Sunfire Cape costs more than Black Cleaver
Now, obviously the total cost of Sunfire is 100g less than Black Cleaver, but that ignores their gold efficiency. If you factor in the gold efficiency of the items' base stats, then Sunfire actually costs 500g more. In the same lane however, Cleaver's shred passive reduces the armor of Sunfire by up to 15, so it loses an additional 10% gold efficiency, widening the difference to 800g.
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Sunfire's passive at level 9 grants 425g worth of damage. Cleaver's Rage passive grants either 340g worth of MS, or 1020g.
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So at minimum, the overall difference between Sunfire (LV9) and Cleaver is 415g in Cleaver's favor. At maximum, the difference is 1,395g in Cleaver's favor.
Coincidentally, the gold cost of that 20% CDR is 533g. That's only 33 shy of exactly evening out the difference from base stats. So that's an easy way to make it a more balanced matchup. One problem solved.
As for their passives, we can make an exception for the 300 gold difference due to armor shred, as Cleaver is intended to be anti-armor. That still leaves a difference of either 415 or 1,095 depending on which Rage is activated. My suggestion for balancing this would be to put Dreadnought (but not Crushing Blow) on Sunfire Cape as a second passive, and change the passive on Deadman's Plate*. That perfectly evens the difference with its 60 MS.
######*I suggested in another thread that we get an armor item with Visage's passive, and it would fit Deadman's name nicely. But any other passive would also be fine.
TL;DR: The gold efficiency difference between Sunfire and Cleaver could be completely balanced by giving Sunfire 20% CDR and Dreadnought.
which is more of a juggernaut item than a tank item, but tanks buy it for the active for engaging.
Gives hp armor and cdr as well. Its my first buy on shen every game
is 10 AD for 350
so 1 AD is 35 gold
is 20 AP for 435
so 1 AP is 21.75 gold
could use some buffs, considering that almost every single top-lane tank who builds it as <50% winrate with it. I think that it would be better to buff the existing health/armor stats or passive on Sunfire though. Or the price for Sunfire could be reduced until it is equivalently efficient to other class options.
, and would be unable to fully benefit from the stats on
already allow tanks plenty of mobility options, considering that they often have gap-closers or ranged CC, and are often thematically designed as slow, lumbering, heavily armored champions.
who has >50% winrate building
is the main outlier, and he is arguably a magic-damage Juggernaut with a weird interaction with a specific tank item
. His CC is super unreliable, so a lot of his strength is from his ultimate damage. He plays kind of similarly to other Juggernauts, like
or
, but he's even tankier due to his odd itemization and his execute is even stronger to the the stoneplate interaction. Also, there are non-tank Junglers (
) with higher winrates than
should have its CDR reduced to 10%