- Tier
- T3
- Posizione
- #100
- Tasso vittoria
- 50.00%
- Tasso scelta
- 0.40%
Viego è attualmente classificato T3 nei dati ARAM Mayhem. Vedi guida campione

Tahm Kench è attualmente classificato T3 nei dati ARAM Mayhem.
Tahm Kench The River King
Play him as both, but decide before each fight which job matters more. If your carries are being jumped, stay near them and save Devour for the threat or the rescue; if the enemy backline is exposed, lead with Abyssal Dive and force them to answer you. The tradeoff is simple: diving creates pressure, but it can leave your own damage dealers without their safest escape tool.
Engage when your team can actually hit the target after the knockup or when the enemy has already spent key mobility. Ping first, aim for a flank angle, and land where your allies can follow instead of where you personally want to go. If you dive too early, Tahm becomes a big target with no clean exit, and Mayhem teams punish that fast.
Use Devour for whichever play wins the fight, not whichever looks flashier. If an ally is about to die to burst or crowd control follow-up, saving them usually beats swallowing an enemy; if an enemy carry steps too close with no peel, eating them can remove the main damage source long enough to collapse. The tradeoff is that using Devour offensively means your teammate rescue is unavailable during the punish window.
Use the shield after the enemy has committed damage, not before they decide whether to hit you. If you pop it too early, opponents can swap targets or disengage, and you lose the value of your grey health. If you wait too long, you risk dying through layered burst, so press it when the next hit or spell chain is clearly coming.
His win condition is making enemy target selection miserable. Stand where you can threaten a dive, block access to your carries, and turn one overextension into a swallowed target or a saved teammate. The tradeoff is that you rarely solo-carry by damage alone, so you need teammates close enough to use the time you buy.
Start patiently and look for short trades with Tongue Lash when enemies walk up for minions or poke angles. If your team lacks early damage, do not force a deep Abyssal Dive just to start action; protect health, control space, and wait for a better engage. The tradeoff is giving up some early pressure, but keeping health lets you contest the first real all-in.
Protect the teammate who is both valuable and punishable. If your strongest damage dealer has no mobility or is holding a big damage window, stay close enough to Devour or body-block for them; if they are already safe, you can move forward and threaten the enemy carry. The tradeoff is that babysitting reduces your engage range, but losing your main damage source usually costs the fight harder.
If enemies walk past you, turn immediately onto their backline or isolate the diver who entered first. Tahm is excellent at making one target stay in a bad place long enough for allies to collapse, especially when you chain poke, slows, knockups, and Devour pressure. The tradeoff is that chasing too far can split you from your team, so stop once your carries are safe or the target is no longer reachable.
Snowball is strong when your team wants hard engages and can follow a sudden front-to-back fight. Hit Snowball on a squishy or key controller, then decide whether to take it based on enemy cooldowns and your team’s position. The tradeoff is that taking every Snowball makes you predictable, and a bad recast can strand you behind five enemies.
Favor augments that help you survive focus, stick to targets, or protect allies during the first burst window. If your team already has plenty of engage, lean into durability and peel; if your team lacks a starter, choose options that help you reach or disrupt the backline. The tradeoff is that pure damage choices can feel fun, but they often fail if you die before Devour or shield value matters.
Do not walk in a straight line eating skillshots just because you are tanky. Use minions, side angles, and regeneration windows to stay healthy, then engage when a poke champion misses a key spell or steps too far forward. The tradeoff is that waiting can feel passive, but forcing while low usually gives poke comps exactly the reset fight they want.
Hold Abyssal Dive until after their first disengage tool is used, or approach from fog and side space so they cannot kite backward for free. If you cannot reach the carry, peel your own backline and punish whoever is closest instead of chasing endlessly. The tradeoff is lower highlight potential, but controlled front-to-back play keeps you useful even when the enemy refuses to brawl.
The biggest mistake is using every tool to go forward and leaving no answer for the counter-engage. If you dive, miss, then shield late and Devour nothing important, the enemy gets a clean punish window on your team. Make one clear plan before committing: engage to start, peel to deny, or rescue to reset.
Build more defensive when the enemy has burst, repeated crowd control, or multiple champions who can shred you during your engage. Your job is to live long enough to absorb pressure, save allies, and force bad enemy positioning; damage only matters if you survive to apply it. The tradeoff is slower kills, but a durable Tahm often creates more total damage by keeping teammates alive longer.
After your team gets a pick, move forward with your healthiest ally and zone the next enemy away from the wave or relic area. Do not instantly dive past everyone unless the remaining targets have no cooldowns and your team is ready to end the fight. The tradeoff is that controlled pressure may look slower, but it prevents the classic throw where Tahm wins the opener and then feeds the reset.