, but he can't help his teammate (or himself) from getting poked. Enchanter/Mage supports beat him.
will stun if he has 3 stacks of passive
on you, but will also consume the stacks.
does a decent amount of damage since it's based on max HP. However, Tahm will typically save
to protect an ally.
Tahm becomes grounded and is slowed by 95% for the duration of
if he targets a champion.
Chaining hard CC correctly when focusing him down is key. This way he can't activate his
, which grants a shield based on Grey Health.
's slow goes from 30%-70% at max rank, making it extremely easy to find picks.
will prevent his teammate from taking any more damage (outside of already-applied DoT), making him the best support to protect allies during ganks.
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.
off-cooldown during extended trades to seriously limit the amount of damage he would normally take due to the constant shielding.
The range increase per rank on
makes him even more terrifying as the game unfolds. Opens up opportunities to find flanks with a carry behind a teamfight.
Has the potential to heavily influence the map when he roams with
, especially when he brings an ally with him.
Relies way too heavily on
as a champion. Once it's used, he is significantly less effective.
Is countered extremely easily by mobility or poke champions in lane.
's healing will not be enough to keep him healthy.
His all-in is fairly telegraphed. If he misses
, he can't close the distance. So dodge that and it's easy to kite him.
Completely immobile during combat.
Made with Lots of Love and Tilt in Los Angeles, CA.