Tank item concepts

Vesarixx··2 votes·644 views

The idea here is to make items that are effective as pure tank items but lose their effectiveness on other classes, meaning they need to scale with tank stats, or be outclassed by other items for non tanks. These focus on team fighting rather than laning phase. If you have any item suggestions or improvements please post them in the comments.

Hextech Greaves

Recipe: item 1011 + item 3067 + 500 gold 600 health 10% cooldown reduction Unique passive: Kinetic bracing: reduces the effect of Armor penetration by 3% for every 25 armor, and reduces the effect of Magic penetration by 3% for every 25 magic resist Unique active: Neraby champions gain 40% movement speed for 3 seconds. 60 second cooldown. 600 range.

This item is meant to give tanks a late game option for dealing with penetration items, it reduces the amount of penetration by a %, so having 300 armor would cause last whisper to effectively have 25.7% armor penetration instead of 35, the need for resistance stacking allows this item to be more effective on pure tanks and less so on bruisers.

Seekers gauntlet

Recipe: item 3191 + item 3140 + 200 gold 50 Armor 45 Magic resist 40 Ability Power Unique active: Quicksilver: Removes all debuffs from your champion and grants +50% damage reduction for 2 second. 90 second cooldown.

Quicksilver Sash's other build path item 3139 is focused towards AD champions that need a way to get out of a fight that has gone bad, the tank version is meant to allow the tank to stay in the fight a bit longer, soaking more CC and damage as needed.

Essence Leech

Recipe: item 3155 + item 1033 + 400 gold 30 attack damage 70 Magic resist Unique active: deals damage to enemies within 400 units equal to 30% armor and 30% MR, healing for the same amount, 30% slow for 2 seconds, 90 second cool down Unique passive: Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes are reduced by 35%.

This one might be a little problematic, at least with the unique active, but it provides tanks with a threat level in team fights, burst healing, and sticking power.

Leviathan

Builds from: item 3801 + item 1006 + item 3114 + 800 gold +200 Health +100% health regen +50% mana regen -10% cool down redux Unique - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes are reduced by 35%. Unique passive: 5% damage redution after resistances from all sources excluding true damage, 1% additional damage reduction, and 25 health per stack, gain 1 stack per minute up to a max of 10 stacks.(+10% additional damage reduction and 300 additional health)

The 15% damage reduction on it's own is not very effective, and the stacking mechanic means champions that want to snowball will not buy this as they would need to get it early and give up damage items in order for it to be effective.

Waters of life/Vitality

Recipe: item 3070 + item 1011 + 630 gold 250 mana 400 health +50% base mana regen Unique passive: Grants a shield equal to 3% maximum mana that regenerates slowly if damage has not been taken for 25 seconds. Unique Passive: Mana Charge: Grants +8 maximum mana (max +750 mana) for each hit taken from champions, spell cast, and mana expenditure (occurs up to 2 times every 8 seconds). Transforms into Vitality at +750 mana

Vitality 1000 mana 400 health +50% base mana regen Unique passive: Grants a shield equal to 3% maximum mana that regenerates slowly if damage has not been taken for 25 seconds. Unique active: Mana bomb: consumes 20% of current mana, enemies within a 400 unit radius during the cast are dealt damage equal to half the mana consumed and marked with an aura debuff that increases damage taken by 1% for every 5% of your current health until you are out of combat for 6 seconds, reductions in your health % reduce the debuff %, enemies exiting the 400 unit range will drop the debuff after 1 second, re-entering the range will reapply the debuff, enemies not in range during the initial cast will not gain the debuff while within 400 units.(90 second cooldown)

This one is a bit on the OP side, but so is everything else that builds out of Tear, the mana stacking mechanic means you do trade early game stats for a better late game with this item, and the cast/aura means that teams have a reason to need to focus the tank or try to kite them or stay out of range

4 Comments

Leti the Yeti2 votes

This is why we need some % bonus armor, or % health item that bruisers would benefits less from than a tank would...

I also wonder how many singed players would try to invest in this water of life, water of vitality... and get a seraphs too just cuz and be the most annoying smoke machine we ever seen

Vesarixx1 votes

The leviathan suggestion is pretty much that, but it uses % damage reduction after resistances in order to avoid issues with champions that scale with resists/health, Vladimir Rammus DrMundo Garen Galio, makes it easier to keep these guys from getting warped by an item like that, that way they don't need to get balanced around that item to the point where it becomes a mandatory purchase(think DFG on mages), it's a health/resistance death cap without the downside, scales with any tank stat you buy, and scales harder the tankier you are.

Darkwind1 votes

Read the unique passives/actives, instantly realized they were all insanely broken, stopped reading immediately.

Vesarixx1 votes

not all of them, but it is 1AM while I'm making this, so some of it being a bit imbalanced in the first iteration is a given, some revision will occur once I've gotten some sleep. With the numbers of the passive on the first item, keep in mind that it can't reduce the effect of item 3035/item 3135 entirely, it's a % of the reduction they provide, so for example 300 armor gets you 36% of 35%, so the ADC still gets an effective 25.7% penetration from the item.

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