God of Rams' Tank Item Overhaul

Meep Man··3 votes·1,901 views

TANK ITEMS Below is a list of changes to items and a few new items that are built purely for defensive stats and the increased ability to perform crowd control.

New Armor Recipe Item- Knight's Shield Recipe: item 1028 + item 1029 + 500 Gold = 1300 Gold +250 Health +25 Armor UNIQUE Passive- Knight's Rebuke: Whenever an enemy damages you with a unique attack, you gain a stack of Knight's Rebuke, up to 10 stacks. Upon taking damage while below 40% maximum health, you regain 5 health for every stack of Knight's Rebuke you have. This can only trigger once every 6 seconds. UNIQUE Passive: -15% Damage Dealt (This reduction applies to physical, magical, and true damage dealt)

item 3143 Randuin's Omen Reworked New Recipe: Knight's Shield + item 3082 + item 1028 + 300 Gold = 3000 Gold +425 Health -> +400 Health +60 Armor -> +70 Armor +10% Cool Down Reduction UNIQUE Passive- Knight's Rebuke: Whenever an enemy damages you with a unique attack, you gain a stack of Knight's Rebuke, up to 5 stacks. Upon taking damage while below 40% maximum health, you regain 10 (+1% bonus health) health for every stack of Knight's Rebuke you have. This can only trigger once every 6 seconds. UNIQUE Passive- Cold Steel: When hit by basic attacks, reduce the attacker's attack speed by 15% for 1 second. UNIQUE Passive: -15% Damage Dealt (This reduction applies to physical, magical, and true damage dealt)

item 3110 Frozen Heart New Recipe: item 3082 + item 3024 + item 1029 + 750 Gold = 2950 Gold NEW UNIQUE Passive- Icy Exterior: After not taking damage for 10 seconds, you gain a shield that absorbs the next 50 (+100% bonus Armor) damage you take and lasts indefinitely. While the shield is active, however, your attack speed is reduced by 15%.

item 3075 Thornmail New Recipe: item 3076 + item 1031 + item 1028 + 550 Gold = 2750 Gold +250 Health -> +300 Health +80 Armor -> +90 Armor Removed Cold Steel Passive Reflect Damage changed to 15 (+20% bonus Armor) from 25 (+10% bonus Armor)

item 3083 Warmog's Armor Combine cost increased to 750 from 400 (total cost increased to 3200 from 2850 Removed Bonus Base Health Regen. Warmog's Heart Health Threshold increased to 4000 Health from 3000 Health UNIQUE Passive- Warmog's Heart: Now also causes the user to regenerate 1.5% of their maximum health every second, regardless of whether they have recently taken damage or not.

OFF-TANK ITEMS Below is a smaller list of changes to items built by both Tanks and Fighters alike

item 3068 Sunfire Cape Reworked New Recipe: item 3067 + item 3751 + item 1031 + 500 Gold = 3000 Gold +425 Health -> 400 Health +60 Armor -> +45 Armor +10% Cool Down Reduction Burn Damage per Second reduced from 26-43 to 18-35 NEW UNIQUE Passive: Whenever you take damage from an enemy champion, gain a stack of Molten Core, up to 100 stacks. NEW UNIQUE Active- Supernova: Release all stacks of Supernova to deal 2 magic damage per stack of Supernova to nearby enemies, increased by 100% against minions. For each enemy champion hit, the damage dealt by Immolate ignores an additional 20% of each enemy's magic resist for the next 6 seconds. (90 second cool down) (550 range)

item 3373 Forgefire Cape (same new effects above) +625 Health -> +600 Health +90 Armor -> +75 Armor +10% Cool Down Reduction

item 3742 Dead Man's Plate New Recipe: item 1011 + item 3801 + item 3105 + 200 Gold = 2900 Gold +425 Health -> 600 Health +60 Armor -> +30 Armor +30 Magic Resist +100% Base Health Regen.


These changes are aimed at updating Tank Items to current norms as well as offering new Armor tools against enemies that aren't Marksman. The changes to Sunfire and Dead Man's are a little different. The changes to Sunfire are to make the item benefit aggressive champions more as well as not be so bland to the point that anyone can pick it. The changes to Dead Man's are in order to align it with other tools built by champions that build Dead Man's by having it be more of a universal damage resistance item rather than towards one specific damage type. It is also to let it fill the gap of Armor items that provide extra Health Regen., as those items are few and far in between right now. What are you guys' thoughts?

