[Item Overhaul] The Tank Project (Revised)
TL;DR: Tanks as a class don't seem to be in the right place - Mitigating damage should be a bit more diverse - We could use some items with soft taunts - Tanks should be significantly more durable than bruisers - We need a counter to knockups/knockbacks
http://i.imgur.com/pFspRde.jpg
This item overhaul is a complete set of suggested changes to improve the gameplay diversity in League of Legends. The ultimate purpose is expanding the realm of possibile strategies, both in the spectrum of "viable champions" and the in-game actions available. The overhaul covers all item systems, from AD and Critical Strike rework through AP and Support expansion to differentiating Fighter and Tank classes.
Why? Well, more or less to have more than top 3-5 champion picks for every role in LCS with cookie-cutter builds. Item builds should be more flexible, reactive and champion-specific, not predefined for a whole role/class of champions.
- The Tank Project (revised) - you are here
- The Support Project (revised)
- The Carry&Fighter Project (revised)
- The Mage Project
#Premise of the Tank Project
Tanking doesn't feel rewarding.
Sure, initiators like Rammus, Amumu and Sejuani aren't anywhere low in the % winrate department. Their ability to coordinate teamfights in solo queue is nothing to be laughed at. Nevertheless, compared to champions with AD scalings like Jarvan IV and Vi, they don't really feel impactful. They don't deal damage, they can't push towers, and overall they don't even feel more durable than bruisers. Nothing stops Jarvan or Vi from going "full tank" and still dealing damage - meanwhile champions like Nautilus or Sejuani don't even have that much innate durability in their kit.
Note: as of patch 5.1, the turret-pushing problem gets partially solved with the introduction of Zz'Rot Portal, which spawns little voidlings that deal damage to towers based on your Armor and MR.
This whole overhaul is an attempt to fix this problem by approaching it from both ends: first, changing the defensive items to differentiate between bruiser and tank builds, but also, second, changing the way carries break through resistances. The second part is just as important.
The Tank Project can be summed up as follows:
Void Staff and
Last Whisper penetrate 50% of bonus MR/armor instead of 35% total- This means they're more effective against heavy resistance stacking, but not as good against unarmored targets - so if the carry decides to shred through your durability, they have to give up some damage to your teammates
- To avoid making the binary situation "tanks are immortal"/"tanks are paper", alternative items to LW are included, and Black Cleaver gets a much much better build path
- In a similar manner,
Blade of the Ruined King loses part of its absolute power and becomes more situational (from 3k gold to 2.3k) - To make up for the changes to Last Whisper, fighters get their items changed as well
- DFG's damage component comes at the end of the debuff instead of the beginning (so much like Death Mark) By the way, it seems like DFG is being removed from the game, from what we've seen on PBE.
- All in all, dealing damage to tanks comes at a price and LW is not always the best choice
- Tank items being generally less slot efficient by themselves, but stronger together
- Lower efficiency of one-item wonders (Sunfire, Omen) for bruisers
- Synergy items increasing your tankiness, % health and % resistance amplifiers (much like Spirit of the Ancient Golem)
- Suiting the item passives to match the threat
- Items against carries (anti-crit protection, anti-caster aura)
- Items against hybrid damage to balance things like Jax and Shyvana, and the on-hit builds introduced in this overhaul
- Counterplay to crowd control
- Anti-knockback item suited for tanks
- Alternative slow resistance item to Boots of Swiftness
- Tank scalings
- AA block calculated after armor (reworked Omen)
- Other scalings (armor scaling on Iceborn Gauntlet procs, MR scaling on Locket of the Iron Solari shield)
- Synergising with CC (like the Oppression mastery)
- Clear tiering of items (that can be meddled with afterwards, initial numbers are just guidelines)
- Health tiers: 200 (health is negligible), 400 (general durability), 600 (heavy stuff) and 800 (Warmog's)
- Armor tiers: 50 (utility) and 100 (anti-DPS)
- MR tiers: 30 (lesser MR) and 50 (heavy MR)
- Soft taunts
- Sunfire Cape damage scaling with current health, which means the lower they get you, the less damage you deal
- New item with a shield that grants an aura buff until it's broken (Sion's W and Maokai's R combined)
- CDR revamp
- No 20% CDR items building out of one 10% CDR component
- All 20% CDR items are like Morellonomicon - cheap, build out of two 10% CDR ones, mundane utility
- The idea here is "Tanks and Supports get their CDR early"
- This is to avoid situations where you'd have to pay for that extra 10% CDR while upgrading an item purchased for something else than high CDR (sometimes purchasing FH late in the game isn't outright effficient on tanks)
- The secondary goal is balancing out mage itemization, as the constant dominance of Grail and Morellonomicon homogenizes mage builds (20% CDR into Deathcap into Void Staff on everyone)
So much about ideas, let's get down to business. If you disagree with the concept above then you can ignore my implementation and argue against the whole idea. Keep in mind that some of the things above might be very right while my execution below might be very wrong.
