Seperating how Vanguards and Wardens perform the role of "tanking;" OR; "How I'd do a Tank Update"
Tanks have been in a bad spot for a long while. It's not a surprise at this point, the only debate is when it started (7.4 tank item changes? Runes Reforged heavily favoring damage? Conqueror's introduction?). A part of the problem, I feel at least, is that the two subclasses of tanks want to be doing very different things. Vanguards need to able to survive an initial onslaught of attacks in order to get in and land their AOE crowd control. Wardens, however, want to keep the enemy off of vulnerable ally targets, usually through direct defensive boons to that ally as is the case with
, though in the other cases, by having ways to stop engages outright (
), strongly punishing an engage with a counter attack (
), or generally existing as a giant stop sign with a massive aoe nuke (
). To this end, the tanking that wardens want to do is living for a long span of time to hold off enemies, while Vanguards want to be able to tank large amounts of initial burst damage.
However, the design of many of the tanks and tank options lends itself to vanguards standing around holding off opponents (
comes to mind having absurd long lasting damage soaking on his ult and an E that launches enemies into last week) or generally just ignoring sustained damage all together
,
.) Wardens then, need to be able to pull double duty, because "anti engage," "team peeling," and "sustained trading" are all things that vanguards (and in other cases, Divers even) can do in their place. Well, when tanks are allowed to be viable at all that is.
IMO, wardens (So for top lane,
) should have a higher health regen on average as a form of natural sustain. They are meant to be the "true tanks" that are around for the fight start to finish, so it makes sense for them to have more staying power.
Vanguards, the majority of tanks, should instead have more up front damage soaking ability, like
or
's bonus resistances at the start of a scuffle, to allow for strong, successful engages. As a downside though, they shouldn't have as much ability to stick in the heat of battle, since they offer so much more AOE crowd control than their warden counterparts.
Riot seems to have started doing this, though with laughably small inches toward it, with
and
, two historically problematic vanguards, getting a slap on the wrist of reduced health regen. It isn't nearly enough of a shift, but at least on principle it shows that they don't want these kind of champions shrugging off damage forever with health regen rivaling
's passive.
So, here's the changelist I would make regarding the tanks, both vanguards and wardens, starting with the solo lane champions
Health regen: 8 (+0.8) -> 9.5 (+1.0)
Health regen: 8.5 (+0.75) -> 9.5 (+0.95)
Health regen: 6.5 (+0.55) -> 6.5 (+1.0); E % of grey health heal: 15/20/25/30/35 -> 10/15/20/25/30
Health regen: 8 (+0.8) -> 9 (+0.85); Armor: 24 (+3.5) -> 21 (+3.9)
Health regen: 7 (+0.55) -> 5 (+0.5); Passive shield health %: 10 -> 15
Health regen: 7.5 (+0.8) -> 4 (+0.3); Health: 542.64 (+73) -> 600 (+70)
Health regen: 8.5 (+0.55) -> 6.5 (+0.6); W shield strength: 60/70/80/90/100 (+9/10/11/12/13% health) -> 80/85/90/95/100 + (7/9/11/13/15% health); W on-hit damage: 45/60/75/90/105 (+60% AP) (over 2 seconds) -> 30/50/70/90/110 (+70% AP) (at once)
Passive heal: 5 -65 (+ 6-13% max health) -> (7.5% max health); Health: 565 (+95) -> 617 (+99)
Health regen: 9 (+0.9) -> 5 (+0.7); Passive: when crafting health or mana items, Ornn will only gain max health/mana, not current health/mana; Passive bonus armor and MR: 10% -> 20%, dropping by 5% for every second he remains in combat
not included because he does not have the play pattern of either tank class until he enters rage, which is a strong enough burst-resistant vanguard form as-is.
And into the jungle
No changes. Keep that sustained healing with Q up, boys.
