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Recommended Items
Runes:
Spells:
Teleport
Flash
Items
Ability Order
An Acquired Taste (PASSIVE)
Tahm Kench Passive Ability
Threats & Synergies
Vladimir
This guy, seriously, screw this guy. He sustains very hard and can just poke you for days while hanging out in the minion wave. You stand a chance if he tries to all in you so long as you have more than half health, but a good vlad won't do that as he easily has the tools to bring your health lower while staying safe.
Introduction
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


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.
Pros
|
+ Tanky anti-tank + Great anti-burst + ![]() + Can Shut enemies out of fights + Building defensively scales offensively + Can do his job even when behind. |
![]() ![]() ![]() ![]() |
Cons
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- A slow walker - ![]() - Stuns/knockups prevent ![]() - His CC is all single target. - Lacks natural hard engage. |
pffffffffff![]() ![]() ![]() ![]() |
When To Pick Tahm Kench


Resolve

A straight forward keystone mastery, the max health damage works well with Tahm who is obsessed with health stacking, which coincidentally is also something this keystone loves as well, as every time it is procced it increases his max health. It's the beautiful circle of life.


The choice here is based on how reliant the enemy laner is on cc, how much cc the enemy team as a whole has and whether or not you're running













If you're against an aggressive AD laner like







More max health is just amazing on tahm so obviously



Inspiration

Makes you move faster, which is good, as



A powerful speed boost that not only more than makes up for the lack of early boots when chasing, but after ten minutes syngergizes with them, making tahm obnoxiously sticky.

> Objectively the best summoner spell. One could make a case for


> 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




> Its a toss up between getting this or



> This passive gives you immense damage and sets up all of




> 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


> 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



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).


>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.

> 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.
STARTING ITEMS
SustainThis is for when you're up against an ap opponent. Unlike the old ![]() |
Anti-ADYou're against an AD opponent? pick up this and 4 ![]() |
EVERYTHING ELSE

> 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



> The new




> This is the best Health+Armour option in the game early on, besides




> 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



> 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


> 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


> If you just want more raw health after









> 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.

> Is some snarky mage still giving you woes? Well then fear not for I have an absolution.


> 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




> 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



> 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

Boots






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
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




Enemy: Melee, Stronger all in
Not too common, but sometimes hard CC or super strong duelling power means



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

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




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.






For moment to moment positioning, a small mental exercise that helps is to imagine lines stretching from



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.
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