how to properly format this guide, and tweaks to the build.

    Stay Hungry ,

    Dannar Hetoshi


Guide Top

Summary