About Tanks: They are tough but not Immortal. Positioning is Key.
Hey all, As a tank/Juggernaut player I love tanky dudes and I believe that taking hits is more just as important as giving them. but back on subject. Many people like to complain about tanks being weak or tanks being too damn strong and what people don't realise this that, just by being tanky doesn't mean that you are nigh-unkillable. Here is what people need to think about when they are playing a tank or tanky character.
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1 Position: Look A lot of people don't realise this, but getting caught out of position as a tank is just as dangerous as it as an ADC. people are not afraid of offloading their basic abilities on a tank that doesn't build
, when you gather for the teamfight you are at 50% HP and without a tank, your team will fall apart and die. the same does for a good attack on the enemy team. if a diver or a vanguards goes LEEEEEEEEEEEEEEEEEEEEEEEROY JENNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNKINS!!!!!!!" and his enemy team follows him or like what actually happened. you or a member of your team does that and none of you follow after them. you are boned. -
2 Take one for the team: As a tank you will die a bit, so if you are going to, it's better to take one or the team as the enemy team wasted their time killing you while they killed off the enemy team. I was playing as a tank and while it sometimes turns into a 4v5 Their abilities were on CD and ripe for getting aced, which happened. even of you die you will get 2.5 enemy kill gold or even a bonus from shut downs while you are died, so as long as you die right you will reap the rewards.
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3 Don't die to anyone ally that overextends: Personally that is one of my weaknesses, I'd rush in and die hoping my carry gets away but instead dies because they are a dumbfuck, had an opportunity that they failed to take, I was a dumbfuck that rushed in and fed, or the enemy team out played us and we couldn't handle just cutting our loses. Whatever the reason, if someone eff's up and someone will die and it's certain you will die with them if you committed with them. then you should just bait, but ONLY if you fight a losing battle and it's better to defend someone else on the map. But making the right call in not committing to a team is to know if you have a chance of either winning or losing the fight, or you are being a coward that abandoned the team when they needed you the most.
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4: Awareness and timing: You need to be aware when grouping up. People's especially at lower ELO(Lol this comes from a Bronze II player) People are kill Hungry and just want kills instead of objective control and fighting for that, so you need to be aware of any player can want and can get behind your backline, all tanks can peel to varying degrees, so if a diver like vi or lee sin jumps the team, you can lock them down and then get a free kill which will deter the enemy team from trying an attack 4v5. Likewise as a tank(Vanguard), you need to be able to see when you can jump the enemy team and cause chaos among them. As displacing them with a good initiation will kill them while a poor initiation will expose your own team and cause the enemy team to make a beeline for your carries and support.
Either way I hope you enjoy my discussion about tanks and that it was helpful.
Peace.
combined with
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it gives me some good damage and durability to make up for not having that good CC, making rammus more of a defensive juggernaut. having a mix of damage and durability(don't like using the term tankiness as not everyone can be a tank) makes it hard for the enemy team to make a decision on who to kill. if you kill a damage tank, nice you wasted 4 ults on me. you kill the carry, still got the mage and damage tank on your ass.
whatever boots are needed
and typically finish with a 
are decent against poke etc and unless the enemy ad adc is getting kills or just destroying us at bot I tend to get those two items stated before for the mage support.
is ok but I just get so annoyed by that item if I'm tank support Braum, Thresh etc because the heal proc gives you like 40 hp back which is like "ok" whenever the mage/ad do over 80 from just 1 auto attack.
Like the item is great once fully completed but the first two early parts are just annoying to buy when you don't think it's benefiting you as it should early on.
replacing warmogs as a support. I like a bit of AP for some more damage.
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but my team always forgets my passive 