New tank items

Verandure··1 votes·733 views

Based on the recent resurgence of "buff tank" mentality -- specifically the fraction that wants Void Staff and Last Whisper nerfed -- I feel a few, new tank items are warranted (besides Zz'rot Gate).

For example: an item designed to counter percent penetration.

Damage is a counter to health, mitigation is a counter to damage, and penetration is a counter to mitigation. Rather than suggesting yet another, non-interactive stat in this chain; why not add in a temporary, active counter to penetration. A short up-time means that tanks can still be killed, while the tank would still have a window where they get their end-game fantasy -- shrugging off tons of damage.

It would take a 53.84% mitigation increase to negate Last Whisper and Void Staff completely.

My solution would be to bring Guardian's Horn to Summoner's Rift as well as introduce a piecewise upgrade path to counter the %pen items.

Something to this effect:

War Drum (2,000g) Guardian's Horn + Chain Vest + 225g +200 Health +100% Base Health Regeneration +40 Armor

Unique passive: Enemy spellcasts reduce the cooldown of War Cry by 1 second. Unique Active: War Cry: Increases movement speed by 20% and increases bonus armor by 45% for three seconds (45 second cooldown).


War Drum (2,300g) Guardian's Horn + Giant's Belt + 275g +600 HP +100% Base Health Regeneration

Unique passive: Enemy spellcasts reduce the cooldown of War Cry by 1 second. Unique Active: War Cry: Increases movement speed by 20% and increases maximum health by 22.5% for three seconds (45 second cooldown).


War Drum (2,125g) Guardian's Horn + Negatron Cloak + 250g +200 Health +100% Base Health Regeneration +45 Magic Resistance

Unique passive: Enemy spellcasts reduce the cooldown of War Cry by 1 second. Unique Active: War Cry: Increases movement speed by 20% and increases bonus magic resistance by 45% for three seconds (45 second cooldown).


In this form; the items are each 85% gold efficient without the active and over 100% effective during the active duration (increasing as more items are added). As you can see, it only mitigates the penetration of one type of damage, so a tank isn't negating two pen items, simultaneously (and the net effect to would still be -9% penetration with a Last Whisper or Void Staff.)

Giving the tank the choice of when to mitigate, as well as the choice of what they want to specifically mitigate, gives more strategic diversity than an end-all-beat-all item that simply negates Last Whisper and Void Staff by sitting in the inventory.

On a level 18 Garen with the following build (no runes/masteries/ability effects):

War Drum (Armor version), Randuin's Omen, Spirit Visage, Mercury's Treads, Thornmail, and Banshee's Veil

His stats are HP: 3,894 Ar: 286 (258 bonus) Mr: 190

Which means that the armor version of the War Drum item is 214% gold efficient during the active duration (spiking armor up to 402 for 3 seconds).

The one thing that I'm concerned about is its use on bruisers. Giving every champion a fairly potent defensive steroid like this can easily make it another Guardian Angel.

4 Comments

Pluie Battante1 votes

[deleted]

Verandure1 votes

The reason ADCs can still hurt tanks building mitigation is due to Last Whisper and the 5% Armor penetration mastery. Those numbers -- with the passive and active on the item -- would simply make it way too efficient at its relatively low price (already 139% gold efficient at the current 2,000g price before the active).

azrolator1 votes

I don't see that any item is the problem vs tanks. I see the problem being if the tank is initiating for the group fight then he can be hit by the hp%, arpen, and mpen all at once. 3 members of the enemy team can reduce him as if he had nothing tanky about him at all. But those items on a single basis are ok. I don't think there is any real way to balance this while keeping those type of items as they are. The tank is there for the initiator in group fights and by the time he gets tanky enough then the enemy has likely already built to mitigate him. I think that if items with the % removing stats lost their other stats they would be more situational to tank killing and a tank is willing to take one for the team. If his team took less damage because the enemy built to kill him, then that is a trade-off to make.

Verandure1 votes

I, generally, agree with you.

Then again; I feel the same way about Mercurial Scimitar -- an item designed to negate some champion's kit (CoughMalzaharCough) shouldn't be slot efficient for a damage item.

And I think that's one choice for where the problem arises; "all items damage dealers build must have damage regardless of the utility" philosophy.

I mean, Void Staff is basically a stronger, permanent Deathfire Grasp (with different stats). item 3128 increases damage against the target by 20%, item 3135 ignores 35% of the target's magic resist, increasing damage against that target. Heck, they even cause the target to take the same amount of damage if they have 90.91 Magic Resistance after which item 3128 begins to be less effective at reducing the target's effective health.

All champions have either 30 or 53.4 innate magic resistance through leveling, meaning that a single Null-magic mantle can already almost make some targets "beefy" enough for Void Staff to be more effective than DFG (almost).


(Magic Resistance + 100) / (100 * Damage Multiplier)*Total Health = Effective Health

item 3135 Damage Multiplier = 1; Magic resistance gains a coefficient of 0.65 (100% - 35%) item 3128 Damage Multiplier = 1.2; No Magic resistance coefficient


To make it even more crazy, DFG is significantly more expensive than Void Staff!

But; I digress, these items are not, by any means, necessary. It's a way to create interactive gameplay while not simply destroying one of the non-interactive pieces in the stat chain ("Nerf Penetration!").

I will concede that the three primary forms of mitigation penetration (Armor penetration, Magic Penetration, and %Max HP damage) are included in most teams -- which makes this item set less valuable -- ; however, an item (or even a build) that can negate all three, simultaneously, would be very unhealthy for the game and would lead to virtually immortal tanks -- God forbid Mundo.

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