Big reason why tanks are nearly gone is because other classes have been powercreeped hard

FalconPawwwwnch··62 votes·4,792 views

Especially ADCs and Supports, the new ADCs and Supports have some of the most overloaded kits ever released (Thresh, Kalista, Braum, etc)

Back in 2010-2012 ADCs weren't nearly as mobile or capable of just beating tanks 1v1, and back then supports weren't capable of peeling entire teams with their skillsets (except for Janna). Since then we've seen abominations like Lucian/Thresh/Kalista/Braum who have made it so 1) You don't need a main tank in order to help protect your carries because the newer supports are so overloaded with peel, and 2) even the newer carries can just straight up escape or duel champions if they have a red buff (and they always will).

ADCs slowly have been powercreeped harder than any other class in this game. Whereas other classes like fighters and tanks have seen power decreases as a whole over time (Malphite used to have 60% AS slow and a 70% armor ratio on E, Old Olaf, old Shen, Mundo used to have 15 seconds lower on ult CD and 10% more health healing, old Irelia, etc), ADCs have seen INSANE levels of power creep over the years. Ashe used to be considered the BEST ranged AD in the game by a wide margin, and she's received NOTHING but MASSIVE buffs to her since Season 1, yet now, she's considered subpar. Why? Because every time a new ranged AD comes the entire class gets powercreeped to keep up with them. See the abominations that were Release Vayne, Release Graves, etc. It's not just Ashe either, go look at Tristana's patch history before Season 4 worlds and you'll laugh at how hard she's been buffed over the years. Riot NEVER buffs fighters or tanks except on very rare ocassions, yet they'll buff an ADCs mana costs or CDs or base damage without even hesitating. Tanks can't keep up.

A big part of this is because since the end of Season 2 assassins have been wrecking solo queue and competitive games on and off so Riot had to create champions to be able to deal with the mobility of assassins, but that's beside the point. Basically, the main reasons to pick a tank in old LoL were:

  1. Serve as a protector for your squishies
  2. Initiate fights
  3. Tank damage

All 3 of these have pretty much been nerfed to the point where tanks aren't dominant anymore. There's no reason to pick a tank to protect your carry because the current carries simply don't need it. They either get all the protection from their support being so overloaded or from their mobility, or hell even from red buff.

There's almost no reason to pick a tank to initiate fights for a few reasons. First one is that assassin pick comps usually make it so 5v5 scenarios aren't favored (which tanks thrive in), and the second one is that other champions can initiate fights just as well. Orianna + "insert melee champion here," Syndra Stun, Kalista Ult, Sivir Ult, Jarvan, well you get the point.

As for the tanking damage point being moot lately, well, I don't need to convince you guys of how hard resists have been nerfed and how strong LW/VS/pen in general has been for years now.

68 Comments

lojician30 votes

Tanks were useful back when landing cc on carries mattered. Now shen taunts a carry and it's all "lol Mikael's, lol support knockback, lol adc dash". Meanwhile (after facerolling your lane) lissandra teleported to your backline from twice your range, threw out 3 times the cc you have along with 1000s of damage, and turned invincible.

The other thing is that with damage in this game being so favored it's basically mandatory to have some stupid defensive steroid like sion or maokai to not get instantly blown up like everyone else once the opposing adc gets last whisper.

Silents4296 votes

Perfect example.

YOU BEEN WARNED3 votes

hilarious yet perfectly describes the low risk high reward situation of the ADC party.

Lokis Ragnarok1 votes

Is that before or after the 4k health (not even eHP) mundo hits you for 20% of your health with a 4 sec cd slow.

Retillin28 votes

I really think you are missing a massive point about the disappearance of tanks. Their role of tanky/engage has been outsources to bruisers. Now J4, Lee Sin, Vi can do what they do (on a slightly smaller scale) but are better at so many other aspects of the game.

Sire Hippington5 votes

one could argue that J4 is a tank(aoe knock up, aoe slow, his ult, mostly bursty rather than dps) Also, you generalize here. Most bruisers totally suck as they lack the engage potential and are more dps focused compared to burst. It's prettymuch J4 and Vi, as they are very close to tanks, just with more dps and thus a actually strong Jungle. Lee is only strong if he can abuse his early for snowballing, or if played on a extremly high level.

