What are tanks meant to do?

Ash Lockheart·9/27/2018, 4:45:55 AM·2 votes·2,672 views

I just want to know what is the goal for a tank champ? Is it to take all the damage? If yes then why do tanks die so fast taking all the damage? Is it to die, and hope the rest of the team finishes the job?

Every other role feels very clear on what you should do, and what items always to get, but when taking on the role of a tank it does not feel clear. All items for fighter, adc, mage, assassin have armor pen, and magic pen. If that's what each role should have then what should tanks have? I just want to know what's the main goal for the role of a tank? I ask because if you take a step back, and look at all the items in the whole game it looks like tanks waste all there gold on tank items that don't really do anything because of how much armor pen, and magic pen there are on all the items. There are very few items that don't have armor pen and magic pen.

I am not arguing about tanks being bad, or tanks being OP, or tanks needing something. I just want to know what is the main goal for them in the game to better understand the items riot wants them to use in this game.

25 Comments

TehNACHO9/27/2018, 5:08:35 AM2 votes

Depends on the tank in question, but generally, I find the defining role of tanks to be their disruptive abilities. Poppy counters dashes, knocks enemies out of the fight, and makes you fear walls. Maokai can zone entire teams with his Ultimate. Rammus and Malphite are great big fuck yous to enemy ADs. Most of the time, these mechanics (or key parts of the champion's functionality as a whole) are implemented in a way that favors surviving for a long time, which combined with a mostly melee nature requires Tankiness. However, defining a Tank purely on their ability to be meatshields puts them in a weird catch all box with Juggernauts and some Dive Fighters with is just wrong for a wide variety of reasons. The exact specifics on the difference between Tanks and Fighters is its own discussion but you need to get it through your head that Tankiness is the way you achieve your Tank's goal, but Tankiness is not the goal your Tank is trying to achieve. If Braum is alive for the entire duration of his Unbreakable, that's a major boon in big teamfights and the extra bulk helps when he uses Stand Behind Me, but the goal isn't to keep Braum alive. It's to keep his Unbreakable up and moving in the middle of a fight to stop projectiles first and foremost, and everything else, including his Tankiness, is a means of achieving that goal.

You're right though in that a lot of Tank items don't really enable them to do their jobs so much more as a lot of those items' functions are just balls of stats. Funny enough though the Tank items that are good at enabling certain Tanks needed to be nerfed since they were also very universally powerful, see Righteous Glory. The problem here though designwise is two fold. Riot decided a while ago that they wanted Tank itemization to be streamlined in terms of components to finished items since they were a more reactive purchase than say a Carry's core items, which is why all armor items start from Cloth Armor but not all AD items start from Long Sword. What this means though is that the power budget of many Tank items are sacrificed for flexibility; great if you rushed a bunch of Cloth Armor and Ruby Crystals early to survive laning phase but terrible if your end goal is to be a gigantic end game wall because now a lot of Tank items are slot inefficient. The second problem stems in the fact that a lot of Tank designs are very self contained; what works for Shen works differently for Galio which won't work at all on Gnar. This leads to very overly generically strong items like Righteous Glory in its prime, stat stick items like most of what we see today, or hyper niche items like Zz'Rot Portal or old Thornmail on Malphite and Rammus. Tank itemization wrote itself into a bind.

Anyway, what you need to take away is to recognize what your Wardens (defensive Tanks) are designed to stop and who your Vanguards (offensive tanks) are designed to step on. Notice Poppy's utility against hyper mobile teams, notice Shen's ability to unlock reliable splitpushing without boning your teammates, single out and absolutely destroy the enemy team's ADC as Rammus, but for the love of god stop thinking of Tanks as meatshields. They have abilities, really good abilities, that must be applied correctly based on the situation, based on the tank. Figure that out and you figure out Tanks.

crispy669/27/2018, 10:08:10 AM2 votes

they dish out a lot of damage while not dying

Kimuto9/27/2018, 5:04:08 AM1 votes

A front line. Having a front line makes your teammates feels a lot safer because the enemies have to pass the tank first before getting to your teammates. Without a front line, no presence. They would just charge in without worrying about passing by someone. Ever had a bad feeling when the tank is at the front of the enemies positions? You don't want to run pass that. You would perfer trying to find another way around to get to the backline. Or hope for a teammate to take care of him.

Moody P9/27/2018, 10:14:59 AM1 votes

they die fast because they took all the danage

boards needs to stop pretending that tanks are weak

Daddy Ants9/27/2018, 10:41:09 AM1 votes

Tanks are meant to disrupt.

Hügö9/27/2018, 11:36:24 AM1 votes

When you listen to the board: They shouldn't tank, deal no damage and have no cc.