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Tahm Kench Build Guide by Thatdudeinthecotton

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League of Legends Build Guide Author Thatdudeinthecotton

Tahm Kench Top - The River Runs Red [Season 6]

Thatdudeinthecotton Last updated on September 11, 2016
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Ability Sequence

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

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 0

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

Resolve: 18



Threats to Tahm Kench with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Nasus Zone him from farm and fight him if he tries to start anything. Your dps is stronger than his in the early game and his only way to compete is with stacks. Keep him off cs and freeze the lane so he has to deal with you. If he becomes a threat late game you can shut him out of fights with devour.
2
Trundle You crap all over his damage output. Once you have devour you win all ins by default. His pillar makes him decent at setting up ganks, but that's all he's got.
2
Xin Zhao Start Doran's shield. All xin has is his all in, and you beat him at that. Only tricky part is maaaaybe level 1 before you get devour, after that landing it wins every trade with him.
Guide Top

Introduction

Greetings fellow wayfarers, I'am ThatDudeInTheCotton
And this is my guide to Toplane Tahm: The River King.

Tahm is a powerful tank in top lane, being able to poke, zone and all in his opponents with ease. The damage of his Devour in trades makes him a force to be reckoned with in one on ones, and also makes him an incredible anti tank in the late game by just shutting the enemies frontline out of a fight all together. Even when behind he has the tools to assist the rest of his team in surviving, getting to where they need to be or just locking down his opponents. When ahead he does all of these things while also being able to get kills himself and requiring an entire team to take down thanks to his great lategame scaling with Abyssal Voyage's passive.

If you feel I have made some malodorous errors, feel free to regurgitate some enlightenment in the guides forum. I strive to keep my guide updated and optimal and will take any critiques gracefully. Credit where credit is due, this guide is based off of Dariens play style with tahm, as well as my own observations.

So without further ado, here is Tahm: The River King.


Guide Top

Pros / Cons

Pros

+ Tanky anti-tank
+ Great anti-burst
+ Devour makes sustained trading fun :D
+ Can Shut enemies out of fights
+ Building defensively scales offensively
+ Can do his job even when behind.
Tahm Kench, having been designed to also work as a support has enough utility that even if he loses his lane he won't be neutered in the process. His Devour is an incredible multi purpose tool for saving your carries or decimating your opponents, and Thick Skin stops burst in its tracks. Finally Abyssal Voyage makes him one of the best scaling dps tanks in the game.

Cons

- A slow walker
- An Acquired Taste is an acquired taste.
- Stuns/knockups prevent Thick Skin
- His CC is all single target.
- Lacks natural hard engage.
pffffffffff
Tahm Kench lacks the ability to deal aoe CC, meaning he can't be the teams only supply of it unlike some tanks (unless the enemy also lacks CC). Hard crowd control can cancel half of his tankiness due to Thick Skin needing to be activated. Faster enemies can avoid getting stacks of An Acquired Taste on them. Finally, Tahm Kench needs movespeed quints, as without them he's slow as molasses.

When To Pick Tahm Kench

The best time to pick him is when your team needs a tanky frontliner and already has hard CC. He also does well defensively against teams which have high single target burst as he is able to tank it for his teammates, or offensively against teams that benefit from prolonged trades as that'll allow Tahm to get his devour off in skirmishes. Because of his lack of immediate CC he suffers against teams heavily loaded with mobility (with the slight exception of mobility tied to simply increasing ones movespeed, as his Tongue Lash's slow is quite strong and he can build Righteous Glory to keep up).


Guide Top

Runes

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Movement Speed
3
* = Reccomended

* Greater Mark of Attack Damage: Get these for last hitting and to boost the effectiveness of early all ins when going aggresive top lane. Last hitting without these can be very difficult.

* Greater Seal of Armor: Pretty standard, they simply provide very good armor. They'll give you some bulkiness early on. You can also go for scaling armor if you plan on going passive in lane.
Greater Seal of Scaling Health: This would be the only alternative to armor seals I would maybe use. would get these with armor quints if you know the enemy badly wants to fight you at level 6.

* Greater Glyph of Scaling Magic Resist: Generally take these over flat glyphs as most ap champs hit their stride at level 6.

