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Runes: TANKY TANKY BOY
+8 Ability Haste
+6 Armor
+6 Armor
Spells:
Exhaust
Flash
Items
Ability Order
An Acquired Taste (PASSIVE)
Tahm Kench Passive Ability
Threats & Synergies
Leona
A lot of CC that is hard to counter, focus on dodging her E's and not getting too close to her, try to act smart and fast when she drops her ult, try and save people with your W if she is not targeting you.
Jhin
Jhin
Champion Build Guide
1. introduction
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2. pros and cons
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3. everything else
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WHY TAHM KENCH?![]() |
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K E Y |
I N S I G H T S |
FIRST INSIGHT // He's very strong at stopping all-ins with W, but he can't help his teammate (or himself) from getting poked. Enchanter/Mage supports beat him. SECOND INSIGHT // W does a decent amount of damage since it's based on max HP. However, Tahm will typically save W to protect an ally. THIRD INSIGHT // Q will stun if he has 3 stacks of passive P on you. FOURTH INSIGHT // Tahm becomes grounded and is slowed by 95% for the duration of W if he targets a champion. |
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P
O W E R |
S
P I K E |
FIRST SPIKE // W can save allies by eating them or spitting them out just over thin walls, including the walls of the Baron and Dragon pits. This also makes abilities like Anivia's wall or Jarvan IV's ultimate effectively irrelevant when Tahm is saving someone. SECOND SPIKE // The range increase per rank on R makes him even more terrifying as the game unfolds. Opens up opportunities to find flanks with a carry behind a teamfight. THIRD SPIKE // W will prevent his teammate from taking any more damage (outside of already-applied DoT), making him the best support to protect allies during ganks. FOURTH SPIKE // Has the potential to heavily influence the map when he roams with R, especially when he brings an ally with him. FIFTH SPIKE // Can spam E off-cooldown during extended trades to seriously limit the amount of damage he would normally take due to the constant shielding. |
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T H E |
W E A K N E S S |
FIRST WEAKNESS // Relies way too heavily on W as a champion. Once it's used, he is significantly less effective. SECOND WEAKNESS // Is countered extremely easily by mobility or poke champions in lane. E's healing will not be enough to keep him healthy. THIRD WEAKNESS // His all-in is fairly telegraphed. If he misses Q, he can't close the distance. FOURTH WEAKNESS // Completely immobile during combat. |
I'll add an image to the most important places to ward and where you should be in control of the vision. Also, if you're starting with
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CONTROL WARD Grants sight over the surrounding 900 units. But a ![]() ![]() Reveals enemy traps. Reveals camouflaged champions. The ![]() Life span: Indefinite. Limit: 1. Visible: Yes. Health: 4, regenerates after 6 seconds of not being attacked. Bounty: 30 Gold and 40 Experience. |
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STEALTH WARD Grants sight over the surrounding 900 units. Life span: 150 seconds. Limit: 3 placed, shared with Totem wards. Visible: Stealth. Health: 3. Bounty: 30 Gold and 40 Experience. Source: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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Final words
Hopefully you enjoyed this guide and will leave a rating and/or a comment, I'd really appreaciate it. I'm not very good at creating guides or making them as useful as some others out here but I put a lot of hard work and love into it. It's not finished yet but make sure to come by again to see it fully made. Good luck playing
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NOTES:

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