New tank design philosophy creates a massive rift between pro and soloQ

Big Lincoln··49 votes·23,600 views

e.g "give them absurd amounts of utility." i guess this applies to solo lane/jungle tanks more than support ones, because TK has his own host of issues not related to the topic at hand, but new tanks like Galio Ornn Sejuani / Maokai Chogath Poppy Shen and other reworks or new releases have become something of a weird gap between pro play and soloQ. a lot of power has been shuffled away from more individual strength like what you could say someone like Malphite has (very front-loaded damage, not many conditions and does not require anyone else to cover his ass) and towards giving them lots of CC but less individual threat. in fact, it seems like the only time a tank becomes 'popular' in solo play is when they're overtuned. Sion

it's been pointed out to me that there are still multi-tank team comps in pro play even if it's unlikely you'll see a tank not named Sion in soloQ right now; in fact, a lot of tanks are statistically garbage at the moment despite their immense innate value to a team that needs one. I would like to suggest the culprit for this is the way riot has changed their views on how tanks should be designed. tank power has shifted from having some CC but primarily being a meat shield to being intermittently tanky (e.g shields, steroids and sustain -- all temporary) but having a lot more CC. semi-related, a lot of that CC is very generalized; knock ups, stuns, and snares, with a few taunts. on top of the added crowd control they've been receiving, they're still expected to have what they need to exist in a solo lane or in the jungle; good base damages, and usually some form of wave control, because if they didn't have that they'd just migrate to bottom lane. So the end result is just about any of these champions are capable of stunlocking at least one person for an extended period of time, often with just their normal spells, while continuing to have respectable base damages, and having some % damage to be a legitimate damage threat to fighters or other tanks in addition to their threat of crowd control.

i don't think it's an issue that they have some CC and some damage, but i'm beginning to think a lot of these new tanks are becoming very one-dimensional in how they work with the rest of the game and how they're balanced. maybe we should set a baseline for how much crowd control is too much, and whether or not it's a problem that most or all of their CC is universally valuable? or even if them having as much CC as they do is taking up room in their budgets that could be allocated to more creative or engaging roles for those champions to exist in?

this post is kind of a sloppy stream of consciousness but i think i'm correct in my assertion that tanks are very heavily affected by this design to be overwhelmingly good in pro play by their sheer utility with a coordinated team, even if they underperform greatly in soloQ. tanks are very rare for me to see right now besides Sion or one of the simpler tanks that just works better in soloQ (Rammus, Malph, Amumu) who, coincidentally, do not seem to be making appearances in pro play. a lot of people have strong opinions about tanks, and i think they've only gotten more polarized about their like or dislike for them with the shift in how tanks function. as a former tank player, I would like to see tanks returning to the more autonomous, almost fighter-like playstyles the older designs had that let them brawl and feel more 'in' a fight, rather than just playing to CC as much as they can before they get dropped.

70 Comments

Big Lincoln18 votes

also as a sort of side-argument:

i think people actually identify a lot more with tanks that kinda play like fighters, that have some spells dedicated to fighting people and not just CCing people. my favorite tanks in the game are/were Nautilus and Sejuani before their updates, and i really enjoyed their ability to whittle people down with their respectable DPS. i think Malphite Rammus also speak to me that way, because they're not just "3 or 4 CC spells, with a shield," right? they've got legitimate damage steroids attached to them; they'll fuckin bash your head in if you don't respect them. i think that's cool, and that's what i like the most about the old tanks. yeah, they might be a little too simple for today's league, but i think their overall direction was a lot more 'healthy' for the game, and gave them clearer roles to play, relative to other tanks, than they have right now

Hyrum Graff8 votes

2016: Riot, tanks do too much damage, nerf pls. 2018: I miss how tanks used to do dmg.

I know it's different people on each side, but still funny.

Daddy Tie Me Up3 votes

They dont do damage anymore? Weird in 9/10 games ive had tanks were #2 to #5 dps

Buttsubushi3 votes

Usually because carries can't last 4 seconds in a teamfight now that everyone knows focus them, also % MAX HEALTH tank battles all through lane phase inflate this stat.

Gesterr1 votes

Also they have a tendency to have large amounts of AoE to put their damage onto multiple targets simultaneously in fights

Carnicore1 votes

Accurate. Damage is king in soloqueue, and not as important in LCS.