Greater Quintessence of Movement Speed: Makes you move faster, which is good, as Tahm Kench has about the same amount of mobility as Mordekaiser. That is, none at all.
Greater Quintessence of Armor: Would get these with the aforementioned seals of scaling health if you know an enemies gonna go for a level 6 trade.
* Greater Quintessence of Attack Speed: Very strong when going more aggressive and they scale well in terms of usefulness. If you know you won't have troubles keeping up then they're well worth the rune slots.


Guide Top

Masteries

These are Old and Need adjustment

Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/1
1/1
5/1
1/5


Guide Top

Summoner Spells

Flash
> Objectively the best summoner spell. One could make a case for Ghost being better for chasing, but that just doesn't change how powerful this spell is. Get it, every game.

Ignite
> Some would say this spell is quite aggresive. Those people would be correct. This spell gives much more kill potential in lane. I generally take this top as Tahm Kench's ult essentially fulfills the purpose of Teleport once mid game rolls around. That being said, if you take this it's your duty to be vigilant that your enemy laner, should they take Teleport, doesn't get enough space wherein they can tp out of lane for free. This is an aggresive spell, be aggresive with it.

Teleport
> Its a toss up between getting this or Ignite. Teleport allows one to gank bottom lane during the early game and increases one's map pressence for the rest of the game. Good if you don't see any kills happening in your lane and wish to focus your efforts elsewhere.


Guide Top

Skills and gameplay

Passive: An Acquired taste
> Now, some would argue this isn't a passive, and they'd make a fair argument as it's really just a setup tool for Tongue Lash and Devour. But the sheer power from these abilities when An Acquired Taste is stacked on an opponent easily makes up for it. However, because of this, weirdly enough this gives value to the passive even when you aren't using your abilities on an opponent. You see, after the first time anyone takes the the stun from tongue lash into a devour they learn to fear the sudden damage output Tahm can output when he has his stacks on them. Because of this, getting one or two stacks of An Acquired Taste is often enough to zone your opponent away from cs or scare them out of trading with you.

Newish:

Tongue Lash
> Your first skill and the first skill you max. The reason one gets it first is that it helps with csing, trading, poking, chasing and escaping. It also does all of these things without any need to get stacks of An Acquired Taste on a target. Because it's so reliable (and also the fact that it scales well with levels) it's the best skill to max first. You can use this to slowly poke and build up stacks on an opponent, or you can weave it into your auto attacks to get stacks rapidly. The basic, guaranteed 3 stacks combo is AA-Q-AA. Its the fastest combo as it allows for your second auto attacks CD to reset (yes I said auto attacks have a CD, they do, that's how auto attack resets work). If you find yourself having three stacks on an opponent and your Q is off cooldown, use it before devour to get an extra Auto attack in.

Devour
> This is Tahm's swiss army knife, useful in almost any situation, barring a solo tactical retreat(but he has something else for that, so it's cool). So, going through the uses in order they will most likely be used in:

1: Using Devour against an enemy champion is devastating in one-on-one trades. The percent health damage will always be relevant and the waiting period is long enough to get your Tongue Lash off of its cooldown. That being said, its best to spit your enemy out quickly, as waiting gets the enemies abilities off their CD too. You can also use it to drag them under turret, or hold them still for a gank. If one of your opponents gets big in late game you can use it to shut them out of the fight, assuming that getting An Acquired Taste stacks on them is doable.

2: Clearing waves/poking. A means of rapid wave clear is important, and this is tahms. make sure to aim it though as the aoe isn't too big and you can end up only hitting a couple of minions if you mis-aim it.

3: Saving your teammates butts. Late game you become a semi support. You'll still be brawling it out on the frontlines doing decent damage and tanking like a boss, but you'll also be able to totally nullify enemies attempts to kill a squishy target. This also lets you escape or engage better depending on the situation and who you're carrying.(Note: people do not like being eaten, they can and will eject themselves from you as soon as they are allowed. You may need to warn them that doing so when they are at 10hp may not be in their best interest. This has happened way too often to be funny anymore).

Why You Max This Second Instead Of First:



Thick Skin
>Definition of a one point wonder right here. A great anti-harass sustain tool as well as an anti-burst shield. The shield aspect really helps with surviving ganks, while the passive helps negate alot of poke damage in lane. In teamfights this is your go-to survival tool, and in lane this lets you extend fights longer than your opponent would like. The best time to use this ability largely depends on the matchup, but the rule of thumb is the bigger the damage it can stop, the better.