Retillin5 votes

I guess we just had different ideas on what tanks are. I put J4 and VI as bruisers (with panth for example) with guys like tryn/riven as fighters. Bruisers to me are a mix of tank/fighter.

Sire Hippington9 votes

for me Tank = tanky+cc+damage by abillitys and thus more bursty(examples:Alistar Maokai Sion )

Bruiser = Tanky + rather high(aoe)dps, low cc (Shyvana DrMundo Renekton )

Fighter = Tanky +rather high singletarget damage, usually a combination of dps and burst, target oriented mobillity (Irelia Nocturne XinZhao )

Light Fighter = rather sqiushy(if compared to the above)+ gets survivabillity through mobillity from the kit+ bursty damage mostly based on ablillitys.(Zed Fizz Riven )

melee Carrys = squishy+massive dps+good mobillity(Fiora MasterYi Tryndamere )

Most tanky melees are a mix of tank/bruiser/fighter and most sqishys are a mix between light fighter/meleecarry and can shift towards fighter by building more tanky, while most fighter can get more towards lightfighter/meleecarry by going glasscannon.

most people don't differentiate between bruisers and fighters, so I asumed your bruisers include my fighters.

Retillin1 votes

Yeah, we have a lot of differences here. I put Mundo/Rene/Shy as tanks. And Irelia/J4/Panth as bruisers (built in tankness with high dmg). Also I just group melee carries and fighters as one. (jax/yi/fiora/tryn) It is not as clean as your set up but works for me.

Champion Skin3 votes

Hmm... generally I make things simple Bruisers and Tanks are both tanky as they both build some or mostly tanky items

However Tanks are threatening with their CC and even if they had no or very little damage they would still be useful.. the best example of this is Nautilus While Bruisers generally threaten with their damage like Mundo (all he has as CC is a single target slow)

Though most are somewhere in between as most bruisers need some CC to stick to their target and kill it

Chessburger7 votes

Tanks generally use mana and have a lot of AP scaling abilities. Bruisers usually scale off of AD and their autoattacks hurt. Part of the reason why they do so much more damage than tanks while having similair defensive steroids.

ValyrianBlade11 votes

I can't remember the number of games I've had in the last 2 months or so where my teammates have fed during laning phase, but the enemy team didn't have a tank. We stalled them at towers with waveclear and since they didn't have a tank they couldn't tank tower damage at all. I had one game where the enemy team charged our base with Baron buff 4 times and couldn't take a nexus turret because they had a Riven top and Kha'Zix jungle. By the time they tried to take their 5th Baron (around 1:12) we had caught up sufficiently that I could initiate, we won the fight (although they got Baron right before we got there), then went to their base for the win where I (Hecarim, built mostly tank) and Thresh (built entirely armor) just tanked the inhibitor and nexus turrets without minions for the win.

Tanks aren't just for teamfights (although they thrive in them). They're also incredibly valuable in securing Baron and Towers. Of course, the point that support tanks can do this mostly as well (which is why I prefer to play a tanky support when I am stuck in the role) is very true. Also, a tank should be able to FORCE a teamfight. If your team is grouping as 5 and pushing mid lane, I don't care how many assassins the other team has you should either get a teamfight or rush the nexus faster than they can split push. Of course this is assuming your carries can position well and you can peel enough that they don't get assassinated, but that's an "outplay" rather than tanks being underpowered.

Don't take me all wrong though, tanks could probably use some tuning to get a bit more power. I just think some things are overlooked. Like I think tanks fail miserably in top lane now due to the meta (which is why my tanks are junglers and supports, who don't have the same problem).

BIFF7 votes

I think your statement "where I (Hecarim, built mostly tank) and Thresh (built entirely armor) " most accurately sums up the OP's comment. Your fighter champ hecarim and a support did the job without the need of a pure tank class.

why would you build hecarim "mostly tanky" instead of get Zac which is a tank champ?

Because Tank champs in the current meta are not as useful as a Tanky fighter.