Flawless Fetus1 votes

Tanks are do more damage now than in 2016. Lol.

cyprien25091 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=1hs5xdd2,comment-id=0002,timestamp=2018-04-14T21:18:31.230+0000)

also as a sort of side-argument:

i think people actually identify a lot more with tanks that kinda play like fighters, that have some spells dedicated to fighting people and not just CCing people. my favorite tanks in the game are/were Nautilus and Sejuani before their updates, and i really enjoyed their ability to whittle people down with their respectable DPS. i think Malphite Rammus also speak to me that way, because they're not just "3 or 4 CC spells, with a shield," right? they've got legitimate damage steroids attached to them; they'll fuckin bash your head in if you don't respect them. i think that's cool, and that's what i like the most about the old tanks. yeah, they might be a little too simple for today's league, but i think their overall direction was a lot more 'healthy' for the game, and gave them clearer roles to play, relative to other tanks, than they have right now

Sejuani and Naut were absolutely obnoxious were they were strong.

Big Lincoln2 votes

and galio wasn't? ornn? sion isn't right now? poppy?

cyprien25092 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=1hs5xdd2,comment-id=000200020000,timestamp=2018-04-15T15:46:22.411+0000)

and galio wasn't? ornn? sion isn't right now? poppy?

Poppy, yea, the rest, not as much as when Naut top was Meta and Sejuani jungle was pick or ban. Was super frustrating and clearly demonstrated why tanks should be curtailed.

RowGo2 votes

Do you think Sion falls in this sort of category? I know your more into 'whittling' your opponents down but i think he fits the bill on a tank that can still do damage

I find the reason I like him so much is that landing his cc can be very unreliable if you are not familiar with the champion but if you can land it you can also get massive damage from it.

I personally like how much cc tanks are getting, but I think if you can make it unreliable cc that is hard to land (or in the case of pro play can only be landed in certain situations.) I think it not only creates a feeling of mastery over the champion (which i think is rare in tanks) but also keeps them able to deal damage while still having a lot of cc to back it up.

Vanìty2 votes

{quoted}

Do you think Sion falls in this sort of category?

How are you not whittling down your opponents with E + Comet proc?

Kaiser Rienhard17 votes

Tanks do not need more damage. So please stop. I get you'r'e dressing it up my saying they need to be "multifaceted" but that is code for give me more damage. A lot of tanks right now can solo carries well into the game, have better lane phases that most other types of top laners and outscale them into oblivion later in the game.

There are different kind of tanks out there so some of their roles are nuanced, but a universal kind of role they all should have is damage soakers and utility. If you know how to play them right, they are still absurdly strong.

Tanks do not need to be autonomous or more "fighter-like" in their playstyle, we have fighters for that. We don't need tanks to become better fighters than fighters again. There were whole seasons where that was the case and we're only JUST starting to get away from that now.

I'm sorry dude but if you're unhappy that tanks aren't as much of a fighter type champ as you want, it sounds like you should just play fighters because what a tank should be is not what you're looking for.

Buttsubushi1 votes

Tanks beat fighters in lane phase. You know, in the time period of the game when tanks don't have their teammates with them? So if a tank is better with the team mid-late game, and fighters aren't better than tanks in the early game, why would someone play a fighter?

Jon 6789101 votes

{quoted}

Tanks beat fighters in lane phase. You know, in the time period of the game when tanks don't have their teammates with them? So if a tank is better with the team mid-late game, and fighters aren't better than tanks in the early game, why would someone play a fighter?

Tanks don't beat most fighters in the laning phase, which is the point. That's why people couldn't care less about tanks being less relevant, because most people prefer having a "fun" lane, with heavy trading and lots of killing. Tanks can afford to stall since they bring a lot of power when grouped.

Jon 6789102 votes

A lot of tanks right now can solo carries well into the game, have better lane phases that most other types of top laners and outscale them into oblivion later in the game.

Do people expect ADCs to be able to solo tanks, or anything for that matter? I mean, you could put most ADCs against fighters and mages and they'd lose solo.

Also, most tanks do not have a better laning phase than most top laners. There are a few outliers, such as sion (who is only powerful because his e's base damage is insane) and tahm kench (who has almost no aoe damage, and is suited for 1 v 1s). For example, to cripple and early game nasus, almost any player would pick a fighter or bruiser over a tank.

