General Guide by androsynth
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
This Guide Has Expired!
WARNING: This guide has not been updated by the Author in a very long time. The information contained may no longer be valid. Depending on the guide and information contained you may prefer to find some more up to date guides on our browse guides page!
| Health | 3478 |
| Health Regen | 104.55 |
| Mana | 1599 |
| Mana Regen | 33.55 |
| Armor | 330.19 |
| Magic Resist | 212.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 417.4 |
| Gold Bonus | 10 |
| Attack Damage | 120.19 |
| Attack Speed | 0.851 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 40% |
Recommended Runes
Ability Sequence





Masteries
Introduction
In this guide I am going to show you to analyze tanking items so you can choose the best items that synergise well with your champion. The two biggest factors when analyzing tank items are:
- Understanding how useful the passives are in regard to the champion (and tanks in general)
- Breaking down the synergies between items and champion abilities/playstyle
These are important because a lot of times you have to make decisions between which items to buy where the comparison is not straightforward. You have to be able to understand whether you will fully utilize an item's passives. If you aren't, you are wasting money! Remember that while all passives provide value in some way, there are different degrees to just how much value they will have.
This guide will be breaking down the most common tank items and explaining the situations in which their passives are useful and explaining which types of tanks work well with those passives.
What is the Purpose of this Guide?

This guide is to help players analyze items to optimize their tank builds. I want people to realize that certain items are not as good as they sound in general and that only certain champions will fully utilize certain items.
This guide will not be groundbreaking for ranked players. If you are ranked, you can probably look at a guide and instantly understand why each item was chosen, or which items are bad choices.
Here is an example of a decision that occasionally gets wrongly made: Which should you buy first,
Randuin's Omen or
Frozen Heart? Buying
Randuin's Omen first is often the wrong decision. They offer similar utility, but buying
Frozen Heart first allows you to keep your
Heart of Gold a bit longer. It is not a terrible decision to buy
Randuin's Omen first, but it is probably situational and needs to be defended or explained. Guide authors can't just say "
Randuin's Omen is good, buy it". They have to justify why they buy it in the order they do (some do, some do not).
Point is, by applying logic and reason when you are creating your build, you will build a better tank.
By reasoning through your builds you can see why
Thornmail,
Guardian Angel etc are not as useful as they seem. If you are not getting maximum value from this item, you should get an item from which you will derive maximum value.
As for when to buy the items, thats too hard to do in a general guide. I will leave that up to the champion guides.
The Role of a Tank

This has been discussed in more detail elsewhere in other general guides. But to quickly re-hash, in a teamfight, a tank will:
- Initiate
- Disrupt/Shield/AoE
- Hold the front line
- Keep the damage dealers alive
In other words, they tank the entire other team. Off-Tanks, are similar to tanks, but generally have less of an ability to lock an entire team down. Tanky DPS are damage dealers who just happen to be difficult to kill. Supports sometimes end up tanky, but this tends to be a byproduct of all the health you accumulate when you build aura items.
This guide is for tanks and should be beneficial for off-tanks as well. It generally won't apply to tanky-dps (I am not including the
The important stats for a tank are:
- Armor
- Magic Resistance
- Cooldown Reduction
- Health
- Mana
- Ability Power (For some)
The champions most commonly thought of as tanks are:
Off-Tanks who are similar to tanks:
Singed
Volibear
Cho'Gath
Blitzcrank
Jarvan IV- Plus a few more
Gold Per 10

Most tanks get these two GP10 items early on. From each you get an extra 5 gold per 10 seconds, which amounts to an extra 300 gold every 10 minutes. It might not sound like a lot, but what it does is effectively increase the rate at which you can buy items. This gets more beneficial the the longer game goes on. You should buy these items as soon as you can. Usually only the
Boots of Speed can or should be bought before one of these.
There is one important thing you need to know if you go the GP10 route (as most will). You will be slightly gimped in the mid-game. While the stats of the
Philosopher's Stone and the
Heart of Gold are beneficial to tanks, they are not as beneficial as if you had spent that 1700 gold on items with pure tank stats. You are paying for that GP10 while your opponents are buying items that directly benefit them in fights. You are not horribly gimped, but you must keep in mind that you have spent money on an indirect stat that won't benefit you until later in the game.
The
The
Armor

