About the new Tank Meta (Statistical Point of View)

kolpy99··2 votes·556 views

Statistics from LoLKing.net and LeagueofLegends.wikia.com on May 5, 2015, 7:30PM

Introduction

Quite honestly, I was ecstatic to see that tanks were viable once again, but that faded the second that I saw that they are damage dealers now. I don't want to kill ADCs instantly as a tank, I want to... well... tank.

I just wanted to make an in-depth point about how there needs to be more diversity in tank items.

Ill start with armor v magic penetration

Body

item 3110 Build Rate: 9.95% Win Rate: 56.88% item 3026 Build Rate: 4.39% Win rate: 59.08% item 3025 Build Rate: 3.08% Win Rate: 56.51% item 3047 Build Rate: 7.08% Win Rate: 52.21% item 3056 Build Rate: .12% Win Rate 49.15% item 3143 Build Rate: 16.97% Win Rate: 54.01% item 3068 Build Rate: 8.24% Win Rate: 54.88% item 3075 Build Rate: 7.69% Win Rate: 53.75% item 3157 Build Rate: 17.81% Win Rate: 56.53% item 3512 Build Rate: .57% Win rate: 60.49% 10 Items

Total Armor from these items: 1080 Maximum Armor from items: 600, 55% of max. Maximum Armor from a single item: 100


![item 3001](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3001.png) Build Rate: 4.40% Win Rate: 58.05%
![item 3174](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3174.png) Build Rate: 4.92% Win Rate: 51.93%
![item 3060](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3060.png) **_Build Rate: .18% Win Rate: 59.34%_**
![item 3102](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3102.png) Build Rate: 6.12% Win Rate: 54.13%
![item 3026](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3026.png) Build Rate: 4.39% Win rate: 59.08%
![item 3190](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3190.png) Build Rate: 3.59% Win Rate: 59.19%
![item 3156](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3156.png) Build Rate: 3.35% Win Rate: 55.48%
![item 3139](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3139.png) **_Build Rate: 1.8% Win Rate: 56.81%_**
![item 3111](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3111.png) Build Rate: 8.31% Win Rate: 56.52%
![item 3222](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3222.png) Build Rate: 2.19% Win Rate: 56.97%
![item 3065](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3065.png) Build Rate: 9.4% Win Rate: 55.32%
![item 3091](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3091.png) **_Build Rate: .68% Win Rate: 60.53%_**
![item 3512](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3512.png)  **_Build Rate: .57% Win rate: 60.49%_**
 **_13 items_**

Total Magic Resist from these items: **_505_**
Maximum Magic Resist from items: **_360, 71% of max. _**
Maximum Magic Resist from a single item: _**60**_

There is not even half as much magic resist as there is armor in League. And there are more magic resist items than armor items. And only TWO Magic Resist items have a build rate of OVER 5%

Now to discuss the numerous champions that can increase and penetrate the armor/magic resist


Champions who increase their Armor/ Magic resist
![Braum](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Braum.png) ![Galio](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Galio.png) ![Garen](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Garen.png) ![Gnar](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Gnar.png) ![Jax](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Jax.png) ![Jayce](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Jayce.png) ![Leona](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Leona.png) ![Malphite](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Malphite.png) ![Mordekaiser](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Mordekaiser.png) ![Olaf](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Olaf.png) ![Poppy](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Poppy.png) ![Rammus](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Rammus.png) ![Shyvana](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Shyvana.png) ![Singed](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Singed.png) ![Taric](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Taric.png) ![Thresh](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Thresh.png) ![Trundle](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Trundle.png) ![Urgot](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Urgot.png) ![MonkeyKing](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/MonkeyKing.png) 
Out of these champions, here are the ones commonly played as Tanks and their respective (max level) armor/magic resist bonuses
![Braum](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Braum.png) 25+ 16% of bonus MR/Armor
![Galio](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Galio.png) 90
![Garen](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Garen.png) +20%
![Gnar](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Gnar.png) 2x Gnar's Level (max of 36)
![Leona](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Leona.png) 60 +20% Bonus
![Malphite](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Malphite.png) 40% bonus (armor only)
![Rammus](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Rammus.png) 120
![Shyvana](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Shyvana.png) 20 while human, 40 while dragon
![Singed](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Singed.png) 80 While in ult
![Taric](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Taric.png) 30 +12% of total Armor (armor only)
Trundle and Wukong are debatable.

There are two champions who only get bonus armor, not a _**single one**_ who only gains bonus magic resistance.