Though I will agree with the fact that tanks don't need damage, they are not "absurdly strong" by any means. Just looking at some of the win and play rates of tanks will reveal this. The issue with them isn't damage, it's that they aren't as tanky anymore after all the rune nerfs.

My Waifu Vanilla1 votes

The point though is someone like Fiora or Camille is high risk-high reward laning. If you stop lane you 1v9. But if you don't stomp lane or even worse LOSE lane you are now a determent to your team because you are going to be useless and never come back. With tanks you can go 0/2 and still be relevant because you are always going to be a CC bot. It is just a matter of if you are a CC bot that lives until the end of the fight or not. A 0/10 5 man Malphite ult will win the game just as hard as a 4/1 5 man Malphite ult so it doesn't really matter if the 0/10 one was feeding (assuming his team follows up on him). A 4/1 Camille will probably kill the ADC with just E+R+Q2 but an 0/3 Camille is going to straight up die if she goes into the enemy team because she not only isn't going to have the damage to kill the enemy ADC, but she definitely isn't going to have the levels or items (Steraks) to survive diving in.

Jon 6789101 votes

What I am trying to get across is that the fighter is favoured to win, in a 1 v 1 that is. While tanks that are behind do suffer less than fighters that are behind, the opposite is true for leads. Being tanky does very little if your other lanes are behind, but doing damage can win a teamfight outright. That's not to mention that most fighters can still duel tanks (who they went equal with) well mid to late game, due to tanks having to build resistances for other members of the team. This makes splitpushing an option for fighters.

M00ndanc310 votes

I'm sorry but if I'm playing Chogath Poppy Ornn orGalio I don't need someone to cover for me because most of the time I can out duel someone unless the champion specializes in killing tanks

TempName548465 votes

somehow i'm not surprised its a bronze adc player behind this post.

GigglesO8 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=1hs5xdd2,comment-id=,timestamp=2018-04-14T20:54:50.434+0000)

i don't think it's an issue that they have some CC and some damage, but i'm beginning to think a lot of these new tanks are becoming very one-dimensional in how they work with the rest of the game and how they're balanced.

We need soak tanks back. Mostly CC less, kinda medium damage, hard to kill.

DrMundo Mordekaiser Warwick Sion Swain All used to fit that roll

Where they didn't really go down easy, but they didn't burst your face off. Now they pretty much aren't viable as that type/were changed to not be that type of champion.

Thats why I keep pushing for offence nerfs, because god only knows we won't buff defense.

Artolla2 votes

I’m cloned to say this is because grievous sounds was reintroduced as something literally everyone has access to mid game instead of just on summoner spells/champ abilities.

Aptest2 votes

{quoted}

We need soak tanks back. Mostly CC less, kinda medium damage, hard to kill.

DrMundo Mordekaiser Warwick Sion Swain All used to fit that roll

Where they didn't really go down easy, but they didn't burst your face off. Now they pretty much aren't viable as that type/were changed to not be that type of champion.

Thats why I keep pushing for offence nerfs, because god only knows we won't buff defense.

im sorry, not viable? I seem to be seeing LCS toplane to be Cho VS Sion to the exclusion of all other picks, and Swain's a pretty common pick / ban himself.

GigglesO2 votes

I'm sorry, did you even read my statement?

They are no longer soak tanks.

Well mundo might be... but hes not great...

Morde is now burst mage/battle mage/juggernaut, w/e you want to call him. WW is now a high damage bruiser/tank? with cc. Sion is now a tank with cc, before he was a lifesteal soak. Swain is now a damage cc champ, instead of a healing mage tank thing.

All used to have huge life gains, while doing ok damage, but being highly beefy with little cc.

AGAIN READ MY FUCKING POST I DID NOT SAY THEY WERE NOT VIABLE, I SAID.

"Now they pretty much aren't viable as that type" or " were changed to not be that type of champion"

WHICH IS IN REFERRAL TO DRAIN TANKING OR SOAK TANKING.

My Waifu Vanilla1 votes

That's because champions like Mundo (and to some extent Nunu outside of his AP predator build) are absolutely useless on your team if they aren't SUPER fed. You know what you do against Tank Nunu? You straight up ignore him because he doesn't do anything in fights. Oh man he shot a 200 damage snowball at me oh noooooooooooooooo let me still just walk past him and kill his carries because he has zero hard CC or damage to make it worth me using abilities on him if he isn't alone. Mundo just gets kited to death and if he isn't fed it doesn't really matter if he dives your backline because he is going to just die to anyone buying grievous wounds or just die anyway because Mundo doesn't do damage when not ahead (all of his damage is on his E which has a health ratio meaning a level 9 mundo on 1 item does way less damage than a level 11 mundo one 2 items at the same time in game).

