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Runes: Standard
1
2
Resolve
Domination
+10% Attack Speed
+6 Armor
+6 Armor
Spells:
Standard
Flash
Ignite
Items
Ability Order Abilities
An Acquired Taste (PASSIVE)
Tahm Kench Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Mordekaiser
Anti-Tahm Kit: Hard to 1v1, hard to poke, hard to push against. Forced to play safe, ask jungle for ganks. (RANGE, SUSTAIN, DAMAGE)
Veigar
Swallow an enemy and spit them into Veigar's cage. Stunning works too.
Synergies
Ideal
Strong
Ok
Low
None
Veigar
Swallow an enemy and spit them into Veigar's cage. Stunning works too.
Champion Build Guide
Why Tahm Kench?
PROS:
CONS:
-
Great Sustain
Great Damage
Strong CC
Can 2v1 half the time.
CONS:
-
Slow to securing objectives
Terrible Depush
Below Average Teamfight presence
vulnerable to hard CC and Healing reduction
Early Game
Depending on who you're against (with my list of common adversaries), you'll either want to aggressive take-over lane or play a little safer. You're skirmishing ability early on is very strong since you have hard cc ready for stacking and healing at level one.
Your goal for most of the early game is to farm as much as possible and stack your undying grasp as much as possible. If you get a first blood kill, clear the next wave and base if necessary. Often times you can stay and win another fight since you'll probably have a level or two above the other player. If this happens, you'll win lane.
Your goal for most of the early game is to farm as much as possible and stack your undying grasp as much as possible. If you get a first blood kill, clear the next wave and base if necessary. Often times you can stay and win another fight since you'll probably have a level or two above the other player. If this happens, you'll win lane.
Mid Game
By around minute 12, you should have already secured the first herald. If not, make that a priority for you and your Jungler. People at lower elos don't realize how important Herald can be - even more important than dragon sometimes. If you secure herald twice and use it, that is two towers that grant easy gold for you and bring you closer to victory.
Try not to roam too much if you have a lead. Stay in your lane and provide pressure for your team. Once you secure that first tower, your jungle should start invading that top side jungle to help fend against dangerous 2v1s or 3v1s.
Be weary of Hullbreakers. This will require you to stay and farm in the lane. Wait until other lanes have enough of a lead to roam and then you can start breaking away from the lane.
Try not to roam too much if you have a lead. Stay in your lane and provide pressure for your team. Once you secure that first tower, your jungle should start invading that top side jungle to help fend against dangerous 2v1s or 3v1s.
Be weary of Hullbreakers. This will require you to stay and farm in the lane. Wait until other lanes have enough of a lead to roam and then you can start breaking away from the lane.
Late Game
The late game is where you are going to be with your team 90% of the time. Your goal is to help secure objectives and pick off enemy champions.
For team fights,You are not an engage for your team; you are there to catch the rebound. Your kit doesn't have a fast enough engage to catch enemies off guard, so wait until they mess up their positioning before you go in.
For team fights,You are not an engage for your team; you are there to catch the rebound. Your kit doesn't have a fast enough engage to catch enemies off guard, so wait until they mess up their positioning before you go in.
Thanks for reading.
This is just a tiny guide I will update and make better. Please enjoy for now.
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