Non-Support tanks are finding success only with damage builds.
For the sake of the argument, let's take out of the list the tanks that can't solo lane nor jungle
. What we are left with is a list of champions that have become a rare sight in the game,
, and a single exception in the name of
, which is a solid pick in the jungle.
In the past years, a worrisome trend has emerged: the most picked tanks are built FULL AP
. Building weird out meta stuff is fun and healthy for the game, but in this case it is the symptom of a problem: soaking damage does not exist anymore as a mechanic in this game.
Yeah, you've heard it before: damage is too high. Getting out two rotations in a teamfight doesn't happen since the juggernaut patch. This situation also exacerbates snowballing, kills strategy and hinders variety. Runes reforged, senseless powercreep, questionable balance directions and itemization have all their part in this. Dealing a lot of damage and dealing it first is so important that it dictates even the viability of tanks: let's talk about the remaining members of the class which do see some play from time to time:
. Why do those 3 are favored above their colleagues? Ask yourself, do you ever say "fuck, this fed
is immortal"... or rather you say "fuck, this fed
just... killed me alone while I couldn't damage him enough??"
Currently,
is the only good sololane, tank-building tank solely due to inappropriate DAMAGE levels; the rest of the pack is actually more effective as a sturdy mage than as their intented purpose.
In conclusion, I believe it is time for Riot to consider an end for this neverending damage meta. The game is getting extremely stale, and feels mutilated, having not only an entire class, but also the very concept of absorbing damage being unviable for 4 years or so; this is detrimental to the community and to the game so please consider shaking up the things a little.

Jungle to
Precision
, champion doesn't matter, you press the button for the active and then you can enjoy a few seconds of actual tank gameplay and try to use it well to buy time for your team.
and your champion has the option to build damage or items that give both offensive stats and health, that's just better.
fix for shitty healing balance.
All the healboost items were added because grievous wounds is way too strong. etc etc
Then they realize that shields are now too strong, so they give Irelia bonus damage vs Shields and Mutilator for Aatrox... as if 2 champions will bring balance... and so on
. Bruisers get outclassed by everything, no overall damage nerf to dps classes. If they are afraid that ending damage meta would be bad for viewership then nerf damage, then tanks then if become too safe peel supports. You are left with less damage but still can kill people.
and either
Semi defensive, great zoning all in, better vs immobile compositions, for clean fast teamfights.
Scrappier prolonged small skirmishes, huge up time on zekes, with a rough ratio of 2 ults to 1 zeke. and better sustain with her healing root.
These two as core, give 90 of each resistances.
Situational MR items vs high AP, and depending what your ADC needs.
gives decent sustain against the more poke comps, and helps in crutch tight space fights so much for the burst allied heal / enemy damage.
Situational vs AD, yes I know its less effective on range champs, which is why I say its a later game item for thresh and not a rush.