GigglesO1 votes

There was this time, when they didn't do super amounts of damage, but just enough to chase the enemy adc/mage out of a fight. His secondary purpose was to absorb skill shots aimed at the rest of the team.

Both were very useful to the team. I also understand that if built as pure tank they were useless, but that is where it was nice, they could choose their tank to damage ratio, both extremes were ignore able.

EROTIC RAID BOSS6 votes

but if a tank isn't heavy on cc how is it even a tank?

champions like malphite aren't even fun because he's basically just some ambient damage you spam, plus one impactful R button

also its not true to say tanks cant do any damage on their own, they just have more openings to exploit 1v1. like if you nail someone with every sion ability, you can 1v1 them, but if you miss you're open.

also I don't think tanks have ever been popular to play in solo q.

wiimaster41 votes

Thats why u ho ap malph jungle in placements ;)

AirKingNeo5 votes

Hey, I remember this conversation, so I'll repeat what I said:

Riot undervalues the ability to soak damage and gave tanks too much utility.

Ahristocats4 votes

+1

CoolKnightST4 votes

I totally agrea. Tank need to become more auto attack based again. They need strong impactive abilities with high cooldowns and mana costs to compensate. If a tank get's to me in a teamfight I need to be scared to be blow up by the carries. Not by the tank itself. I want to rush into teamfights and soak damage like a madmen rather than having to pressure W every 5 seconds to deal more damage.

The reserved thing offcourse need to be their. But didn't you invent battle mages and juggernauts for that role? I think their are many tanks in the game that are actually no real tanks anymore:

Wardens like Poppy Shen feels like skirmisher hybrids now with all that duel power. Supports Wardens like TahmKench Braum feels like catcher hybrids now. Nautilus been topping the damage charts as a tank while suppose to be the king of cc. Maokai still is that strange little overloaded competive pick that everyones running. Chogath rework was nice, till pro's started to use him. He litterly needs a real rework add this point. Leona is another fun one that is nerfed so many times she starts to take press the attack as keystone. It's a strange world out their.

5050BS3 votes

Yep

The Cane Master3 votes

If anything, tanks need less dmg, champs like Ornn , Sion and Gnar have too much hard AOE cc yet they are also great duelists. Juggernauts are supposed to offer waaay more dmg, yet they cannot deal with them 1v1. This is true even for Darius, who has always and undisputedly been the best juggernaut, now imagine how bad it is for champs like DrMundo , Nasus etc.

Big Lincoln5 votes

darius does not struggle vs these champions besides gnar, and only after he gets mallet.

not their fault mundo and nasus are shit champs either

La Bello1 votes

Gnar is a Juggernaut too not a tank. Gnar has to itemize BC and a Frozen Mallet more often than not.

The Cane Master1 votes

{quoted}

Gnar is a Juggernaut too not a tank.

Last time I checked, Mini Gnar was considered a marksman, while Mega Gnar a Vanguard. Furthermore, it is a rule that juggernauts are supposed to be top laners without hard CC (Darius breaking the rule), anyways Gnar has too much hard CC in order to be considered one. Nevertheless, he has the best of both worlds: as much dmg as juggernauts using great AD ratios (and buying item 3071 ) as well as armor pen. that only juggernauts like Darius and Nasus have. Additionally, he has as much hard CC + %max HP magic damage that only tanks like Ornn , Galio and DrMundo have. If this wasn't enough, he is also ranged and resourceless champion, so he also has infinite amounts of poke with Q and ability usages in general.

Gnar has to itemize BC and a Frozen Mallet more often than not.

He doesn't have to, Riot allowed him to have insane AD ratios despite being a super tank with shit ton of AOE hard CC (Mega Form). That's why he builds item 3071, not because he has to. Full tank melee Gnar would be annoying to deal with regardless, and imho, he should never be allowed to do this much dmg.

Buttsubushi2 votes

Gnar has a dash.

Sorry: TWO DASHES.

What other Jugg has a dash????

The Cane Master1 votes

{quoted}

Gnar has a dash.

Sorry: TWO DASHES.

What other Jugg has a dash????

