On the Topic of Tanks and Itemiation
A little while back I made a very general thread about tank itemisation and the general issues that tanks face compared to other classes (http://boards.na.leagueoflegends.com/en/c/gameplay-balance/JuiQHdgl-tanks-need-a-god-tier-core-item ). Here I wanted to go more into depth about the possible solutions that could be used to counter this problem. A quick disclaimer, this thread is mostly about JUNGLE tanks, it mostly ignores support tanks and not all of the points are applicable to all lane tanks although some of the changes will help all tanks regardless.
For anyone only interested in parts of this thread here is a list of the suggestions just control f the number with a bracket after
- Nerfs to Last Whisper and Void Staff
- Changes to the Juggernaut jungle enchantment
- Specific changes to certain tanks
- Upgrades to lower masteries in the Defence Tree
- Introduction of new tank items
These are ordered in the order of the most necessary changes IMO to the changes that should be left as later changes if other changes are not effective.
- Nerfs to Last Whisper and Void Staff
These two items are the main reason that tanks cannot be tanky. Almost every damage based character includes one in their endgame build, these two items will often take up 6-7 item slots in a game (unless there are tank top laners or junglers) and are just too effective at mitigating armour and MR even against squishy characters. Overall I feel like Last whisper is more game warping than Void Staff but they both have too much power at the moment and need their power shifted to dealing with people stacking resistances, not just melting shit quicker as an assassin.
Last whisper:
Build path changed from
+
to
+
AD reduced from 40 to 30
AS increased from 0% to 20%
Penetration changed from 35% total to 25% of bonus
Penetration now doubled for auto attacks (50% of bonus armour)
These changes should help to make this item far less appealing for assassins and hopefully make characters like Zed actually have to use brain cells to instantly blow someone up. Additionally the item is stronger on ADC's only when hitting a tank, it will do little to nothing to help to burn down carries fast.
Void Staff Penetration changed from 35% total to 45% bonus
Overall far less problematic than Whisper. Should help to make Void a more reactive buy, once again helping to make it more of the anti-tank item it was envisioned as and less 'let me build this and slaughter everyone'.
- Changes to the Juggernaut jungle enchantment
The new Juggernaut enchantment for tanks feels very underwhelming, it's the second worst jungle enchantment at the moment after the (overnerfed) devourer enchantment. The item is 110% gold efficient without its tenacity, but the tenacity just feels underwhelming. Juggernaut just can't compete with the early powerspikes offered by Warrior (137.13% with A-pen included) or Magus (158.22%). I feel like an early juggernaut should be saying 'I'm a big tanky guy who's going to be a pain in the arse to kill' not 'I live an extra quarter of a second'.
There are a few ways to change Juggernaut that I feel could help to make it give an early powerspike in durability. (trailblazer is used to represent any jungle item, not just trailblazer)
Change 1:
Build path changed from
+
+
to
+
+
+
Hp changed from 500 to 350
Armour changed from 0 to 30
Magic Resist changed from 0 to 30
CDR changed from 10% to 0%
No longer grants tenacity
Overall this enchant now serves as an early bulk-up item. Makes you tankier earlier and you should now be able to survive early fights a little better. The gold efficiency has increased from 110% to a more typical of the jungle items 142.07%.
Change 2: HP changed from 500 to 400 No longer grants tenacity New unique active -I'm the Juggernaut Bitch (if you think of a better name feel free to post, I'll probably put it here thumbs up for reference though :) ) Gain 20% resistance to damage for 2 seconds, reviving damage from a champion increases this duration by 0.5 seconds up to a max of 5 seconds. 20 second cooldown.
Gives a similar boost in early power to Change 1 but also grants better late game scaling. One good aspect is that it offers an option to the other team, if they were trying to focus you down they can drop their focus for 2 seconds while the active wears off. Unlike change one this does not bring the gold efficiency up to par, bringing it down to 92.06% but the effective gold with the active up should go up in almost all cases.
Change 3: HP changed from 500 to 600
A simple change, the tenacity doesn't 100% need to be dropped, this change just gives the effectiveness a kick in the pants bringing it up to 127.53%. While this is still lower than Magus or Warrior it still has the tenacity so it's gold efficiency should be good. This is still my least favourite change, as it doesn't make the item live up to its name of Juggernaut quite like the other two.