In a lot of situations, armor is a tank's most important stat. It lowers damage from auto-attacks, minions, turrets, etc and is nearly always useful (if not downright critical).
The fact is that
- You are out of position and they have singled you out (this is not a scenario you should build for)
- They are focusing you first in a teamfight (which is usually not a good decision on their part. It is also not a scenario you should be anticipating)
- They have wiped your damage dealers are just mopping up a teamfight. (congrats, you can shred their health as you run back to the nearest turret.)
Now, you could say "even if you don't get focused, you will get attacked occasionally". This is true, but now your passive is only being used occasionally, which means you are not getting full value out of that passive, which means you wasted your money.
This item seems like it would be a good idea for taunters (
If you play enough games as a tank, you will soon come to realize the value of a fed attack-damage carry. A fed ADC makes your life much simpler because you can do what you need to do to keep the team alive while letting the ADC deal damage. A fed ADC smooths out every wrinkle in a teamfight. AP carries sometimes run out of burst before you kill the enemy, but AD carries get the job done if you are doing your job. Let the carry deal the damage and do what you need to do to keep them alive. (this only half applies to
The
If they don't focus you in a teamfight and you are dying, you have other more impotant problems. Usually you are under-fed and lack armor/MR. In this case, reviving probably just means a true death. While getting off one more AoE CC might seem worth it, the fact that you are under-fed is the bigger issue. Go farm some gold.
The
Magic Resistance

MR is slightly less useful in general than armor, but still one of the most important stats for a tank.
Galio has a built-in reason to build MR due to his passive
Runic Skin.
The
One important thing to note about the movement bonus is that most champions will have boots with enhanced movement 2. This means when you are chasing an enemy, you both will be running at the same speed. The increased speed can often be the difference between them getting back to their turret or you getting a CC spell off, which can often lead to a kill.
- Everyone burns all their cooldowns and focuses you
- No one focuses you
Either way, negating one spell will not make much of a difference. For a carry though, negating a single spell makes a huge difference because it can often prevent a nasty CC spell (often used to initiate and/or disable). It can prevent just enough damage to get a kill. Plus, if the carry is ranged, he is far enough away where they will get hit with less spells in general.
Health

Health is not the best stat on most tanks. It is generally more efficient to raise your effective health through armor/MR than health.
Health is sometimes necessary (the enemies may get penetration items or may do true damage). But that is either late game or situational. Because this item takes a while to fully charge, it is a better item earlier than later, so it just doesn't synergise well with most tank builds.
In general, you are better off stacking armor/MR than stacking health; you are better off stacking armor/MR than stacking armor/MR/health also in general. You should only take health if it works will with your champions kit.
Aura

All tanks will be standing near their enemies and will deal damage with
All
It builds from the
Ability Power

AP items are only used by certain champions. This section only applies to certain tanks because a lot of tanks get no benefit out of AP items. Usually these kinds of tanks act as mini-AP carries and benefit from being able to do damage (
Amumu,
Singed).
Boots

All else being equal,
Mana

I covered all the mana items under the other categories, but some general notes:
Mana is important for some tanks in early/mid game (
Amumu and
Alistar). But it is usually a non-issue by end game. Mana tends to get stacked naturally as a byproduct of building other tank items.
Mana synergises well with
Singed because of
Empowered Bulwark, so he tends to build specifically for a larger mana pool than other tanks.
Shen doesn't use mana at all, so building mana items on him reduces the value of the items relative to their costs.
Cooldown Reduction

I covered all the CDR items under the other categories (mainly
Frozen Heart and
Shurelya's Reverie). Like mana, you usually accumulate CDR as a byproduct of building tanky. The cap on CDR is 40% and it's not difficult to get there without having to gimp your build (i.e.
Ionian Boots of Lucidity).
Crest of the Ancient Golem
(aka blue buff) gives you 20% CDR also.
CDR is more useful on heavy CC champions in general (
Alistar and
Nautilus have long cooldowns). Being able to use
Headbutt twice in a teamfight can easily net your team 2 kills. So in certain situations CDR directly maps to kills. (but again, it naturally accumulates as a byproduct of most builds so don't go CDR crazy)
Example Alistar Item Guide

I am going to break down the first build in this guide and explain why I build
Alistar this way. I am going to explain the why this build synergizes perfectly with
Alistar and the reasoning behind item choices.
Spoiler: Click to viewConclusion
When choosing between different items for your champion, it is important to look at which items synergise well with their playstyle. If you are not getting full value out of an item's stats, passives or actives, then you have wasted money.
You need to maximize value. You have probably slightly hurt your bulid in the mid game in order to get
Philosopher's Stone and
Heart of Gold. Do not waste the extra GP10 money on sub-par items!
When evaluating how useful a passive is on your champion, think about how it will actually benefit you in a game. Anticipate how enemies will react towards you, rather than hoping they act a certain way.
Good luck and have fun being the person responsible for walking up and punching the entire enemy team in the mouth.
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup EUW June
Registration Open
|
|
MOBAFire Community Cup NA May
Registration Open
|
|
Dominate Dominion #58
Finished
|
|
Dominate TT #11
Finished
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (10)









