Tank Items- Move Away From Balls of Defensive Stats/More Towards Damage Magnet Items
What the heck do I mean by damage magnet items? While this example is a little OP, look no further than the Black Market Brawler item: Marty's Gambit.
Martyr's Gambit
+
+ 400 Gold = 1850 Gold Cooldown reduction: +10% Health: +400 Health regen: +100% Active UNIQUE: Binds yourself to the target allied champion for the next 3 seconds, redirecting 60% of all damage dealt to them to yourself. 30 second cooldown.
THIS is what a Tank item should look like! Why? Because it's not just a ball of defensive stats that could potentially be abused by damage dealers because most of it's worth is in the Active that MAKES YOU TAKE MORE DAMAGE! A Tank's role is to direct damage away from their team and, while this example as I said may be a little OP, IT IS THE PERFECT EXAMPLE OF WHAT A TANK ITEM SHOULD BE! Huge shields for their team is what a Tank is! Not CC Batteries, although that can help. Not Fighters that are good at initiating. A Tank is a shield, and this is exactly what a Tank item should be. When the Tank Class Rework rolls around, please remember this thread and remember that Tank items shouldn't be about providing big balls of Tank stats to make some unkillable beast. Tank items are about assisting Tanks in doing their job and that is making damage go from their team to themselves. Besides, balls of stats are so easily countered these days.
+
+ 400 Gold = 1850 Gold
Cooldown reduction: +10%
Health: +400
Health regen: +100%
Active UNIQUE: Binds yourself to the target allied champion for the next 3 seconds, redirecting 60% of all damage dealt to them to yourself. 30 second cooldown.
shields allies, heals allies, generates gold for you and allies
MR aura, shields allies.
increases the power of your shields and heals and removes debuffs from allies.
Debuffs enemies
Debuffs enemies
Buffs you AND an ally