ValyrianBlade3 votes

My full build was: Stalkers blade - warrior iceborn gauntlet randuins omen Mercury treads Sunfire Cape Frozen mallet elixir of iron

That's about as tanky as most tanks build. 1 damage item, one partial item (iceborn), and mallet was for the health and slow rather than the offense.

But ya, I think I made the point that top Lane tanks aren't optimal right now, it's better to have them jungle or support. My point being tanks are still helpful overall.

Sire Hippington9 votes

No offence, but your unranked with ~200 wins. You simply face pretty inexperienced enemys that don't know how to properly close a game. More experienced teams usually have not much problems finishing games without the need of a tank if they snowball early, it's all about map rotations and creep controll as well as splitpushing. you also can often succesfully towerdive even with squishys, but most players are not willing to sacrifece them selfs for the cause of team(and someone will usually have to make the first step and therfor die in that case)

ValyrianBlade3 votes

You're not wrong and I don't claim to be a pro.

Although I check everyone in the game every game, because over 95% of my games it seems that everyone on the enemy team has more wins than anyone on my team.

I have the fewest wins in about 97% of my games. My teammates typically average around 500 wins and my enemies around 600 (normal only, most of them are also ranked silver to plat), and I occasionally have opponents or allies with well over 1000 wins. I've seen opponents with 2700 wins in recent memory.

Which isn't to say you're not right and a game can't be closed out without a tank. My point was just that a tank isn't useless, they have a very meaningful role late game.

Xengre2 votes

{quoted}

I can't remember the number of games I've had in the last 2 months or so where my teammates have fed during laning phase, but the enemy team didn't have a tank. We stalled them at towers with waveclear and since they didn't have a tank they couldn't tank tower damage at all. I had one game where the enemy team charged our base with Baron buff 4 times and couldn't take a nexus turret because they had a Riven top and Kha'Zix jungle. By the time they tried to take their 5th Baron (around 1:12) we had caught up sufficiently that I could initiate, we won the fight (although they got Baron right before we got there), then went to their base for the win where I (Hecarim, built mostly tank) and Thresh (built entirely armor) just tanked the inhibitor and nexus turrets without minions for the win.

Tanks aren't just for teamfights (although they thrive in them). They're also incredibly valuable in securing Baron and Towers. Of course, the point that support tanks can do this mostly as well (which is why I prefer to play a tanky support when I am stuck in the role) is very true. Also, a tank should be able to FORCE a teamfight. If your team is grouping as 5 and pushing mid lane, I don't care how many assassins the other team has you should either get a teamfight or rush the nexus faster than they can split push. Of course this is assuming your carries can position well and you can peel enough that they don't get assassinated, but that's an "outplay" rather than tanks being underpowered.

Don't take me all wrong though, tanks could probably use some tuning to get a bit more power. I just think some things are overlooked. Like I think tanks fail miserably in top lane now due to the meta (which is why my tanks are junglers and supports, who don't have the same problem).

How did Thresh tank those two turrets with just a ton of armor when they have 82.5% armor penetration? Your ADC would be almost as tanky as Thresh against those towers.

ValyrianBlade1 votes

Well his pure armour included randuins and Sunfire, and probably something else with health.

I did most of the turret tanking and I had stacked randuins, Sunfire, and frozen mallet for health.

Xengre2 votes

{quoted}

Well his pure armour included randuins and Sunfire, and probably something else with health.

I did most of the turret tanking and I had stacked randuins, Sunfire, and frozen mallet for health.

It is mainly the health. I am not a fan of how Riot handled those towers since when you are someone like Malphite with 600 armor you should definitely be able to reasonably tank the towers, and you can better then other champs to some degree but it ignores ~500 armor... so silly. Raw health + untargetables that drop heat from turret + heals are by far the best way to tank the towers sadly, not armor. While it is great at stopping back doors it doesn't do much for stopping tower diving since the dmg, over a brief period of time, is simply too low regardless of tankyness so the entire issue is rather ironic. I think tanks are relevant and love some of the true tanks that still remain but I do agree with some points this thread tries to address, core issue being mobility invalidating tanks.

NotDevan7 votes

I'm glad to see that Riot buffed Ahri to make up for the DFG removal.

But they don't bother to update tanks when changes (such as the new jungle) continue to push them into obsoletion. Last I checked, Zac had a sub 40% winrate, and I think you largely nailed the reason why.

