Why Even Pick a Tank Over a Juggernaut?

Woodakoodashooda··2 votes·825 views

For the crowd control? Juggernauts have that For the sustain? Juggernauts have that For the peel? Juggernauts have that

Juggernauts also have massive damage AND they happen to counter tanks.

The only thing tanks do better than juggernauts is engage enemies for team fights, assuming the tank's allies didn't feed AND that the tank wasn't totally stomped in lane. Because, if they were, the team won't have much in the way of a reliable front line.

Juggernauts also benefit from building damage items before tank items. Tanks don't scale well off damage items. Juggernauts also scale better into the late game whereas tanks are shredded by hyper carries if the game runs too long.

So, again, I ask why. Why should anyone besides the support consider picking a tank over a juggernaut in the current meta?

2 Comments

Moody P2 votes

The crowd control

juggernauts don't stun anybody from 800 range or further, most of them have slows or at best a mild displacement

for the peel

Juggernauts can't engage at all on their own. If they had no capacity for doing something when people get in their range they wouldn't be any good.

scale better into the late game

No they don't, the crowd control a tank provides is invaluable to a team. A tank provides the cornerstone of a standard composition to become the frontline and has much better complements to (most) picks from other lanes.

When it comes to what your level of play is able to do, there's really no reason to play a tank. Tanks depend on their teammates to actually work around them to succeed; low rank play doesn't do that. The value of a tank pick increases exponentially the better your team is.

The Ecdysiast1 votes

See, now this is the actual problem. Whenever you try to make a thread about tanks having a chance at top lane, Juggernaut players come in and say, "but then why would I pick a juggernaut?" as if they have no idea what strengths juggernauts have.

While their CC isn't quite as good, as we can see from the state of tanks for the past year or so, that doesn't actually make them worse. They more than make up for having less CC with their damage and upwards of 8000g worth of in-kit stats. (Darius's passive gives him 8,400g of AD at level 18, and that's not even counting the armor penetration on his E)

Of course, the solution isn't to give tanks more damage against all targets, but I think making them more reliable against beefy opponents who don't buy armor/MR would be totally fair. Hell, juggernauts don't even need to build penetration since most of them have it in-kit. If we gave the tanks who already have it a little more enemy %maxHP damage, they could adequately punish juggernauts who don't build any actual defense items.

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