#Health items
Items with less than 400 health are covered in other parts of the itemization overhaul. Overall, most items that are oriented around their health threshold are rather unchanged, since health is more a powerup stat than a response stat.
400 health
Righteous Glory
- Recipe:
Catalyst the Protector +
Kindlegem + 250g (total cost recuded to 2200g from 2500g) - +400 health (-100), +300 mana, +10% cooldown reduction
- Health regeneration removed
- Active and passive effects unchanged
A change dedicated to supports - they would very much like to purchase this item from time to time, but the cost seems a bit high and the item is currently a snowballing tool more than a strategized response. With changes to other CDR items, this item won't ever feel like an overshot. Crystalline Bracer builds into tons of other stuff now.
http://i.imgur.com/wca6mpV.png Leviathan (new item)
- Recipe:
Giant's Belt + 1000g (total cost: 2000g) - +400 health
- Unique Passive: Increase your maximum health by 15%.
- Unique Active: For the next 5 seconds, displacements move you for 50% of the distance (time reduction on knockups, distance reduction on knockbacks). 60 second cooldown.
Knockups, knockbacks... Seems like the latest few dozen releases are overloaded with those. Since Tenacity does nothing to mitigate them, there is no way to work around heavy displacements. This solves the problem while requiring skillfull utilization (you have to anticipate the displacement) and not shutting down the caster (you're still under CC, you for shorter time). Raw stats are so-so, but situationally this could become really worthwhile. Bonus % health is just like the one on Spirit of the Ancient Golem, but scaling off total HP so that you don't feel bad when going for items like Frozen Heart. This is calculated into the cost - the item breaks even around 2500 health from other sources. Overall it's designed to be rather a finishing item than a starting one.
Other items with 400 health: Sunfire Cape, Randuin's Omen (see: Armor items, below); Banshee's Veil, Locket of the Iron Solari, Spirit Visage (see: Magic resistance items, below); Sanguine Orb (new item), Rod of Ages (see: The Mage Project)
600 health These items are meant for tanks and durability is their primary attribute.
Juggernaut
- Recipe:
Kindlegem +
Crystalline Bracer + 50g (total cost unchanged) - +600 health (+100), +100% health regeneration (new), +10% CDR, Tenacity
A much deserved buff to bring this item's gold efficiency in line with Magus and Warrior.
Other items with 600 health: Face of the Mountain (see: The Support Project); Frozen Mallet (see: The Fighter Project); The Breathstealer (new item, see: The Mage Project)
800 health Big chunk of health. No resistances on the items past that line.
Warmog's Armor
- Unchanged
With changes to BotRK in the Carry/Fighter Project, the item lost one of its main drawbacks, so I'd be careful about buffing it.
#Armor items Two tiers of armor: 50 for general armor items and 100 for the heavy anti-DPS ones.
50 armor The item's main strength is not the armor, but its utility.
Blackfrost Helmet
- Recipe:
Glacial Shroud +
Kindlegem + 700g (total cost: 2500g) - +50 armor, +400 health, +300 mana, +20% CDR
- Unique Passive: Reduce damage taken from critical strikes by 20%.
Just like with Morellonomicon, it's good enough for its stats, but the passive provides occasional extra value.
Iceborn Gauntlet
- +40 ability power (+10), +500 mana, +50 armor (-10), +10% cooldown reduction
- Unique Passive – Icy/Spellblade: After using an ability, your next basic attack critically strikes and deals bonus magical damage equal to your crit modifier to surrounding enemies, creating a field for 2 seconds that slows enemies inside by 30% (1.5 second cooldown).