- Specific changes to certain tanks
Self explanatory really, and unlike other points it looks like Riot is actually doing this one, the Sej changes were great. But regardless of how good the changes to Sejuani were she's only one champ, there are still plenty of tanks who need major work done
or who could use minor buffs
. With itemisation changes some of these champs might not need changes, but if there are no itemisation changes for tanks some buffs to these champs could go a long way. also I'm not going to go into specific numbers because I don't play very many of these champs so any numbers will probably be wildly off.
- Upgrades to lower masteries in the Defence Tree
Some of the lower points in the tree just feel bad. (Runic Blessing anyone?) Some changes could be made to this tree to help bring it up to the level of offence.
The masteries which don't seem that good lower down the tree are Perseverance -not bad per-say but takes too many points to reach its max, probably better with 2 points and identical values Swiftness -This could do nothing and no-one would notice, once again not bad in theory just really hard to notice, probably best just to scrap this. Evasive -4% reduced AOE magic damage, just to specific, it might only effect two spells from the other team in the game, I think something like 3% reduced magic damage would be better. Runic Blessing -The joke mastery that could work with minor changes. Just change shield to 4-5% and have it reset on b, you could even justify this as 2 points. Tenacious -Would be good, but everyone has knock-ups now and tenacity feels kinda bad, an OK skill, but not as the final skill of the tree.
Ideas for new skills (feel free to contribute if you have differing opinions, if they're good I'll probably add them New (mostly) jungle mastery in place of swiftness, doesn't require bladed armour (only due to tree layout), Each time a unit attacks you their AD is reduced by 1%, caps at 5% doubled against jungle creeps (capped at 10%) New final skill -take 5% reduced damage from all sources when bellow 50% hp
- Introduction of new tank items.
Some of these aren't going to work with certain upgrades for the Juggernaut enchantment, but eh they're probably worth mentioning. Several of these items I am going to give credit to people from my other thread to.
Force of Nature
+
+
+ Combine Lots of HP, solid MR, decent armor, +20% CDR for more CCin', and +10% movespeed.
thanks to Rebonack (NA) Just a generic Allround item, geared towards tanks who need to stick to a target, like Sej and Mumu
The Shield of Retribution or Whatever (Melee Only) (Make A Better Name on Your Own) Builds From:
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+ 700 Gold = 3150 Gold +350 Health +40 Magic Resist +75% Health Regen +50% Mana Regen +55 Armor UNIQUE PASSIVE- Mana Font: Increase your mana regeneration equal to 2% of your missing mana. UNIQUE PASSIVE- Shield of Righteousness (better name): Whenever you use a spell, you gain 4/5/6% (Levels 1/6/11) damage reduction.
Thanks to Inept Maverick (NA) Overall a later game tank item, expensive with good stats, while stats are good it's mostly there to give mana dependent tanks a way to maintain their mana without poaching blue from the midlane (if jungle)
+
+
+
= [ insert name ] >> 25 MR + 20 AR + 400 HP + 20 AD + 50% HP REGEN // UNIQUE: RAGE + 20 M.SPD + 15 HP(3 per second) + 10 MANA( 2 per second) per hit for 5 seconds, Half for ranged(* 10 M.SPD, 7 HP, 5 MANA).
Thanks to WiegrafOfValor (NA) Kind of like the FON remake from earlier, but aimed a little more towards bruisers than tanks and with a use for Phage, a heavily under utilised item.
Cloak of Honor +20 Magic Resist +20 Armor
(400g) +
(300g) + 100g Combine (800g Total)
Demacian Great Helm +400 Health +20 Amor +20 Magic Resist Unique Passive - Rectitude - Gain 2 health regen for every nearby enemy champion. Unique Active - Headstrong - Grants a veil that absorbs 10% of incoming enemy champion damage for 1 second. 40 second cooldown. Cloak of Honor(800G) +
(1,000g) + 200g Combine (2,000g Total)
Thanks to Aheadatime (NA) An early Item to provide power with a late game build path, one of the better item ideas from my thread.