In addition to reasons like "We nerfed Shen's shield because it made him too tanky." Yes, let's nerf the tank for doing his job.

Focus Teemo4 votes

{quoted}

I'm glad to see that Riot buffed Ahri to make up for the DFG removal.

But they don't bother to update tanks when changes (such as the new jungle) continue to push them into obsoletion. Last I checked, Zac had a sub 40% winrate, and I think you largely nailed the reason why.

In addition to reasons like "We nerfed Shen's shield because it made him too tanky." Yes, let's nerf the tank for doing his job.

Not to mention they keep handing out % damage to reduce the effectiveness of defensive purchases. I can't wait for the next champion to have nothing but true damage on every ability!

Sire Hippington6 votes

agree on all but the initiateing part. There is a reason why gnar and mao are as popular in pro play, and why aliistar was dominating befor getting nerfed. Tanks work very well aslong as they have a solid laneing/jungle early on. Most tanks simply have a bad early jungle while also sucking at a sololane, which is why Gnar and Mao are the prettymuvch only Tanks that get played, but as soon as any tank reaches mid/lategame, they become pretty scary. Bruisers on the other hand suck, all they can do is splitpush, the high amount of peeling and damage simply destroys them in clashes, cause unlike Tanks they need to stick to targets for some time to do their job, it's not enough for them to land their one skillcombo and then wait for CDs. And at lategame, most bruisers can even be out dueled by an adc makeing splitpushing also kinda hard.

Grouchy Poro5 votes

As a tank in the late game (Two of my jungle mains are Nautilus and Rammus) your job is to be beefy and disruptive while having squishy target lockdown damage. An abyssal scepter and the skirmisher sabre smite let me 1v1 anyone who isn't a tank should they get caught out or think they can face you, and your cc in teamfights is meant to be 'hey guys, look at me, hit me, I'm smashing your face with a freakin' anchor and it actually hurts, wow, focus me!'.

You need to build damage but only enough to make you a threat. Everything else about you should be tanky to survive poke and for a short time focus. If you're hard focused, yes you will get blown up but that's why how you initiate is important.

I played a game yesterday as Rammus and after I had a few items I went hunting in the dragon river for a mia Viktor. I found him and he instantly turned around because he thought me being at 1/2 was an easy kill. Rush through his lazer, knockback, smite, ball curl, taunt, tremors- he never stood a chance and I went back to my jungle to farm. After my combo if he didn't die I would have been good as dead from any burst he'd want to dish out as I ran but that's just it; I was capable of killing him. That's what you need to make traditional tanks effective.

TL;DR: Be able to 1v1 a squishy by building one, maybe two tanky damage items and if you're a jungler get the skirmishers sabre smite. It'll make you a far greater threat while the rest of your build can be tanky.

RagnarokChu5 votes

Traditional tanks aren't picked anymore because they would get dunk during laning or can't win any match ups. The only ones actually picked any more is because they actually have good laning or thrown in the jungle.

After look laning they need the ability to do some sort of damage for free.

Even then let's pick someone like shen, why is shen not picked at top but maokai is? Largest difference is shen can't beat anyone but maokai can. Maokai also does some damage with a bit of AP while building tanky.

Nasus is picked because on top of being tanky he can also do a ton of damage with farmed Q.

Theses days there are very few "true tanks" and even fewer viable ones that weren't nerfed. Look at rammus, he was ultra nerfed when he was popular.

I mean what do people even consider a "Tank" theses days, even someone like amumu can build some AP and dish out some damage.

Old Man Teeto5 votes

Raw damage across the board was increased dramatically.

Season 2, you very rarely saw a 1v1 100-0 kill in sub 3 seconds.

Even in team fights people tended to live to actually fight back with their abilities.

Now, once a single item is completed, squishies just kill each other so quickly it's insane.

Bruisers can actually kill squishies, while tanks just flat out can't unless stupidly far ahead, or built as glass.

Death is the greatest form of CC. Tank's bring the worst form of CC. Everyone else brings Death.

ProfDrDeath1 votes

Wrong.

