4 New Tank Items (Concept)
Moonfire Cloak: For when you really need to bulk up vs magic damage.
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+350 Health
+70 Magic Resist
Unique Passive: Grants 150% base health regen for up to 10 seconds after taking damage from enemy champions.
Unique Passive: After being out of combat with champions or turrets for 8 seconds, gain a shield that absorbs 150 (+2.5% Bonus Health) Magic Damage.
All of the major magic resist items are kind of niche. Visage is only optimal when you or your team have sustain, mask is only optimal with a source of magic damage to make it worth, Adaptive Helm is only optimal into DoT comps or champions with low enough cooldowns. This item serves as a generally useful item into magic damage heavy teams that will always be optimal provided the enemy team has magic damage, which is the reason you'd be building an mr item anyways. Offering a hefty 70 magic resist and a magic damage shield along with keeping the regeneration passive of spectre's cowl, this is a more reliable item.
Vanguard's Courage: To help you get into fights and stay sticky.
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+75 Armor
+40 Magic Resist
Unique Passive: Gain 250 Heath
Unique Passive: After being out of combat with champions for at least 10 seconds, gain 30% Tenacity and 20% Movement Speed while moving towards nearby enemy champions. These bonuses last 2.5 seconds after being damaged by an enemy champion or Turret.
_Bulks you up real good with armor, mr, and health. To stop people from just stacking this item, the health is a unique passive. As the name implies, this item is meant to help engage heavy tanks, enabling them to get into a fight faster and shrug off some CC.
Freljord's Breath: Helps you stay in the fight even longer.
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+
+400 Health
+550 Mana
+35 Armor
+10% Cooldown Reduction
Unique Passive: Eternity - 15% of damage taken from Champions is gained as Mana. Spending Mana restores 20% of the cost as Health, up to 15 per spellcast.
Unique Active: Gain an additional 15% Armor for 5 seconds, and regenerate 15% of your missing health over this period. If activated while below 30% of your maximum health, instead gain 20% increased armor and 20% missing health restored. (Cooldown: 100 seconds)
I feel like tanks need more active items. An armor variant of Abyssal Mask with a strong defensive active that becomes even stronger when on your last leg. If you're tanky enough not to get bursted while below 30% of your health, this item will help you take a lot more punishment before you get taken out of the fight, likely even allowing you to turn the fight in your favor.
Defender's Crest: A health utility item that helps you get to whoever needs help.
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+
+650 Health
+50 Magic Resist
+150% Base Health Regen
+10% Cooldown Reduction
Unique Active: Dash to an allied champion, granting them a shield for up to 2.5 seconds that absorbs 275 health and increases their magic resistance by 30 while it holds. (Cooldown: 80 Seconds)
Another active tank item. Mostly a magic defense item. It's also a utility item tank supports can build that actually gives a meaty chunk of health too, which isn't something we have. Knight's Vow, Zeke's, Locket, and Redemption are what I'm talking about here. None of them really give a big chunk of health. Meant for Wardens, it helps you reposition yourself to an ally's side to peel for them while protecting them from some damage. The dash can also be used to get into the thick of it with an engage champion too, or to get out of trouble. It's just good utility.
Ok I've had my fun. Just wanted to make some tank items. Sorry if they're broken :/
[zombie-nunu-tears]
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