[{quoted}](name=Darkin Hybrid,realm=EUW,application-id=3ErqAdtq,discussion-id=WFK2nPHB,comment-id=00190000,timestamp=2018-04-21T23:24:16.996+0000)
I stopped playing on my main account because I wanted to main a different pool of champions, so I made this account. In addition I bought what ever was the first item on OP.GG, and the last time I played poppy (which was a long time ago) sunfire cape was always the 1st item to go with.
Things change with time and I learned that.
That doesn't make any sense, why would you 'want to main a different pool of champions' but then toss away your main account. My personal main pool is always expanding, right now I consistently play Top, Jg, Mid, Support, and ADC all with good-great success. The most important thing is to play the champions, and then look up how they are to be properly played. The first time I played the new Irelia, I was terrible, it was in a ranked match (an important one at that), and yet I combined the knowledge that the guides provide, with that of my personal experience in order to adapt the build to my specific needs.
What is common or average is not necessarily the best option, and what is best in one situation may be terrible in another. Against say Ornn, you'll want to be wary about both his magic damage and auto attacks, as both being tanks, his auto attacks will be a threat when taken over an extended period of time. This typically means you'll want to take something to go good against both, a Sunfire Cape offers needed-survival stats as a tank, and some offensive aspects as well. It helps with wave clearing, important vs Ornn, increases your potency in extended duels, while granting armor and hp. The armor won't be the absolute best stat against Ornn, however it will help mitigate some of his more consistent damage in extended skirmishes or fights to the death, it will not help in short trades, the type which Ornn will likely prefer if you are both going even in lane, or you are ahead. This is why we additionally grab Merc Treads, while certain types of CC are not covered by these, and memory serves that Orn's cc are not, the magic resist will help. The movespeed will be good for ambushing opponents, locking them down (positioning better for a charge into a wall more consistently), and giving mobility with extra survivability stats.
In such an environment, your best bet is to take conditioning for the increased armor / mr, along with second wind, the latter of which will greatly help in recovering from these short trades and poke. If rather than going in for full skirmishes, and prefering to poke with his abilities before running away, second wind along with some sort of health regen (necklace), will help make that negligible.
When against Quinn, you're going to want to rush Ninja Tabis, when against Nautilus, Merc Treads, etc. You can't use the same build and expect to win. Most damage dealers of top or adc will typically take the same first or so items the same every match, but then need to customize accordingly. As a tank however, you have the benefit of high base damages, and do not need damage items as much (and it's not really your role), meaning you have greater agency AND responsibility. You need to pick reactionary within what you are able to predict. If the enemy ADC is fed 4/0 right now, and your laner is AD, it's a good idea to build armor and hp, looking towards a Randuins and/or Thornmail as needed. If the enemy APC is fed, and you're against a tank, look towards building some MR.
It's fine to build parts of items without completing the whole as needed, building Bami's Cinder for wave clear purposes against a tank is not a bad option, even if you do not intend to immediately build it into a Sunfire Cape, then swapping to whatever item you need.