13 Comments

doodlebob6664 votes

what champ other than cho is going to hit 4750 health in time for warmogs to be worth it? that item is going to only be useful on cinderhulk junglers as a 6th item and even then probably only zac since he needs cdr and can't get item 3800 item 3025 item 3110 item 3050

thornmail change honestly does barely anything your not buying it for the item your buying it because you needed the grievous wound on bramble vest and have to finish it

frozen heart is just going to be dumb on malph, his armor triples when his passive is up and the shield from frozen heart will be close to 1000 late game

changing sunfire in the way you want to is going to have 1 of 2 effects depending on how strong it is, if its strong tanks like maokai will completely dominate top because they get 1 item first and then will be able to be a threat to the back like while providing immense amounts of cc, or it will be garbage and tanks lose the ability to lane top since this item is the main tool a tank has against ad champs. changing sunfire in any way is dangerous, because its incredibly unhealthy but the main tool tanks have for both wave clear and dueling toplane, riot nerfed it during the tank update and tanks got knocked out of top except galio and gragas because they could trade and wave clear without it, and the only solution they found was by creating an item that actively harmed anyone who traded with tanks and could be bought on first back. A rework of the item that doesnt fill that niche would mean that alot of tanks are going to need changes

Meep Man1 votes

I reduced the threshold on Warmog's to 4000. I wanted it to be the Tank equivalent to Rabadon's and Infinity Edge and reward you a ton for reaching the threshold.

thornmail change honestly does barely anything your not buying it for the item your buying it because you needed the grievous wound on bramble vest and have to finish it

Which is why I made it scale better for it's damage effect and not stack with Randuin's so it doesn't bother the rest of your build. Also why I reduced the cost.

frozen heart is just going to be dumb on malph, his armor triples when his passive is up and the shield from frozen heart will be close to 1000 late game

That would be cool. It's been forever since Malphite has been rewarded a ton for building pure Tank and not some weird AP Bruiser.

if its strong tanks like maokai will completely dominate top because they get 1 item first and then will be able to be a threat to the back like while providing immense amounts of cc

Can you explain this further? The way I made it made it specifically more effective against the frontline than backline.

it will be garbage and tanks lose the ability to lane top since this item is the main tool a tank has against ad champs.

That's why I made Randuin's and Frozen Heart items to consider on the first back, especially Randuin's through a strong component item.

The goals of the Sunfire Cape changes are to try and make it to where they don't rely on it too much and it is not just passively hurting people around you for a ton without much thought.

doodlebob6661 votes

Can you explain this further? The way I made it made it specifically more effective against the frontline than backline

ignoring resistances is better against low health targets, thats why mundo can deal with conquerer, his effectively health pool with ult is ridiculous. Because of this even if your ignoring more resistances against the front line of the enemy team its still better to target the back line because the damage you do is going to be worth way more. Besides your going to use this at the end of the fight because you want to avoid gargoyles reducing its damage, so your not going to get that much effect from the immolate damage and the burst is going to be worth more late game. So for someone like maokai if he gets it first item he is probably just going to dive the back line because his team has the highest chance to kill them quickly and start snowballing the fight, and the added burst is going to speed that process up and chunk other squishes. While if he goes on the frontline they could just do the same thing to him since they have the item as well or something like Darius who are going to rip him a new one. Late game shutting down dps for a few seconds is worth more than the damage so your still diving the backline just now your not going to pop super nova until either after gargoyles is done or your about to die. The play style isn't changed its just now you have a large burst in the midgame if you can get it first item

That's why I made Randuin's and Frozen Heart items to consider on the first back, especially Randuin's through a strong component item.

The goals of the Sunfire Cape changes are to try and make it to where they don't rely on it too much and it is not just passively hurting people around you for a ton without much thought.

the reason sunfire is such a necessity is because tanks need to get waveclear on their first couple backs. Against ap matchups this isn't as bad because once you get your first resistance item you can contest waves for longer but against ad champs who are going to have some form of tank killing, you need to minimize the amount of time you are open to be traded on, or be able to fight back when your pressured. the problem with randuins and frozen heart as rush items is that randiuns doesn't give mana so your going to run out quickly, and frozen heart is only resistances, which conquerer counters, and the shield your getting is going to mess up last hitting because of the attack speed slow.