Raw damage in the game actually decreased over the seasons. For example, AD carries used to get more AD from Bloodthirster, more AS from Phantom Dancer, more ArPen from Last Whisper (used to be 40% - and Carries did not usually build further penetration, hence they were not benefitting from penetration changes), more ArPen, both flat and %, from masteries... Deathcap used to bring 155 AP and the 30% bonus AP. Athene's used to have 90 AP.

However, tankiness from resistances got more expensive, while tankiness from HP got less available (Warmog's used to give 1370 HP when fully stacked). Also, sustain, both through HP regen and through Lifesteal, became less abundant (Bloodthirster used to give 25% Lifesteal. We used to have an item for 1600 gold with 18%. Vamp Sceptre was a basic item with 12% Lifesteal). And, to top it off, high MR items were nerfed (Abyssal 57 MR -> 45 MR, FoN with 76 MR removed) while a lot of the new crop of champions features more sustained magic damage (Diana Lulu Zyra Velkoz Orianna Azir ). Basically, while AD carries take out tanks at relatively the same pace now and then, additional damage from AD bursters (who were gifted with the ability to ignore over 50% of their target's armor between Last Whisper and Black Cleaver) and from mages (against whom the defenses took a heavy hit) heavily contributes to the tanks perceived short duration in fights.

Stephenizgod4 votes

One of the problems is Bruisers i think. They get a few defense items and seem unkillable and everyone is "omg i do no damage!" when in reality the Bruiser just killed them before they could do any real damage, giving the illusion that they were "tanking". If the Bruiser can't kill the carry before he is killed then its "omg tank items are useless, LW OP!"

Bruisers are not tanks, if they seem unkillable its because they are killing/CCing you before you can do damage. Bruisers are not tanks, if you are being melted by the carry its because you couldn't kill/CC them before they could do damage. Tanks are actually suffering here because of Bruisers building tanky and becoming unstoppable.

2pudge1cup4 votes

Other classes base kits have powercreeped for sure. Their mobility is the big thing, though.

Traditional tanky champs don't have the combination of mobility and CC to keep up. Rammus can be juked by dashes, especially with minions around. Cho is basically useless with all the mobility floating around. Galio isn't mobile enough. Malphite's only reliable mobility is that ult (though he could count as a bruiser? maybe?), Shen's e hitbox is tiny compared to how mobile everyone is.

The more modern true tank designs are supports rather than primarily farming roles (leona/braum).

However, I think the common denominator of tanks falling out of favor isn't powercreep as other kits getting stronger, but rather being more mobile more reliably.

Centuros4 votes

Braum IS a tank, though.

SmokingPuffin4 votes

Back in 2010-2012 ADCs weren't nearly as mobile or capable of just beating tanks 1v1

You are remembering this incorrectly. 6 item ADCs were much more powerful in the early seasons. 6 item Graves could reasonably be expected to kill 6 item Malphite and 6 item Cho'Gath in a season 2 1v2.

You don't need a main tank in order to help protect your carries because the newer supports are so overloaded with peel

Tanks generally aren't about peel. They're about engage. Malphite doesn't ult the Zed diving the carry. He ults the enemy team.

First one is that assassin pick comps usually make it so 5v5 scenarios aren't favored (which tanks thrive in), and the second one is that other champions can initiate fights just as well.

Now here's the point we need to focus on. Turns out that we still use tanky stuff to initiate fights. We just use the initiation-friendly bruisers (Vi, Jarvan, Lee Sin, Gnar ...) instead of tanks. They're not quite as as good at initiating as a proper tank, but they're good enough at it that their advantages in approximately everything else carry the day.

Keira Helsh8 votes

{quoted}

You are remembering this incorrectly. 6 item ADCs were much more powerful in the early seasons. 6 item Graves could reasonably be expected to kill 6 item Malphite and 6 item Cho'Gath in a season 2 1v2.

Tanks generally aren't about peel. They're about engage. Malphite doesn't ult the Zed diving the carry. He ults the enemy team.

Now here's the point we need to focus on. Turns out that we still use tanky stuff to initiate fights. We just use the initiation-friendly bruisers (Vi, Jarvan, Lee Sin, Gnar ...) instead of tanks. They're not quite as as good at initiating as a proper tank, but they're good enough at it that their advantages in approximately everything else carry the day.