Abyssal voyage
> Its good, not great early game, but it becomes more useful as the game goes on. It's pretty decent for ganking, though the range at level one is short enough you'll still have to see an opportunity coming early in order to capitalize on it. It gets better with levels though, and it's also very good if you can bring someone with CC along for the ride. Unless you can get some alone time it isn't good for escaping due to the long windup and the fact that it's so easy to cancel. Still, a solid active that lets you be where you need to be, and maybe pull of some backdoor shenanigans with your teams adc.


Guide Top

Items

STARTING ITEMS

Sustain



This is for when you're up against an ap opponent. Unlike the old Crystalline Flask this doesn't let you get other potions with it for lots of sustain, but it does give you combat stats, so if you get this you gotta be aggressive with it.

Anti-AD



You're against an AD opponent? pick up this and 4 Health Potions. Boom, you have sustain and trading potential. It even builds into one of your core items, what more could you ask for?

Anti-Harass



Are you against a lot of single target harass? Then this is a very powerful defensive item. +it even gives health! Huzzah, very mild benefits! But really this is a very good generic defense item to start with.

EVERYTHING ELSE


Spirit Visage
> Your go-to Anti AP starting item. This is pretty much excellent at any stage of the game if your against AP. It gives big Magic resistance, 10%CDR, 400 health and a very powerful sustain passive. The bonus damage you get from this +8/16/24/, but the real synergy here is with Thick Skin, as it pumps up the sustain passive from 20% to 24% at level 1, and at level 5, turns it from 44% to 53%. Not to mention healing from other sources such as Health Potions and whatnot. Pick up this and watch mages weep at your sustain.

Dead man's plate
> The new Randuin's Omen, general purpose defense item since the juggernaut patch. This item solves Tahm Kench's problem with getting to (or away from) his meals in a timely manner, as well as giving some armor and a big dollop of health on the side making it a solid general defensive item. But it's also a very strong offense item, giving tahm the ability to chase down enemies much faster, setup his following autoattacks more easily with the slow, and the passive damage gives him a little more burst. Of all the items in the game, it also has the second highest health stat behind Warmog's Armor at 600hp. That means the bonus damage sits at +12/24/36.

Sunfire cape
> This is the best Health+Armour option in the game early on, besides Dead Man's Plate, and the best time to get it is in the early game. The stats it gives are good for the cost and the aura seriously increases your dps and wave clearing speed. Not to mention it also gives +9/18/27 magic damage to all of your attacks and abilities. Pickup Bami's Cinder first if you have the option between that and Chain Vest, the dps increase from that alone is pretty noticeable.

Titanic Hydra
> This is what people in the magic the gathering community would refer to as a "Win-more-carddd..er...item". Essentially, it's really good at pushing an advantage, but it won't get you that advantage to begin with, different items do that better. The fact that this doesn't provide resistances in exchange for damage shaves seconds off of tahm's survivability, not super bad in one on ones, but if you're getting ganked you'll die faster. The one situation where this is definitely good is when you absolutely need to waveclear faster than your enemy. If building this, immediately go for a resistances item afterwards, it might even be best to push Warmog's Armor to the sixth slot to help make up for the resistances deficit, since you'll still be scaling up Titanic Hydra's damage with the health from the resistance items anyway. The bonus damage on this is +10/20/30, as well as +1% additional scaling on auto attacks. The rend active does 10%hp damage, that's alot and is the reason this is good, if you're winning.

Randuin's Omen
> A big chunk of armor and health, with a passive that lowers attack speed and an active that lowers movespeed. It even lowers critical strike damage. Once you have this adc's without true damage just stop being a problem (>:I Vayne). The bonus damage is +8/16/24.

Warmog's armor
> DID SOMEBODY SAY BIG HEALTH!?!? Yes, yes we did. A good pickup vs all types of damage, pick this up after you've gotten some raw defenses IE: magic resistance and armor. The health pool this gives is huge, and the passive healing is immense, especially when coupled with Spirit Visage, as the passives stack. The bonus damage on this bad boy is +16/32/48, holy **** that's big. Since you'll likely be rocking between 3000-4000hp mid-late game, the healing this gives out of combat is 90-120hp per second.

