What if we had a pure tank in LoL?

Mister Support·10/1/2015, 2:39:16 AM·1 votes·470 views

All of the "tanks" in LoL all have a good amount of sustain, decent resistances, and a moderate amount of damage (enough to take out a squishy target in a short time but not another tank). What about a tank where they have more focus on JUST the tankiness?

Could be adjusting the numbers on a current champion, or making a new one. But I would like to see a champion who is a tank without much damage, where they are damn near unkillable 1v1 mid-late game, but have plenty of trouble trying to kill a target themselves. The champion's kit would consist of naturally tank-attuned abilities (self-shielding, sustain, CC, stat raising, or tenacity). As for base stats, maybe have it involve very low AD and attack speed across the board, but with a much higher than normal set of stats/hp? Quick example of what I mean off the top of my head:

Geno the Slave of Noxus

Lore - WIP (will put up in a day or two?)

Stats: HP - 625 HP/lvl - 104 HP/5 - 9.7 HP/lvl/5 - 1.2 Mana - 265 Mana/lvl - 44 Mana/5 - 6.0 Mana/5/lvl - 0.5 AD - 64 AD/lvl - 2 (highest base AD to start, lowest base AD/level so he doesn't have TOO much trouble farming) AS - 0.56 AS/lvl - 0.75% AR - 30 AR/lvl - 4.5 MR - 32 MR/lvl - 1.75 (would be first champion to have this scaling mr amount) MS - 330 Range - 175

Uses a Manriki Kusari (chain with weights at each end) as a weapon

Skills:. Passive - Taking damage from monsters and champions increases your resistances by 0.5/1.0/1.5/2.0/2.5 for 5 seconds based on the type of damage taken (armor for physical damage, and magic resist for magic damage). This effect can stack up to 20 times. (ranks up at levels 1/5/9/13/17)

Q - Throw one end of the Kusari in a straight line, dealing 30/40/50/60/70 (+ 20% AD) physical damage to the first enemy hit and slowing them by 90% for 1 second. If the ability hits a target, it can be reactivated within the next 0.25 seconds to swing the second end of the Kusari in an arc landing in the same location the first end made contact at. This will deal 30/40/50/60/70 (+ 20% AD) physical damage to all enemies in a 150 unit radius and stunning them for 0.75/1.00/1.25/1.50/1.75 seconds. Mana Cost - 40/50/60/70/80 mana Cooldown - 14/13/12/11/10 seconds Range - 950

W - Passive new: Gain charges of dread while taking no damage from champions at a rate of 5 every 0.2 seconds. At 100 stacks the next basic attack will consume all dread and root the target in place for 0.50/0.75/1.00/1.25/1.50 seconds. Damage from champions will remove 10 stacks of dread. Active: Surround yourself with an aura, shielding you for 40/70/100/130/160 (+ 8/9/10/11/12% maximum health) damage for up to 10 seconds. While the shield persists, you regenerate 4% of your missing health every second but take a bonus 20% damage from champions. Mana Cost - 60 mana Cooldown - 18/17/16/15/14 seconds

E - Swing one end of the Kusari around you for 0.75 seconds, standing in a still position. If hit by a basic attack from an enemy champion, the champion will be disarmed* for 1.5 seconds and all basic attacks (even from minions) will be deflected. At the end of the duration the Kusari is extended dealing (70/85/100/115/130 (+ 45% AD)(+ 20 15% of damage deflected) physical damage to enemies in a circle. Damaging enemies with basic attacks reduce the cooldown of this ability by 1 second. Mana Cost - 50/60/70/80/90 mana Cooldown - 18 seconds Radius - 300 units

R - Passive: While this ability is available, damaging enemy champions mark them for 2.5 seconds. Having this mark allows the use of this ability on that champion. Active: Blood chains sprout from around you creating a link between you and all nearby marked enemies for 4 seconds. All linked champions are unable to be beyond a specific distance from you (dashes and blinks will be stopped at the border). At the end of the duration linked champions are pulled directly to your location in a fast pull and are dealt magic damage equal to half the remainder of the shield You gain a red shield for the duration equal to 100/150/200 (+ 8% maximum health per champion hit) and are rooted in place. If this shield breaks before the duration ends, all links will break. All allies gain vision of linked enemies and the linked enemies gain vision of you for the full duration. Damage dealt towards will you affect the red shield before any other form of health or shield (can't protect this shield with another shield). Health Cost - 8% Maximum Health per enemy champion affected (if own health is below the cost amount, shield size and health cost will become your current health - 1) Cooldown - 150/125/100 seconds Range - 1350 (slightly longer than Morgana Q)

New effect! - linked enemy champions are slowed by 30/50/70% for the duration.

-*Disarm refers to the inability to cast an auto attack; however, spells are still usable.

This was a kit and stat set I came up with in about 30 minutes. And with a few tweaks, I'd enjoy playing it. This is just an example of a random kit which is a case of extremely high tankiness but very little damage. Making it pointless (not useless) to try and duel someone with this kit seeing as both parties would probably survive, since you wouldn't break his defenses alone to kill him and he won't deal enough damage alone to kill you...at least in a timely manner. Right now there are no names for the champion fitting this or names for the abilities. All that was important for this post was the idea of the kit itself. If people want names attached or further adjustments to the kit, I'll make them.

I really want to see a champion who is 95% defense, 5% offense. I feel like having a "true tank" could be really fun.

Edit: forgot to mention that he gets rooted in place during the ultimate...that's important :x

New things: Added a new effect to his R and a passive effect to his W. Lowered damage output on E. He now has a name! (above where stats are) Also working on lore because I actually like this concept so going to expand on it for fun.

Note: Many people are pointing out how without damage he doesn't pose a threat. Trying to load the kit with enough cc to make him a threat by allowing his team to deal damage.

10 Comments

ModAttysu The Poro10/1/2015, 2:43:03 AM2 votes

I think there's a tank that does this.

Leona Leona

Still a cool idea tho. :o

BakedLotion10/1/2015, 2:44:50 AM2 votes

The thing is, he'll be useless since hes so easy to ignore. And will all this % max hp true dmg... He'll die in seconds anyways

Lordllo10/1/2015, 2:46:07 AM2 votes

HMMMMMMMMMMMMMMMMMM wat it be called? Heimerdinger

Lord Azır10/1/2015, 3:03:17 AM1 votes

A tank thats unkillable in a 1v1? TahmKench

Mister Support10/1/2015, 3:18:49 AM1 votes

The problem with leona is while she is tanky through stats and cc, she has no form of sustain but this is traded off for having decent damage in 1v1 situations.

For Tahm Kench, he has the sustain and cc but lacks the raw stats, again being traded off for some good damage (his ult passive and W).

The idea of this kit is to sacrifice damage for cc, sustain, and raw stats. I tried to give him enough cc to make him WANT to get focused, that way the enemies need to think "What's the bigger threat, the cc this guy would put on me and my team, or the damage his team brings?" If he's on a team full of squishy burst champions, then you'd want to focus those burst champions instead since they are a big immediate threat. If he's with sustained damage champions or bruisers, you may want to take him out first seeing as the damage threats aren't immediate but would be a big threat if you were cc'd. Granted, the kit could be played good or bad in any team composition, as it is with most champions.

Squidsmastah10/1/2015, 10:23:01 PM1 votes

Dude I know what you're going for, but if a champion is purely focused on tanking and isn't a threat at all, people will just ignore him/her.

Mister Support10/2/2015, 1:41:28 AM1 votes

Would appreciate a comment from those who are downvoting so I know what is wrong with the post and can try and make it better, thanks! ^_^