In the early seasons, IE had less AD, BT had more. At the same time, BT started at 60, had to stack up, and stacks disappeared on death. There also weren't nearly as many AD items Last whisper was attack speed, Black Cleaver was attack speed. Statikk Shiv didn't exist, Blade of the Ruined King didn't exist. Mecurial Scimitar didn't exist. So for bonus AD, the typical ADC back in the day only had IE and BT. That's only a maximum of 175 back in the day. Now a days, IE 80, BT 80, LW 40, that's two hundred, so that's more than early seasons. And, that's not even considering how much more powerful our runes and masteries are now. A six item ADC in season zero struggled to break 300 AD without sacrificing tons of other things, A six item ADC in season 5 casually sits above 350 AD without sacrificing anything.

A six item ADC in season 1 would crit a champion on average for 600, now I regularly get 900 crits on champions.

Everything in this game has powercreeped, but damage, mobility, and CC have creeped far harder than anything else.

EDIT: I forgot to also mention, that in those times, gold income was much lower, and a 'completed build' was considered 3 items after boots.

SmokingPuffin7 votes

You're calculating damage and not DPS. DPS of a full build season 2 ADC was approximately double that of a season 5 ADC. They nerfed almost everything about AS scaling with the explicit intention of reducing carry power, and it worked.

On the topic of power creep, I can't agree.

  • Strong CC is much harder to come by now than it used to be. Targeted CC went from being a normal thing to being super rare. Durations of CC have been nerfed approximately across the board, with barely anything at 3 seconds or more now. Almost all of the iconic CC effects on early champions have been nerfed - Nasus W, Amumu R, Janna R, Fiddlesticks Q, Taric E, Annie passive, all a shadow of their former selves. Only Ashe R remains as a crazy strong CC.
  • DPS is actually quite a bit lower than in season 1 and 2. You just didn't notice because the defensive formulae were adjusted to make tanks have lower EHP, too. Sona doesn't get killed in 3 autos anymore, and those autos take a longer time to shoot anyway.
  • Mobility creep is totally real.

I forgot to also mention, that in those times, gold income was much lower, and a 'completed build' was considered 3 items after boots.

Bad players were bad. We had no clue how to 0cs and couldn't last hit to save our lives. Morgana was scary and permabanned because her W killed all the minions without exposing her to ganks. That's how bad we were.

Sightless661 votes

Last whisper was attack speed

Not by season 2, which is what he was talking about, and not for a large portion of season 1 either. Last Whisper became an AD item on December 14, 2010 (Season 1 started July of that year), and season 2 began in November of 2011. So, your following quote is just incorrect.

So for bonus AD, the typical ADC back in the day only had IE and BT. That's only a maximum of 175 back in the day. Now a days, IE 80, BT 80, LW 40, that's two hundred, so that's more than early seasons.

People built Last Whisper back in Season 2, and they'd actually have more AD from a full ADC build because BT gave 100 AD and IE gave 70, which is an increase in 10 over what we have now.

You may also remember that at the end of season 2, the efficiency of attack speed items was significantly nerfed, in a direct attempt to decrease ADC power.

I would actually argue that CC and damage have not powercreeped. They've decreased. The average champion released or reworked or balanced nowadays has lower CC durations than what older champions would have had (as well as very few targeted CC abilities), and damage numbers are continually decreased by Riot's nerf-centered balance policy. Mobility creep is a problem though.

Kuroi864 votes

Back in 2010-2012 ADCs weren't nearly as mobile or capable of just beating tanks 1v1

sigh I'll be honest, I genuinely don't think there is a point when a tank should be able to 1v1 a carry. Not unless you build bruiser, fighter or assassin. Should it be possible for some tanks to jump in and kill a mid/low health carry, of course. Heck I've done it with Cho'Gath, Nautilus and Malphite plenty of times. But tanks simply shouldn't have that level of burst, dps and tankiness that they could out fight a carry without HEAVILY outplaying them or them making a massive mistake.

Bruisers are a different matter but I digress.

The tank is there to provide disruption and force the enemy to focus him, he does this through mounds of CC, high levels of dps or massive burst damage.