Sterak's Gage
> If you just want more raw health after Warmog's Armor and specifically need to counter the enemies burst, then Sterak's Gage is for you. It's not bad per se early game, but it simply gets outclassed by it's competition of Sunfire Cape and Spirit Visage. Like Titanic Hydra this item also provides zero resistances. This makes it a really circumstantial pickup. Tahm Kench doesn't benefit from ad all that much, so the passive has to make up for both the lack of resistances and the cost of the AD, which means you pretty much have to get Warmog's Armor either before or immediately after you get this. Honestly, just because it provides good health, doesn't make it a good item for Tahm Kench, he does in fact need more than that. Bonus damage sits at +10/20/30.

Righteous Glory
> Gotta go fast. If your teams needs engage, or your just having serious issues sticking to your enemy, then this'll help. This item lacks the defensive stats of other items in this guide in exchange for the raw power of its active. It's pretty good for simply smashing your team into your enemies or chasing down low health targets. That being said it's got a 90 second CD, so try to time it wisely. The bonus damage from this is +10/20/30.

Banshee's veil
> Is some snarky mage still giving you woes? Well then fear not for I have an absolution. Banshee's Veil provides a means of negating any crowd control effects that may be pestering you, as well as giving a chunk of health and magic resist. A good option if the enemies outputting crazy amounts of ap. Bonus damage is +9/18/27.

Frozen heart
> Are they ALL AD? Welp, time to call in the big guns. Here's a ****ton of armor, coupled with some mana and a hefty serving of CDR on the side. Since you don't get any bonus value from this due to the lack of health in it, I recommend building it after Sunfire Cape, Dead Man's Plate and Randuin's Omen but by god, after you get this if you aren't the most impregnable anti-ad monster out there I would be seriously surprised.

Iceborn Gauntlet
> Like frozen heart, but more offensively driven. It gives you sheen procs and a nice slow to help you stick to your opponents better, but in exchange gives less armor and cdr. So I would use it in the same situation as Frozen Heart (ie: against all AD), but with the slight condition that you already have Frozen Heart, or you're winning and just want to crush your opponents.

Locket Of The Iron Solari
> Super strong against multi-ap comps. The thing about it though, is that it's normally picked up by the support. If your support doesn't buy it however (maybe they're going full ap Soraka or something) then it isn't a bad item at all for tahm to pickup. It gives CDR, health, magic resistance and hp regen in an aura, as well as having an active that shields allies from all types of damage. Really strong, but as noted, usually picked up by the support. Bonus damage is +8/16/24.


Boots

Get these at some stage, preferably early on. Ninja Tabi will help you deal with ad opponents and Mercury's Treads are good for dealing with lots of magic/crowd control effects. Boots of Swiftness aren't great as due to slow caps they only barely fight off the slow from your Devour when eating an enemy. The do help with sticking to an enemy to get the An Acquired Taste stacks on them in the first place, but I wouldn't say it's worth it.


Guide Top

How to: Lane

Manifesting A Meal


The goals of laning are pretty simple:
    Get more cs than your opponent
    Get more kills than your opponent
    Get more towers than your opponent
Yup, pretty simple, going about it though is not. Generally speaking, laning goes one of four ways depending on who you're facing, and each requires slightly different approaches to attain success. Here they are, in roughly speaking order of difficulty.

Enemy: Melee, weaker all in


This is the best lane for tahm and by far the easiest to deal with. If the enemy can't harass you, that'll force them to stay in their minion wave to avoid your Tongue Lash. However, it isn't too hard for you to just walk into your own minion wave and start auto attacking your enemy. Once you start getting stacks of An Acquired Taste on them, they'll either realize the danger and run, thus zoning themselves from cs, or they won't notice the danger and get Devoured, while you continue to cs with them in your belly. You might even be able to follow it up with some well placed Tongue Lashes for a free kill. This is just a win-win situation all round.