Exactly, no juggernaut except newly reworked Urgot has a dash. Mega Gnar is considered a Vanguard, alongside Malphite, Amumu, Leona, Zac, Gragas, Rammus, Sejuani, Rek’Sai, Sion, Nautilus, Skarner. Not only does Mega Gnar have 3 AOE hard CC abilities, but the Mini Gnar is considered a marksman, thus having insane AD ratios even in Mega Gnar form. If that wasn't enough, he has 18%max HP MAGIC damage on W that is proced by only auto attacking. It is quite obvious why this kind of a champion has such insane pro play presence, despite being one of the worst top laners in SoloQ.

Shahamut1 votes

Only thing I disagree with here is Skarner, he's not a vanguard. He is not a primary initiator, like Malphite, Rek'Sai, Leona, etc. In teamfights, Skarner functions best as a Warden. (Personally, I'm kind of sad they have nerfed him into a tank)

T4underbolt3 votes

Can we stop pretending that tanks are weak when they win basically every match up that is nor ranged or trundle? Can we look at tanks actually being able to out trade bruisers in auto attack battle after missing half of their abilities? tanks are dominating not only pro play but soloq also because they are so braindead to play and so rewarding at the same time its obnoxious. You can either play passive and never die and farm - scaling to late when bruisers falls of after mid game or just simply out trade bruiser after buing half an item or ninja tabi. Tanks should not be able to dish all that dmg considering survavibility, safety and amount of CC we have now (a lot because of cdr creep).Stop pretending that tanks are weak in soloq.

LankPants1 votes

Tanks are weak in solo queue. Stop and take a look at statistics, they just are.

In the top lane there is a single tank with over a 50% win rate, Sion. In jungle there is also a single tank with over a 50% win rate, Nunu. In support there's also a single tank with over a 50% win rate, Taric, some would argue Blitz too, I don't really consider him a tank.

Everything else you said are simply your feelings which are at odds with the facts.

T4underbolt1 votes

wow win rate. Holy sht. Again a special snowflakes come up with autistic screeching Bbut win rate eheheheeh it proves everything ehehehehee. like seriously how many times are you going to have to be proved that win rate is not saying anything about if champion is broken, unhealthy, toxic or all the above at once unless it is way off the standard numbers and we must consider pick rate as well if you want to even pick up any stats.

LankPants1 votes

So you'd prefer to rely on your own biases and opinion rather than actual stats? Good to see you're not even worth talking to.

T4underbolt1 votes

I would rather rely on what I see in the game and what other see in the game as well what pros and streamers see in the game. And what everyone see are tanks having free laning phase and having too much DMG for how tanky they are while being literally stun bots requiring 0 skill to play. But what a guy playing tanks can see. You are the one who si not worth talking to. Afraid of losing freelo?

Sire Hippington3 votes

Yes, i agree. Tank design over the past has gone in a bad direction, makeing tanks less appealing outsiide of coordinated play and more overbearing to face then ever they are strong, and also directly contributeing to the shitty state of bruisers(not talking about their raw power but the fact that they are pure lane snowball and splitpush who die if they just think about teamfighting without beeing fed as hell).

In the past, tanks were actually more destinct from each other while feeling better to play and face. They usually had 1 strong hard CC in their ult for initiation, and other than that either more conditional hard cc or only soft CC, and the only tank with %hp damage was mumu which made it his niche. therefor they had more survivabillity(not neccesarily from their kit but the entier game state with items/runes/masteries and the relative damage from other classes) and more flat damage and often scaled agressively with def stats while also haveing good ap-ratios for off tank builts. Inly real exeption was Naut, and beeing THE CC monster was his niche.

Now tanks all have a heavy CC ult, atleast 1 hard CC in their base kit paired with atleast one other form of CC, overall hiigh uptime and %hp damage. Just compareing some tanks from S2 to now:

Seju had the small permaslow on her passive, and the strong high uptime slow on her E aswell as her potent aoe CC ult, no% damage but high aoe dps that scaled of her own dps, makeing her a high threat vs squishys especially later on and a high source of aoe damage in teafights that also had decent ao scaleing and high synergie with magic pen. Now she has the knockup on Q and the stun on E aswell as her singletarget stun on ult with %hp damage on the passive, so 2 sources of hard cc in the base kit aswell as %hp damage, while the flat damage is rather lowish and ratios aswell as damagetype are all over the place, so you can't really itemize for damage in any way.