E passive physical damage reduction: 2/4/6/8/10 (+3% bonus AR + 3% MR) -> 2/9/16/23/30 (+9% Bonus AR + 9% MR). This effect lasts for up to 3 seconds after receiving damage before falling off
W (Defensive ball curl) Duration: 6s -> 4s; active bonus armor: 30 (+60/70/80/90/100% AR) -> 30/40/50/60/70 (+100% AR); active bonus Magic Resistance: 10 (+30/35/40/45/50% MR) -> 15/20/25/30/35 (+50% MR)
passive cooldown: 8s -> 16s; passive heal: 6% -> 10%; W cooldown: 5s -> 16s; W damage reduction: 10/12/14/16/18% (+4% AP%) -> 20/24/28/32/36% (+0.3% per 100 max health); W damage: 20/50/80/110/140 (+50% AP) (+8% of targets' max health) -> 20/50/80110/140 (+80% AP) (+12% of targets' max health)
Passive bonus resistances: 20 (+25% bonus resistance) -> 5 (+60% bonus resistance); Q damage: 80/120/160/200/240 (+40% AP)-> 60/100/140/180/220 (+60% AP); E damage: 40/80/120/160/200 (+60% AP) -> 20/40/60/80/100 (+90% AP); R damage (minimum): 100/125/150 (+40% AP) -> 80/100/120 (+60% AP)
Passive % health restore on blob pickup: 4% -> 3%; Q cooldown: 13/12/11/10/9s -> 15/14/13/12/11s; Q cost: 8% c Health -> 6% c Health; Q AP scaling: 30% -> 40%; W cooldown: 5s -> 6s; W cost: 4% -> 3% W damage: 15/30/45/60/75 (+4/5/6/7/8% target's max health) -> 40/55/70/85/100 (+ 4/5/6/7/8% (+ 2% per 100 AP) target's max health); E cost: 4% -> 3%
Zac specifically could also stand for some QoL fixes to his R casting logic; say, pressing R, inputting a movement location, then releasing R automatically charges R up to the minimum 1s needed to carry enemies with him, with the failsafe of double tapping R if instead you want to just end it faster instead of carrying them.
Finally supports, though some of these may come off on the side of nerfs rather than buffs since it's the only place tanks do alright in at the moment
Mana: 300 (+60) -> 370 (+56); Q heal per charge: 30 (+20% AP + 1% Taric's Max Health) -> 20 (+30% AP +2% Max Health) (Max heal: 150 + 100% AP +5% Health -> 100 + 150% AP + 10% Health); W shield strength: 8/9/10/11/12% of self/ally's max health -> 8/8.5/9/9.5/10% of Taric's max health**;** W armor bonus: 10/12.5/15/17.5/20% -> 14/18/22/26/30%, reduced by 1/3 for his bastion-bound ally
W resistance bonuses: 10/14/18/22/26 (10/11.5/13/14.5/16% resistance) -> 18/21/24/27/30 (+20/22/24/26/28% resistance) this bonus is halved for the ally Braum jumps to; E (wall) duration: 3/3.25/3.5/3.75/4s -> 3/3.5/4/4.5/5s. Casting E while W is active will extend the duration of W's resistances until the wall ends.
R damage reduction: 55/65/75% -> 55/70/85%, falling off over the duration; R duration: 7s -> 4/6/8s
Q cooldown 6s -> 9s; W armor and MR bonus removed, replaced with % damage reduction: 10/15/20/25/30% (+2% bonus AR% and 4% bonus MR%)
There's a lot here, some more extensive than others, and I will be glad to answer questions about why I chose each change for each champion and would love to hear feedback.
). It also makes him more vulnerable to champs who do well in trades, particularly those who extend them with CC (
), not to mention those who can proc the self-debuff sooner with range (
).
's armor. He doesn't have all that low base armor even though he can gain a lot with his passive, but he has low (in this case 0) armor gain per level. It's lower than plenty of tanks, but on par with other supports and higher than several champions expected to solo lane like