You shouldn't get damage from building tanky

DeusVult·12/10/2017, 10:34:33 PM·3 votes·190 views

Out of all the items, item 3001 item 3742 item 3022 item 3025 item 3053 item 3068 item 3071 item 3075 item 3748 fall into the "make you tanky while providing damage." Out of those items, item 3001 item 3025 item 3068 and item 3075 are tank items, with very few exceptions. item 3742 item 3053 item 3071 and item 3748 are bruiser items, with Black cleaver being the most generalist of the items, given how its passive works. item 3022 is also a bruiser item, but more of a niche item for split pushing duelists.

No one usually buys more than 3 of these items in one game. Tanks and bruisers will fill their remaining 3 item slots with 2 defensive items and boots, whereas fighters will probably go 2 AD items and boots. Now I can understand why people don't like defensive scaling attached to skills, such as maximum/bonus health scaling, or resist scaling, but those champs are balanced with that thought in mind.

Yet people get all bent out of shape and say that you should get damage while building tanky. Yet how about not getting tanky while building damage?

item 3153 item 3812 item 3814 item 3026 item 3146 item 3156 item 3139 item 3046 item 3074 item 3072 all make you tankier while building strictly damage. item 3153 item 3812 item 3146 item 3139 item 3074 item 3072 all provide lifesteal, allowing you to heal up damage taken in fights, with Death's Dance allowing you to survive from AD threats for longer, BT giving you an overshield, and Mercurials frees you from CC. PD directly reduces damage, and ADs now have GA. Now, you are still not going to see anyone usually build more than three of these in any 1 game, but then that is the same as their tankier counter parts.

An ADC might build item 1001 item 3031 item 3046 item 3094 item 3139 item 3035 or item 1001 item 3031 item 3094 item 3087 item 3072 item 3139

if they run lethality, item 1001 item 3142 item 3147 item 3812 item 3139 item 3026

The point is, nearly all roles have access to both offense and defense by buying items. The reason that most of the time tankier items seem to allow for more damage is that ADCs, assassins and mages do not stack resists, or even buy any for the first 20-30 minutes, allowing base damages and AoE to seem far higher than it is, while the large amount of Armor or MR reduces a carries damage by 50-60% until they purchase their penetration item.

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