Mao, originally only the small knockback and slow on Q and the snare on W, no other CC, no % damage, but high flat values and ap-ratios. Now he has a big knockback on Q with slow, still his root, a slow on his W aswell as %damage, and a screen wide aoe root on his ult, the % damage from brushes is pretty strong, while his overall ap ratios got gutted.

Gragas, originally he has a AS slow on his Q and a ms Slow on the bodyslam and the aoe displace on the ult, with high bases and ratio, though the ratios were actually to high for how easy it was to land. Now he has a potent slow on his Q and a small knockback+stun on the bodyslam and %damage on his W and his ratios succed untill recently

The result of that is that tanks can chain CC a single target all on their won. If a gragas sits in you're face, you don't get anywhere once he has some lvls and cdr. At the same time, thier damage falls a bit flat vs squishys while hurting bruisers and tanks because of how much it's pushed into %damage. This makes it near impossible for bruisers to teamfight vs them, as a single tank can litterally prevent them from doing anything while also beeing a noticeable damage threat. Yes, 1v1 bruisers still can beat tanks despite that as theri damage still isn't massive, but in a teamfigth it quickly adds up with the damage dealt from other opponents while the bruiser can't reach the right targets. Another issue is that halve of the new releases and reworks has knockups. I'm not against that by default, it feels better and often fits thematically, but what is an issue is that knockups are still not affected by tenacity.

I vastly prefered the old way, it was more deverse with clearer niches and allowed tanks to feel good on their own without beeing as overbearing especially for bruisers if strong. They also were more versetail haveing the option to go bruiser builts for more damage. And the game was more plesant when a single tank could lock your ass down for the rest off the century all on his own. it's not fun to face when their entier purpos is to prevent you from playing the game.

Fear the Kayn2 votes

I played against a 10/1 Chogath today as Kayn (Rhaast) who went flat tank and did a ton of damage...

I loved doing 2.5k damage to him with my ult and then seeing him rage in /all chat 'WHAT THE FUCK HOW DO YOU DO SO MUCH DAMAGE SO BROKEN'

And A Real Hiero1 votes

Kayn the overloaded.

Ranmaru1 votes

[{quoted}](name=Fear the Kayn,realm=NA,application-id=3ErqAdtq,discussion-id=1hs5xdd2,comment-id=0009,timestamp=2018-04-15T09:37:22.340+0000)

I played against a 10/1 Chogath today as Kayn (Rhaast) who went flat tank and did a ton of damage...

I loved doing 2.5k damage to him with my ult and then seeing him rage in /all chat 'WHAT THE FUCK HOW DO YOU DO SO MUCH DAMAGE SO BROKEN'

no duh kayns broken and if chogath is 10/1 Yes he needs to hurt

Fefnil2 votes

The problem is that what you are describing are juggernauts and heavy divers. I mean, if tanks go back to what they were before, really, where's the difference between them and a Warwick or a Jarvan or a Hecarim? Having defense steroids and some cc is the identity of this type of fighters, not tanks. I think the problem here is a misunderstanding with names. I understand that the term "tank" has a historic significance in videogames, but that specific definition worked for PvE games. That's why Riot tried its best to translate this role in a PvP game like LoL (and this actually holds true for all other MOBAs out there). And put a difference between tank and tanky. Tank is a controller, someone who has the power to move around things around the battlefield and set them up for both enemies and allies. And to do this tanks need to have easily accessible utility. Long CDs and high mana cost would actually lead to the exact opposite. Tanks should weave cc in the same way other champions weave damage. In this way this type of control becomes their natural flow, instead of being a "special ability" that one has to throw only a special occasion. The role you look for is not "tank", but "tanky", which is not the same thing. Every tanky champion can be a frontliner and a meatshield, you don't need to be a tank for that. But if you want occasional cc, being a meatshield and being able to do damage, then you want to play a heavy diver or a juggernaut. They are already here, you just looked in the wrong direction.

Yordle Xayah2 votes

Riot and The Boards seem to have a really strange and unexplained love for Tanks. I've actually been thinking (though not to deeply) that maybe because how easy they are to play and find success on as compared to other classes/roles, that they keep them as strong and viable as possible to attract and favor as many newbies as possible, to keep the most amount of players possible. As a disclaimer: I have no idea of what I'm talking about. It's just what I've been thinking.

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