- Unique Passive – Critical Strike Modifier: Your critical strikes deal magical damage equal to 100% of your armor. Only highest critical strike modifier applies.
- Details will be talked over in the Carry/Fighter Project - basically crit is no longer 200% AD damage, but 100% AD + crit damage modifier. The default CDM is 100% base AD (like the in current Sheen proc), but it can be replaced by a higher scaling modifier.
Parallel to Sunfire Cape, it provides some tankiness-scaling AoE damage. The crit rework is fully explained in the Carry Project, for Iceborn Gauntlet all that matters is that instead of 125% base AD it will deal damage equal to 100% armor.
Ohmwrecker
- Combine cost increased to 950g (total cost increased to 2800g)
- +400 health (+100), +100% health regeneration, +10% CDR
- Passive and active effects unchanged
For a mid-lategame item this is painfully slot inefficient. This, hopefully, helps that.
Randuin's Omen
- +50 armor (-20), +400 health (-100)
- Unique Passive – Cold Steel: When hit by basic attacks, reduces the attacker's attack speed by 15%.
- Unique Passive – Shield Block: Blocks 5 - 45 damage from ranged basic attacks from champions depending on distance from the attacker (5 at 300 range, 45 at 700 range). This reduction applies after armor.
This item takes a huge hit to its raw stats, but now provides more protection against basic attacks when you have high armor rating from other items. Anyways, the armor+health+slow bundle made it a one-item wonder for bruisers that became a little bit too overused. Now it's better against ranged champions (and still usable by bruisers), but significantly worse against melee ones - and much like the current Thornmail, works best when you're already tanky from other items.
Sunfire Cape
- Recipe:
Chain Vest +
Crystalline Bracer +
Crystalline Bracer (total cost unchanged) - +400 health (-50), +50 armor (+5), +100% health regeneration (new)
- Unique Passive: Deals 20 + (1% of your current health) magic damage per second to nearby enemies (400 range).
Sunfire gains some tank identity as well with regen and should be noticeably worse on bruisers. You can build it for towerdiving or surviving agaionst AD casters, but it needs other tanky items to scale its damage. The most important thing here is the soft taunt - hit its wielder and the item will deal less damage. This somewhat contradicts with some champion kits and Maw of Malmortius - you can use that fact to avoid mixing these two together, or to make a build that makes use of both situations.
Other items with 50 armor: Guardian Angel and Zhonya's Hourglass (both unchanged); Force of Nature (new), Moonflair Spellblade, The Vanguard (new) and Zz'Rot Portal (see: Hybrid resistance items, below); Chillwind Crown (new, see: The Mage Project)
100 armor No other resistances, just pure armor.
Frozen Heart
- +100 armor, +400 mana, +10% cooldown reduction (-10)
- Unique Passive - Cold Steel: Reduces the attack speed of nearby enemies by 20%. (500 range: AS reduction up from 15%, range down from 700)
- Unique Active - Icy: Slows the movement speed of nearby enemy units by 40% for 2 (+1 second per 500 bonus mana) seconds. 60 second cooldown (500 Range).
Less CDR (part of the CDR revamp), but gets the Randuin's active. The aura's range now matches the slowing active's range - any enemy with the snowflake particle above them will be caught in the slow. The identity here is: FH is better vs melee, Omen is better vs ranged. The mana scaling is there to make use of things like Righteous Glory and Iceborn Gauntlet if you were to feel like you're wasting gold on too much flat mana.
Thornmail
- Recipe:
Chain Vest +
Chain Vest + 700g (total cost increased to 2200g from 2100g)
Just a smoother buildpath, with price back from before patch 4.20.
#Magic Resistance items
Aegis of the Legion
- New recipe:
Null-Magic Mantle +
Crystalline Bracer + 800g (total cost unchanged)
Supports don't have too many free item slots and they could use this change since Bracer is a very neat item to sit on. Also, small changes to Hexdrinker and Quicksilver Sash are suggested (see: The Fighter Project)
30 magic resistance MR items with high amount of offensive stats (AD/AP): Athene's Unholy Grail (see: The Mage Project), Mercurial Scimitar, Maw of Malmortius and Wit's End (see: The Carry/Fighter Project)
50 magic resistance Heavy MR, but with other stats (such as health) bundled in.