I think a better way to design this item would be to drop the passive and make it work a little like old Warmogs. Change the recipe to
+
+
+
and drop the stats to 400 HP, 35 Armour and 35 MR then add a passive stacking mechanic where each stack gives 0.25 Armour, 0.25 MR and 3 HP. Have each CS give one stack, each large monster give 5, champion/baron/dragon kills and champion assists give 10. The max stacks would be 100 giving 700 HP, 60 armour and MR. Also possibly add the damage resist as an active giving 10%+(0.1% per stack) so you have a way not to blow up in early teamfights when rushed
As for the gold efficiency it clocks in at 77% gold efficient when unstacked without the active and 133.19% gold efficient when stacked, it should hit aproximatly 100% gold efficiency at 50 stacks. (would you believe I didn't plan this)
The stacking mechanic delays the powerspike of the item, making it less attractive as anything other than a rush (think tear and ROA) and bruiser shouldn't want to rush it early as it gives zero damage stats.
Edit: knew I forgot something, I dropped the price to 3200 in my calcs because I think 3600 might be a bit pricey.
My Idea for an Item, created from a modification of Spitemaster (NA)'s Item. Designed to be an early rush with early power and late game scaling, designed to rival the likes of IE, possibly too much though, but easily tunable.
Feel free to leave any item suggestions in the comments, I love reading through and discussing these, it doesn't even have to be a tank item, leave a mage item and I might use it if I ever go on a 2000 word rant about mage itemisation :P.
Edit: God damn it, 2000 words double checked and there's a spelling mistake in the title QQ.
+
+ Combine
Lots of HP, solid MR, decent armor, +20% CDR for more CCin', and +10% movespeed.
+ 700 Gold = 3150 Gold
+350 Health
+40 Magic Resist
+75% Health Regen
+50% Mana Regen
+55 Armor
UNIQUE PASSIVE- Mana Font: Increase your mana regeneration equal to 2% of your missing mana.
UNIQUE PASSIVE- Shield of Righteousness (better name): Whenever you use a spell, you gain 4/5/6% (Levels 1/6/11) damage reduction.
= [ insert name ] >> 25 MR + 20 AR + 400 HP + 20 AD + 50% HP REGEN // UNIQUE: RAGE + 20 M.SPD + 15 HP(3 per second) + 10 MANA( 2 per second) per hit for 5 seconds, Half for ranged(* 10 M.SPD, 7 HP, 5 MANA).
(1,000g) + 200g Combine (2,000g Total)
), I'm sure if they turned out too weak (they wouldn't) it could be buffed.
: Recipe changed to
: Recipe stays the same, armor increased to 50.
Unique Passive: Deals 20 + 1.5% of your maximum health (health of the person who owns the item) as magic damage per second to nearby enemies.
: Unique Active: Causes nearby enemy towers to deal 50% reduced damage to you and your allied champions while reflecting 100% of the damage dealt to you and your allies (after the 50% damage reduction) from the turret(s) onto nearby (800 Unit Range) enemy champions as well. 5 second duration, 90 second cooldown. Cannot affect the same tower more than once every 10 seconds.
: Recipe changed to (Jungle Item) +
: Armor increased to 70.
: Unique Passive - Restores 1.5% of your Maximum HP every 5 seconds (doubles to 3% after being out of combat for 8 seconds).
+
+
and
.
It's easy to understand, the cost is also similar (2300), and it's essentially makes easy for newbie to understand how much resistances those 2 item shred.
Here is why trying to balance last whisper and void staff at the same time is not viable.
Thornmail,
Frozen heart, etc., together with the base armor, give you solid armor values at all stages of the game.
Magic resist, on the other hand, is zero per level on ranged champions, and has usually a weaker build-up without serious magic resist item (we used to have FoN but was removed). But this is ok, because of point 2.
. In short, lategame all of your autoattacks, both as an ADC or a melee carry will carry out massive damage.
On the other hand, spells only scale with Ability Power
, and , to a certain degree, cooldown reduction. What I mean is that, for example, a Ryze/Syndra benefits more from cooldown reduction than a Karthus, due to the nature of their kit.
So, we have weak first, massive later physical damage against magic damage which is more dependable but cannot scale as well.
Where that does lead us?

base AD 101
Build 1

base armor 80
build 1

for example) then just rush into fucktons of pen and reduce the carries armour to near zero.