Warmog's Armor's regeneration seems overpowering and unnecessary for tanks.

Galgus·10/22/2014, 2:03:25 AM·1 votes·2,239 views

Healing 1% of maximum health per second, which gets huge in high health builds with Spirit Visage, seems to take away a lot of counterplay from tanks.

Since few champions can quickly kill a farmed tank, their deaths in teamfights tend to be either the result of long attrition or the enemy team somehow focusing them without interruption - implying that the tank's team is terrible or he is in a 1v5 situation.

Being able to heal based on percent health is powerful because of this attrition, and it is especially evident in any situation involving chasing a tank.

I do not think that tanks should be able to quickly regain health in the field, barring champion specific cases like Mundo and Singed.

As such, I would reduce the gold cost of the Warmog's to 300 gold (-770) and remove the passive.

20 Comments

USG Morta10/22/2014, 3:13:22 AM6 votes

Since few champions can quickly kill a farmed tank, their deaths in teamfights tend to be either the result of long attrition or the enemy team somehow focusing them without interruption

grats you understand how tanks work

Zarg10/22/2014, 2:09:52 AM6 votes

Healing 1% of maximum health per second, which gets huge in high health builds with Spirit Visage, seems to take away a lot of counterplay from tanks.

Since few champions can quickly kill a farmed tank, their deaths in teamfights tend to be either the result of long attrition or the enemy team somehow focusing them without interruption - implying that the tank's team is terrible or he is in a 1v5 situation.

Being able to heal based on percent health is powerful because of this attrition, and it is especially evident in any situation involving chasing a tank.

I do not think that tanks should be able to quickly regain health in the field, barring champion specific cases like Mundo and Singed.

As such, I would reduce the gold cost of the Warmog's to 300 gold (-770) and remove the passive.

TL;DR: I don't like it

Go away.

Han Chuljoon10/22/2014, 2:03:55 AM5 votes

So what's the counterplay to targetted autoattacks with red buff

Gingivits10/22/2014, 2:20:16 AM5 votes

You think Warmog's armor is op now, it use to have stacks on it and give even more health plus you could build multiples and force of nature which made you even more tanky (mundo got to 6k health? Maybe 7k? I can't remeber but he would heal more then he could take damage, even during ignite). Tanks are in a much better spot now. Instead of being able to tank everything including sustained damage, they are countered by what they were suppose to be countered by in season 2.

Kuroi8610/22/2014, 3:23:29 AM3 votes

1% of 100 health is 1 health. A tank with 6000 health will regen 60 health every five seconds.

On top of spirit visage and any passive hp/5 the tank may have, they MAY regen a little over 100 hp/5.

Lord Dusteon10/22/2014, 2:31:23 AM3 votes

...Warmogs also only gives flat health, and requires high hp to be valuable. Seeing as getting high health items makes you much less tanky overall (and very weak to liandrys and blade of the ruined king), someone trying to sustain tank with warmogs is out of luck.

Colgate Gator10/22/2014, 5:18:03 PM2 votes

Flat HP by itself isn't that good, specially not with all the %HP attacks that are trendy right now, hell, there are even items for that in both AD and AP flavour. It's a tank item, of course it's meant to make you tankier, but you're spending a whole item space just for HP alone.

It's a trade off and it has counterplay. Just because you don't like tanks it doesn't mean they aren't allowed to survive your burst.

Arrion10/22/2014, 8:54:30 AM1 votes

Just wait until season five where it becomes 3% out of combat, and you see every Garen building Warmog's out the gate.

junglerboy1610/22/2014, 1:29:08 PM1 votes

it is 1% per 5 seconds, not every second. In game it isn't usually much more than getting a spirit visage until way late game when you have 4k or more health.

lightdragoon8810/22/2014, 5:21:13 PM1 votes

.........

egoSniper10/22/2014, 2:15:40 AM1 votes

As I mentioned in another thread, the general triangle of League goes like this:

Tank loses to sustain Sustain loses to burst Burst loses to tank

But if a champion is both tanky AND has a lot of sustain, well, what counters them then? Grevious Wounds + focus, which as a tank they should not be receiving?

Now I'm not necessarily agreeing with the OP's sentiment regarding Warmog's, but it is definitely something to think about IMO.

Though honestly if you take issue with guys like Mundo, you really ought to be complaining more about Spirit Visage than Warmog's.

Ventira10/22/2014, 2:13:28 AM1 votes

It's k. Just grab a Vayne and auto-win.

Sightless6610/22/2014, 3:17:22 AM1 votes

First, Warmog's does not give you 1% of your max hp per second. It gives you 1% max hp as health regen. Health regen in League works as hp per 5 seconds. That means Warmog's gives you 0.2% of your max hp per second, because it's giving you 1% of your max hp every 5 seconds. For evidence, search "Warmog's" on this page. http://leagueoflegends.wikia.com/wiki/Health_regeneration

"I do not think that tanks should be able to quickly regain health in the field, "

Why? You just mentioned that it's powerful (which is debatable considering that the item is generally avoided in most tank builds), but not any reason why it's actually unreasonable to play against. Just a statement that it's good if someone is being chased means nothing, because it certainly isn't making chasing or attrition or anything else impossible. If it's just powerful, that means nothing except that there might be a small numbers issue.