Enemy: Melee, Stronger all in


Not too common, but sometimes hard CC or super strong duelling power means Devour isn't gonna cut the mustard in brawls. When that happens we lean back on Tongue Lash to get the job done. If the enemies zoning you from cs through the threat of their damage, use Tongue Lash to harass their health down and to grab cs. Most laners who are strong early fall off as the game goes on, so don't be too afraid to just go passive in this lane. If you want kills, only go in when your opponent is low or you've got a gank coming. It doesn't matter if an opponent is stronger than him, tahm can still keep most opponents locked down for quite some time.

Enemy: Ranged, weak harass


You're going to have to be more proactive in this lane. Ranged enemies have an easier time with csing than others, so in order to zone them you'll need get ahead of your minion wave and repeatedly slap them with Tongue Lashes until they get the idea. 90% of the time, being ranged will mean they sacrificed all in power, so if they go for a fight, give it to them, but don't be surprised if they don't feel like committing suicide. Unless the enemy screws up, you'll probably just end up getting a lot of cs and poking your enemy a lot without getting much kills. But that's assuming your enemy doesn't screw up.

Enemy: Ranged, Strong harass


If the enemy can out harass Tahm, he needs to be either very aggresive or he's gonna have troubles. Even if you just zone your enemy from cs, they're gonna get your health low faster than you can get theirs down, so the goal here isn't to zone, but to kill early on, if you're not confident you can do that, well then just go super passive and try not to die, there's really no middle ground here. If you choose aggression, use the slow from Tongue Lash to close some distance on them and start getting stacks on them. If they run try to drag the chase out a little so that you can get a second Tongue Lash on them, as they'll likely turn around and smack you with their harass after you give up the ghost, and hitting the enemy twice will almost always be better than their one counter attack. That being said, if the second Tongue Lash looks to be out of range, just don't do it, chances are you're also out of your enemies range as well and there's no point in wasting mana. If you can get a Devour of on them, good job, but be wary of their retaliation.

If you can't get the kill/get killed:Roll over, the enemies gonna get a bunch of gold, and now you have to play as passively as possible. Do your best to just not give away any more kills and try to go even on cs. Call for ganks when the enemy starts pushing.

Enemy: Strong Harass, stronger all in


Just farm and pray, farm and pray.


Guide Top

How to: Teamfight

There are many intricacies to teamfighting, but here are the footnotes concerning Tahm Kench. You are the frontliner, your job is to disrupt the enemy team while protecting your own. Tahm Kench's playstyle in teamfights revolves around his Devour. If a squishy ally of yours gets dove on, don't be afraid to devour them and take the heat for a little bit. Alternatively if you're capable of devouring the enemies frontliners before they mess up your backline it can be very beneficial. In an ideal world it would be good to devour the enemies backline carries, but getting to them and applying stacks while dealing with the enemies tanks is often unfeasable. Its usually better and easier to just devour frontliners before they have a chance to serve their purpose, and give your team time to either get away or position themselves to deal with the threat.

Abyssal Voyage is also very useful for turning the tide of smaller skirmishes that are a great distance from you, particularly if you can bring a partner. It also helps with splitpushes and objective control. If you have huge cc bots like Nautilus and Sejuani on your team you can also use it to split apart an enemy team if timed particularly well.

For moment to moment positioning, a small mental exercise that helps is to imagine lines stretching from Tahm Kench to anyone else on your team you would consider a frontliner, or at least peeler for your main carry. You can use these lines to help determine weak points in your teams defense, if an enemy has a clear line of sight to your carry that you can't immediately cut off, then that's a weakness that needs to be addressed. In terms of positioning relative to your carry in a teamfight, you want to be close, but just far away enough that any potential aoe CC cannot affect both you and the carry at the same time. This forces the enemy team to choose between who to use their abilities on, and allows Tahm Kench the luxury of being able to save his carry with Devour, should they get caught out and CC'd.


Guide Top

Roll the Credits

Credits to JhoiJhoi, Who I yet again leaned on for formatting purposes. I would feel bad about it but since everyone does it I like to feel my laziness is justified.

Also credits to Darien who made me interested in playing Tahm top, and who's playstyle was the original basis for this guide.

Finally thank you the reader for getting this far (unless you skipped to this part like a dirty cheater), I really appreciate that you took the time to read this and hope it brings you good fortune :)

Oh and if you like this guide why not give it a +1 or whatever, would appreciate that, yup.