Abyssal Scepter
- +60 ability power (-10), +50 magic resistance
- Unique Passive: Reduces the magic resistance of nearby enemies by 25%. (700 range)
Redefined as a mage bruiser item, with less AP and more anti-MR approach (instead of squishy-stomping one). The debuff is weaker than the old one until about 90 MR (keep in mind flat reduction comes before % penetration, so the Abyssal on Live doesn't work well with % penetration from masteries or Void Staff).
Banshee's Veil
- Recipe:
Spectre's Cowl +
Crystalline Bracer + 800g (total cost lowered to 2600g from 2750g) - +400 health (-50), +50 magic resistance (-5), +100% base health regeneration
- Unique Passive: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 30 seconds. (-10 second CD)
- Unique Passive - Spectre's Regeneration: Grants 100% base health regeneration for 10 seconds after taking damage from an enemy champion. (new)
-5 MR, -50 health, +100% regen in combat, -160 cost and CD on spellshield is down from 40 to 30. Overall part of the tank identity revamp, emphasizing the anti-poke element while slighlty worsening its one-item wonder status for carries. Keep in mind this item granted 45 flat regen on passive procs before the regen changes happened. Even at +200% it cannot exceed that number.
Locket of the Iron Solari
- Combine cost increased to 250 from 50 (total cost increased to 3000 from 2800)
- MR increased to 30 from 20
- Aura unchanged
- Active shields for 50 +100% MR (changed from 50 + 10 * level)
Shield scales with MR instead of levels, making the item less of a must-have item in every situation, and more a specialized purchase against AoE magical damage. Initial shield is more or less the same, but in the lategame it would be wise to pick up MR from other items.
Spirit Visage
- Combine cost lowered to 550g from 700g (total cost lowered from 2750g to 2600g)
- +400 health, +50 magic resistance (-5), +100% base health regeneration, +10% cooldown reduction
- Unique Passive: Increases your self-healing, health regen, life steal and spell vamp by 20%.
MR down by 5, cost down by 150. Part of the tank itemization revamp, as FoN will increase the MR granted by this item.
Other items that grant 50 MR: Banner of Command and Mikael's Crucible (see: The Support Project); Force of Nature (new), Guardian Angel, Moonflair Spellblade, The Vanguard and Zz'Rot Portal (see: Hybrid resistance items, below)
#Hybrid resistance items New component
Early season 4 was dominated by tanky bruisers with built-in %health magic damage. The likes of Shyvana and Mundo (also: BotRK Jax/Trundle) thrived on lack of hybrid resistance items to counter their kits. With this item in existence, it should be easier to balance out hybrid damage dealers and make them more satisfying while leaving options to play against them.
Dragonscale (new item)
- Recipe:
Cloth Armor +
Null-Magic Mantle + 350g (total cost: 1150g) - +20 armor, +25 magic resistance
- Passive – Reinforce: Whenever hit by a basic attack, your bonus armor and magic resistance increase by 5% for 5 seconds (effect stacks up to 3 times).
- Builds into: Force of Nature (below)
This item is very much not cost efficient by itself unless the passive is triggered, and even then it depends on your bonus resistances (runes, other items, built-in steroids) - but should be a very clear response to hybrid damage. Having two Dragonscales gives you two stacks per one incoming attack.
Finished items Placed at 50 armor and 50 MR, these items belong to both groups at once.
http://i.imgur.com/hiEG97a.png Force of Nature (new item)
- Recipe:
Raptor Cloak + Dragonscale (new) +
Chalice of Harmony + 150g (total cost: 3300g) - +50 armor, +50 magic resistance, +100% base health regeneration, +50% base mana regeneration
- Unique Passive - Point Runner: Grants +30% bonus movement speed that builds up over 2 seconds while near turrets or Void Gates.
- Unique Passive - Reinforce: Your bonus armor and magic resistance increase by 15%. This bonus is increased to 25% while Point Runner is active.
- Unique Passive - Mana Font: Restore 2% of your missing mana per 5 seconds.
- Unique Passive - Slow Resistance: Movement slowing effects are reduced by 25%. (Doesn't stack with Boots of Swiftness or Zephyr.)