The question of whether a tank is still viable is simple. As a tank, a full tank, no damage items. As a full tank, is it still possible for someone like Chogath Garen JarvanIV Malphite Nasus Nautilus Sejuani Shen Sion Skarner Udyr Volibear
Can these champions when building full tank force the enemy team to focus them in a team fight, draw aggro, force the enemy to burn CC and ults on them?
Tanks need a little help, I agree, though imo this could be simple fixes. Buff the % defenses that masteries give. Grant some tanks some defensive steroids or scalings to help them with wave clears and getting tanky. Add 10% max health onto warmogs or add an item that reduces all damage by 10%. It wouldn't take a whole lot.

rampaging poet15 votes

Possibly a slight sidetrack here, but I feel like Sion's rework is a very good example of how tanks should function. His Q forces enemies to CC him, move, or facetank some damage and good CC, all of which diminish their ability to fight his enemies. His W forces the enemy to focus him, run, or eat a big pile of damage. His E punishes the enemy for hiding behind minions because it deals more damage when he throws things at people than when he hits them. His ult can be used for mobility, escape, peel, initiation, and tanking CC. Finally, his passive is perfect for drawing aggro even when he's dead - enemies often have to choose between avoiding his post-death rampage and chasing his carries. It also fits his theme personally because he's all about ensuring that even if his foes kill him, it will cost them.

BIFF2 votes

I agree with poet. I enjoy playing Tank champs. Sion Leona and Malphite hands down are the best examples of what a tank look likes in season 5. Their kits require the other team to decide whether they will run or focus the tank on the engage if not they are eating CC and Burst dmg. This high CC is the most efficient way for a tank to be relevant in the Mobility centric meta that is season 5.

Chromatic Eagle1 votes

I thought Sion was a bruiser?

Killer X 122 votes

I consider him a tank.

ArkenStorm3 votes

No, the reason tanks are becoming obsolete is because there is so much %health damage. nerf bork to 5% instead of 8% and that will help a bit. oh and also armor pen is ridicuolously op, all arpen should be flat, not percent. LW and VS should be 30/35 flat arpen.

Ale non è male3 votes

Big reason why tanks are nearly gone is because BoTRK has been ridicoluously buffed

fixed

Minuano2 votes

To be fair, Braum's kit isn't overloaded. He relies on his team, and his design was supposed to be a protector. I think he is a brilliantly designed champion that does his intended role very well. He was a little too strong at first, but after a series of nerfs, he's a pretty balanced support.

LaserDeathBlade2 votes

Ya only blocks all incoming damage every 10 seconds

Julius Evola2 votes

I've known this to be the case for a long time. Hence why I switched to Melee Carries and Anti-Carries. Fiora scales just like an ADC except, aside from mechanical play, she also benefits from pathing/game knowledge, minimap awareness.

9kPluzZ1 votes

Are you joking? Name one adc, except vayne, that can 1v1 a tank decent tank (Nasus, mundo, rammus, etc) late-game. Also tanks are good engages enymore? Have your kaarina engage a 5v5 and tell me how it works out.

Retillin6 votes

Quinn, Kalista, Trist just off the top of my head. They all, for different reasons, are very good vs tanks 1v1.

Lugg8 votes

Kog can kill any tank late game in 5 seconds easy.

SpongebobIsLife6 votes

any adc as long they just aren't standing there haha. im not sure what you're smoking man lol

qetzel1 votes

I disagree with your assumption. We still have Sion, Gnar and Maokai. All are great picks, all are tanks (or at least are built as tanks).

I also disagree with your reasoning. Until mid season four (After Thresh/Lucian) full tanks toplane were all you really saw. You could argue that Shyvana and Mundo are bruisers, but when they build full tank I am not so sure.

Tanks are actually fairly well balanced right now - a team does better with one than without in general.

Keyoshi1 votes

You know malphite is still a pretty viable tank. he can deal out so crazy damage with what little items he has. I guess it just depends what you build.

0range4564 votes

I think thats the problem now with tanks, you don't pick them for how well they can tank damage but how well they can blow up and/or CC chain the enemy squishies. And if you don't have a tank to do that, pick a full damage dealer like Lissandra or Rumble .

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