Tank itemising needs some love!
Hello Summonners and Rioters!
Ill go straightforward: tank itemising is weak. The price of items is very huge but this is not the case. The case is they dont keep up with current meta. And the real reason is early game itemising. Tanks lose early game to bruisers mages and carries. And they were meant to be counter for mages! Currently tanks have two dedicated laning items:
Sunfire cape (waveclear, anti ad melee bruiser)- Issues : Bami cinder has too low gold efficiency/ and you cant perform precise wave menagement with this item. It makes pushing easier, but it makes last hitting under turret/ freezing and punishing enemy under his turret MUCH harder! Also, new players might struggle with executing minions with bami passive. And the last problem is the passive falls off in late.
Solutions: (pure QOL 0 number changes) -make unique passive a toggle like old muramana -combine it somehow with dead mans plate (toggle/ swap in shop like tytanic/ ravenous hydra in the past) so the item is still good in late. -make dmg to minions scaling with missing health. This way, the minions that you want to freeze wont get dmgd that much while pushing will be a bit more efficient.
Spectre's cowl (anti ap poke) Issues : its totally useless. Yes you solve the issue of enemy poking you but you spend early gold on sustain, which affects your early waveclear. Enemy mage buys lost chapter, you buy spectres cowl and the results are: -Maybe you will sustain it -You shall not last hit minions under turret boyy. You shall not shove/ reset the wave if you kill the enemy -You have 0 kill pressure.
Solution: totally rework the items unique: X% of the pre mitigation damage dealt to you is stored up to lets say 10x lvl charges that last 30 seconds. The next attack/spell you perform unleash this damage, increased versus minions. The excess stacks that you cant store are healing you back over time/ or you heal from damage dealt from this item.
Other items that I guess were meant to be used in tank role:
Iceborn gauntlet This item issue is that it has a horrible mix of stats : mana and armour. I imagine the tank desires that item when he wants to stick to squishy, ranged enemy toplaner. This item is it doesnt grant health. It means that unless enemy is full ad, the item has very very low real gold efficiency. Moreover the item rewards champions who own high base attack damage(yorick has TF anyways) and have many opportunites to deal damage(ezreal). Lets say You play ornn top versus quinn. You buy it becouse it will help you with sustaining your mana, and adds some stickiness and waveclear. However, you reach 20 min game phase with this item and you realise that with tabi iceborn the gold value you have invested to adapt versus enemy syndra mid equals 0.
To make the purchase any worth for tanks: add any health to it. add bonus hp and armour (melee only) scaling to damage dealt. reduce mana and cdr, maybe armour.
Thornmail: This item barely protects, and barely deals any damage! Currently, it cant be used in first 2 items becouse its to specialised, like iceborn. Icrease its damage scaling to compansate and remove cripple becouse this self anti synergy is so dumb.
Frozen heart: Not only useless (0 health) but also... boring. My solution: NEW UNIQUE: The longer, and the closer the enemy stays in range, the more he is crippled and slowed deceying in 2 seconds. 50% effect in outer range(700) 75 % middle circle(500) 100% effect 300 range. applies 10% + 2 %slow and cripple per second increasing up to 30% after 10 seconds. Enemies dashing in 300 range from you have lower dash range.
THANKS FOR READING!