Some thoughts on tank itemization
It's pretty well known that tank items are horribly inefficient. This is... perplexing given the amount of percentage penetration around
which makes them even more inefficient in practise. Another problem for tanks is that they are the only class who really struggle to get to 40% CDR without having to make sacrifices elsewhere in their build which I'll talk about in a minute. Firstly, just how inefficient are resistance items? Here is a list by gold efficiency
Armor
: 85.06%
: 74.71%
: 84.85%
: 80.46%
: 100.13%
: 114.57%
: 93.83%
: 78.79% (96.97% when near partner)
: 96.48%
: 84.82%
Averages
Here, I counted
as a support item and
as a tank item. The average gold efficiencies are given as:
Tank: 90.51% (7); Tank (excluding
): 85.042% (5); AD: 84.82% (1); AP: 96.48% (1); Support: 96.97% (best case scenario)
So the first thing to note is that two of the most efficient armor items
have a huge amount of their gold efficiency in mana. If the mana is excluded, i.e., we just consider the value of the defensive/utility stats that they offer (armor + CDR) then this puts them on an approximately even efficiency footing with the remaining tank items. However, that's not why I think they should be excluded from the analysis. The truth is that these items are rarely built because the only defensive stat they have is armor. Armor alone makes for a very bad defensive item because of the existence of
which, together, can end up halving the gold efficiency of any armor you buy. This more or less makes the consideration of the mana-armor items redundant and means if you want to be tanky you have to focus on the hp-armor items. Now, none of these most commonly built tank armor items
are efficient and none of them have CDR. This is a huge problem because it means if you're a tank and you want armor and CDR you have to opt into either
- this significantly reduces your ability to tank enemy AD champions and is a tradeoff that no other class has to make with other classes either not needing CDR in general (Marksmen) or having CDR as part of their major rush items (Mages, Bruisers, Supports).
Magic Resistance
: 93.88%
: 81.03%
: 99.26%
: 104.88%
: 88.93%
: 89.74%
: 139.05% (with own passive)
: 87%
: 114.01% (with own passive)
Averages
Tank: 93.6% (3); AD: 88.22% (3); AP: 99.26% (1); Support: 126.53% (2)
The situation for MR items looks slightly better, the cost efficiency is certainly much more improved on average but for MR tank items, there is a huge amount of the item budget that, for the more efficient items, goes into a not especially useful stat - health resistance. This stat is completely useless outside of lane unless you're
so the items are far less useful for tanking than they initially appear. Additionally, there is only 3 options compared to the choice of at least 5 for armor, 7 if you include
. On the plus side, most of these items have CDR on them so at least if you're itemizing against AP champions you get a bit of CDR. In general, I think the current MR items are in an okay state (maybe could use a slightly cost reduction on
) but WE NEED MORE OPTIONS!
What needs to be done?
In my opinion, Riot needs to look again at tank items but especially armor items. We could use at least one more MR item for tanks so that we at least have some options! Some of the health + armor items, especially
, should be given 10% CDR. and, if not, the cost should be reduced. Riot should also consider reverting the hp-resistance ratios on these items back to how they were in the past so that tanks are better able to tank.
and the issue becomes apparent. 100 AR vs ((80 x 1.25) x 1.25 + (minimum (40x0.25)x1.25) x 0.85 from FH aura = 116 effective AD minimum, on the lowest AD champion, a level 1
. In order for armor to match the amount of damage added per point, the value needs to be 1.5x that of the AD. Not only is the most armor you can get from an item worse than the ratio against the item with the most AD, it's fucking LESS than the highest AD item. The CDR partially compensates for this, especially in a transcendence build where it grants up to 24 AD or 40 AP, but tanks being able to answer damage only with more damage of their own is not what should be happening.
had its health set to the same as a
and all of its gold value funneled into a better wave clear passive, like dealing extra on-hit damage to immolated targets,
with significant improvements with the extra 750g (+400 or so g to get it to 100% efficiency) of stats to play with. Getting it to match the 100% efficient hydras at the same price would give it something in the ballpark of 625 health and 90 Armor.
150%gold ef. btw tanks have really good base stats they do a lot of dmg early on and they are super usefull and i really think they have a way worse time vs ap champs atm