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Tahm Kench Build Guide by WalkingToothbrush

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author WalkingToothbrush

Tahm Kench Jungle

WalkingToothbrush Last updated on September 21, 2015
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Ability Sequence

3
8
12
15
17
Ability Key Q
1
4
7
10
14
Ability Key W
2
5
9
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 4

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 17

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9



Threats to Tahm Kench with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Trundle The best thing he has going for him is using his pillar to stop you or improve his team's ganks.
2
Xin Zhao Can be dangerous with his all-in, but is easy enough once you obtain Devour.
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How This Guide Came to Be

This guide was made using my own personal account and experience. I have tried many different builds for Tahm Kench. Anything taken from other guides, written, video, or otherwise, I have personally tried myself.


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Skill Sequence

Devour's damage over time and splash damage do wonders for taking out camps quick and Thick Skin helps keep you alive. Tongue Lash will do decent damage against large monster and is for slowing champions. If you want to gank early, swap when you level Tongue Lash with Thick Skin, but early camps may easily kill you.


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Items

I suggest killing gromp, blue buff, and wolves, then backing to buy next jungle item as you should have 450 gold by this point. If needed, also pick up another health pot for dealing with red buff.

You will be slow getting back to the jungle, but you will earn additional gold from each camp. You then want to farm until you can afford the Stalker's Blade with the Cinderhulk Enchantment which should cost 1400 gold at this point.

At this point many people will start their boots, but I prefer to rush Warmogs instead. I find boots to be entirely optional when playing Tahm Kench because I have both Tongue Lash and Chilling Smite to slow enemies to the point they are easily catch-able.
The need for boots is dependent on your ability to successfully slow enemies.

After Warmogs, I try to build Rylai's Sceptor for its additional slowing power, 100 AP, and 400 health. Wit's End is nice for its effect on enemy magic resistance as well as my own attack speed and magic resistance.

For extra fun and slowing power, I sometimes try to build a Frozen Mallet next. Followed up by Frozen Heart's mana, armor, cdr, and lowering enemy attack speed, it can be an extremely nice combination.


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Pros / Cons

+Ability to save allies from harm
+Can completely shut down an enemy champion
+Massive %HP damage
+Long-ranged ultimate for gank setups and objectives
+Strong health-scaling into damage
+Extremely strong late game potential


-Only single target CC
-Requires melee range to rescue / consume champions
-Requires GOOD coordination with teammates
-Easy to run out of mana early game
-Early ganks are slow and difficult