MrHaZeYo2 votes

How is item 3143 magically getting 10% CDR?

if anything make the combine cost +300 (+100 to change the recipe from item 1028 to item 3067 , and 200 for combine cost, 300 extra gold would cover the 10CDR cost.)

Meep Man2 votes

Same way item 3001 magically gets 10% CDR

MrHaZeYo1 votes

While you are correct, Abyssal Mask has CDR mainly because it always has had CDR from when it was Abyssal Specter.

I overall though agree with every thing KrackenKnight said though. Although I'd be cool with Randuins getting CDR.

Tank items need stat buffs and cost increases to make up for the buffs.

Ralanr2 votes

I really don't see the point in making a tank item reduce your own damage (and you can't reduce true damage, at all. It also can't be increased. It's basically a fixed number) or even reducing your own AS. It only makes it much harder for you to farm as the game goes on, making you more reliant on clearing items. Not a fan of removing the aura from FH, but to be honest it has to go eventually.

Your warmog's change is kinda ridiculous. The amount of health you'd have to get for it would make it seem way too overpowered by the time people get to use it in combat, but way too underpowered before hand. At a base of 4000, that means someone is getting 60 health back every second. With a item 3065 (assuming my math is correct) you'll be regenerating 78 health per second. And this is the lowest it can be with 4000.

UomoAfide1 votes

It's always hard to imagine how such changes might impact the game in the long run, but overall i must admit these ideas are interesting. Sounds like the kind of itemization changes you would see during a pre-season update.

TheSingularity1 votes

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Meep Man1 votes

I think you'll find I added a lot of beef through the new item effects and raised majority of the costs besides Thornmail, which was always better as a "counterpick" item and is better rushed for it's effects than gradually farmed up to.

I just gave Randuin's CDR as the only other Armor item that also grants Health and CDR is Righteous Glory, which isn't very helpful if you are trying to build for beef.

TheSingularity1 votes

soz, got rid of that due to rushing it, took more time and made a better reply that the trash that was the first, also reply to your reply in it XD

TheSingularity1 votes

Re did as was in a hurry, seems there was no need though (hockey canceled).

Made a similar thread a few weeks ago. And from my point of view, tank items just need both stat buffs and cost increases, not the opposite and no passive changes (if you want new passives then make new items). Tanks have lost 850 HP and 55 armor through item nerfs and effective HP from the removal of courage of the collosus. Just in case you want quick comparison here: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/0dqPLofH-tank-item-update-buffing-stats-and-increasing-costs

item 3143 item 3068 Plz don remove tank stats for CDR. Tanks have ample CDR options and currently lack beef, ESPECIALLY ARMOR AND HEALTH! item 3742 Same deal here, why on earth make this worse vs AD champs for some mr? We have item 3065 item 3001 item 3194 item 3190 item 3193 item 3083 100% not worth the cost increase which is also absurd. The new passive comes online way too late to mean anything and the whole point of the out of combat heal is to balance it out (so we can stop it with poke). I would rather increase cost to 3000 and increase health to 1000. item 3075 No point changing this apart from the increased tank stats. The dmg is tertiary at best, grievous wounds is the valued stat on this item along with cold steel. Not the dmg aspect. item 3110 not worth the cost increase. The issue with the item currently is how quickly it becomes obsolete due to item 3036. The passive used to be valuable when damage scaled slower as it aided mana hungry tanks in the jungle and was a good buy vs full AD. It simply isn't that anymore due to armor shred.

Just in response to your response: You did add beef to thornmail. However the rest is exchanging one stat for another, where I feel both should be increased along with the cost. I personally wouldn't actually touch sunfire or deadmans due to their use on bruisers (who already are excessively beefy for how little they need to invest compared to tanks) due to the balance issue it could cause on other classes.

While you're correct about the CDR, tanks still have the 10% cdr rune in sorcery, warmogs, visage, or iceborn/frozen heart. Personally I find righteous glory to be very good on just about everyone who isn't manaless. Probably the best rush item for tanks at the moment imo

I definitely want better tank items, and as a 100% biased Nautilus main who loves nothing more than pure kick ass HP, would love cost+stat increases all around to bring that 850 HP we lost back into the game

UnboundHades1 votes

Yeah this is bs the second I saw the 15% reduced TRUE DAMAGE you know the one type of damage that can't be reduced anyone that thinks that should exist has no right balancing anything

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