Pretty much a "tank Deathcap" or "tank Triforce" suited for a lategame build, a soft response to % armor penetration items. It isn't particularly gold efficient on its own - combining the components gives absolutely zero bonus stats - but the slow resistance could be a godsend against permakiting champions. It can be situationally rushed as the first item if you're against a hybrid damage champion like Jax or Shyvana (which is when Dragonscale comes in handy) and you have enough built-in bonus resists to make use of the Reinforce passive (be that passive effects or defensive steroids). Otherwise, it's meant as a finishing item to improve the slot efficiency of your other defensive items.
Guardian Angel
- Unchanged.
Moonflair Spellblade
- Recipe: Seeker's Armguard + Negatron Cloak + 450g (total cost lowered to 2500g from 2600g)
- +40 ability power (-10), +50 armor, +50 magic resistance
- Unique Passive - Tenacity: Reduces crowd control duration by 35%
Introduced to Summoner's Rift with 10 less AP, better build path and price lowered by 100. Followup to changes to Abyssal Scepter - those two should make for a neat anti-mage mage bruiser build.
http://i.imgur.com/UNRnh50.png The Vanguard (new item)
- Recipe:
Glacial Shroud +
Spectre's Cowl + 850g (total cost: 3000g) - +50 armor, +50 magic resistance, +200 health, +300 mana, +100% health regeneration, +10% cooldown reduction
- Unique Active: Grants a shield equal to 10% of your maximum health for 5 seconds. While the shield persists, other nearby allies take 25% reduced damage from champion abilities. 90 second cooldown.
Soft taunt. "Hit me or you'll deal less damage to my team". The spell damage reduction does not affect yourself (you already have the shield, that should be enough). And yeah, The Vanguard becomes the one-and-only item to grant all three defensive statistics, ev en if the health amount isn't that impressive.
http://i.imgur.com/NC42ade.png Zz'Rot Portal (upcoming item in patch 5.1)
- +50 armor, +50 magic resistance, +100% health regeneration
- Unique Passive - Point Runner: Grants +30% bonus movement speed that builds up over 2 seconds when near turrets or Void Gates.
- Unique Active: Spawns a Void Gate at target location for 150 seconds. Every 4 seconds the gate creates a volatile Voidspawn that travels down the nearest lane, attacking enemy minions and exploding when attacking structures, but ignoring champions and void targets. 150 second cooldown. Every additional Voidspawn after the third one gains damage equal to 50% of your armor + 50% of your magic resistance.
This item, already shipping in patch 5.1, allows tanks to push towers even though they lack basic attack damage. Should be helluva fun.
#Changelog
Several parts of this project have changed since it was posted the first time after your feedback. Rough notes:
- "Colossus Chestplate" and "Force of Nature" merged into one item - A 70 MR item wasn't a good idea after all. Dragonscale component and the Chalice build persist.
- Leviathan recipe changed (Kindlegem removed), active changed from displacement immunity to displacement reduction - CDR made it a somewhat good rushable item, so I got rid of that. Displacement reduction does exactly what was needed without being too strong against knockbacks or rendering Yasuo useless.
- The Vanguard (changed from "Runic Vanguard") recipe changed to Glacial Shroud + Spectre's Cowl - Negatron Cloak is more fit for endgame items, and this one should be fairly rushable
- Righteous Glory recipe changed (Kindlegem instead of Bracer)
- Sunfire Cape recipe changed (FoN gets the Raptor Cloak build)
- Numerous prices and numbers adjusted
- Order of items in the whole post reorganized by categories (health, armor, MR, hybrid)
#The Other Parts of the Overhaul
- The Tank Project (revised) - you are here
- The Support Project (revised)
- The Carry&Fighter Project (revised)
- The Mage Project
Thanks for getting through this wall of text, by the way. If you've just scrolled down here (which wasn't easy!), TL;DR was at the very top :)
Righteous Glory
Juggernaut
Warmog's Armor
Iceborn Gauntlet
Ohmwrecker
Randuin's Omen
Sunfire Cape
Frozen Heart
Thornmail
Aegis of the Legion
Abyssal Scepter
Banshee's Veil
Locket of the Iron Solari
Spirit Visage
Guardian Angel
Moonflair Spellblade
, your gold income item and potions that sometimes I didn't have space for the items. Might just be me, but the simplification would be nice.