Now to see the maximum Armor and Magic Penetration (not including runes/masteries)

These are the items that give magic penetration item 3001 item 3151 item 3135 item 3020 item 3091 5 items

Maximum magic penetration: 75/35%

These are the items that give armor penetration item 3707 (any warrior enchantment) item 3035 item 3071 item 3142 item 3134 (including brutalizer because of its unique passive) 5 items

Maximum Armor Penetration: 40/65%

This is no longer a matter of just unbalance towards magic resistance, that armor penetration is ridiculous. Assuming it is additive and not multiplicative, this would mean that Yasuo could get 40/110% armor penetration.

If you were playing a tank and achieved max magic resist from items (360, see above) fighting an enemy with maximum magic penetration, you would be left with 159 magic resist (61.4% Damage Reduction). The same situation with armor, (600, see above) you would be left with 170 Armor(62.97% Damage Reduction).

So if an ADC is critting you for 1000 damage, you're still taking about 380-400 damage. Assuming you have around 3.5k hp (basic median for tanks) you would die in 8 attacks, and no matter how you compare that, that is an >10 second lifetime for tanks.

Conclusion

The whole point of me spending hours writing and researching all of this was to get a point across. Tanks are weak, squishy. I don't know why they are damage dealers now and I don't care if they remain that way, they're still playable. But this proves a point no matter how you slice it, there is no longer a punishment for focusing a tank in LoL. League is a dynamic game, it is always changing, almost every change I love, but this is one that I would have to disagree with. From me playing tanks most of the time, I would like to see some changes made to make them tanky again.

6 Comments

Qarekeo1 votes

Interesting thread.

As for armor vs. magic resist, magic damage is designed to be less consistent (coming mostly from skillshots and as burst damage) while being harder to build against (weaker and fewer magic resist items than armor) in comparison to attack damage (coming largely from basic attacks and marksmen).

That said, I've definitely noticed a trend of tanks dealing huge amounts of damage, AP Chogath especially, which is why I ban/ask to have him banned.

I do think it is more than Cinderhulk bringing in the tanky meta, but it seems that they are lasting an extremely long time while still doing damage.

That's all I'm gonna say for now, thanks for posting.

The Tilted King1 votes

{quoted}

Interesting thread.

As for armor vs. magic resist, magic damage is designed to be less consistent (coming mostly from skillshots and as burst damage) while being harder to build against (weaker and fewer magic resist items than armor) in comparison to attack damage (coming largely from basic attacks and marksmen).

Heres something I just thought of while reading this. so, say for instance Ahri. She does her damage largely from her spells. hence why things like CDR are good for her. But that all has a cooldown and the way, you pointed out, that there is less MR because of a lack of consistent AP damage... could this be why AD casters do so much as well? The way I figure it (and I could be terribly wrong) is that MOST AD caster champs Talon Lucian as examples, have a high burst. but since theres more Armor pen and AD items are more gold efficient (less gold more AD in average compared to AP) could that be why can delete a sqiushy so fast?

im not too knowing in my knowledge of the stats, but from experience... makes sense I think. I do know that Talon can burst down a AD and Mid (and some supports) without even using every skill

kolpy991 votes

{quoted}

Interesting thread.

As for armor vs. magic resist, magic damage is designed to be less consistent (coming mostly from skillshots and as burst damage) while being harder to build against (weaker and fewer magic resist items than armor) in comparison to attack damage (coming largely from basic attacks and marksmen).

That said, I've definitely noticed a trend of tanks dealing huge amounts of damage, AP Chogath especially, which is why I ban/ask to have him banned.

I do think it is more than Cinderhulk bringing in the tanky meta, but it seems that they are lasting an extremely long time while still doing damage.

That's all I'm gonna say for now, thanks for posting.

I would really like to agree with you, but then there is champions like Katarina Leblanc Cassiopeia Akali Fizz with unbelievably consistent damage and low cooldowns on almost all of their abilities. And I think the problem doesn't side with consistency, but burst champions with low cooldowns.Lux Leblanc Evelynn Fizz The removal of DFG helped dramatically, but it still is very unbalanced

Qarekeo1 votes

Oddly enough, I think some of these champions you listed are also balance issues, even against tanks.

I often see Katarina get over ten kills by the end of the laning phase and be able to Pentakill singlehandedly.

LilxPaprika1 votes

There's more to it than that. Its about getting certain task accomplished, reaching a certain threshold. often about buying time etc being an ice breaker. Tanks are not squishy immediately even if it takes just 3 second to shred their armor in that 3 second they might have accomplished their task.

Its hard to put a value on these thing when you look at the team as a unit.

Nucleophilic atk1 votes

I didn't read the whole thread, so excuse me if I missed something. My question is, shouldn't both teams have items listed? Like item 3143 ? I mean, a team with no tank has lost the match since I started playing the game lol. If you pick 0 tanks, that is your fault xD

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