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The way of the Trinity force+ Atmogs
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Choose Champion Build:
Spells:
Ghost
Teleport
Ability Order
Ionian Fervor (PASSIVE)
Irelia Passive Ability
Update
The new patch changes everything, and the meta is all over the place. This build is still very strong and the Atmog's meta did not pass, but concerning the builds presented, it will take me quite some time to update them according to the new mastries and new/nerfed/buffed summoners spells. For now I have put up experimental mastery set-ups that work well, mostly focusing on the defensive tree.
The purpose of this guide, is to show a certain way to build offtanks:
+
+
This isn't something I invented of course, I just want to show champions that synergies well with this build.
I would also like to add, that for some of the champions in this guide, I used builds from Mobafire and solomid.net for the skill-order and masteries. I give them credit for that.
Now, let's begin...



This isn't something I invented of course, I just want to show champions that synergies well with this build.
I would also like to add, that for some of the champions in this guide, I used builds from Mobafire and solomid.net for the skill-order and masteries. I give them credit for that.
Now, let's begin...
Hello, and welcome to my guide!
A few weeks ago I started seeing many Irelias, running with Trinity and Warmogs+Atma's.
A quick visit to solomid.net confirmed what I thought: Chaox changed his Irelia build again...
I tried the build myself and really liked it. It gives great survivability and utility, while also providing very high AD for such a tanky build.
Tf+Atmogs( Trinity Force+Warmog's+ Atma's, from now on I will call it like this) Gives great damage output and utility for a tanky build, and counters nukers very well( for example it makes
Akali pretty useless against you). Its natural enemy is
Madred's Bloodrazor, and an on-hit effect
Kog'Maw with it especially
It is very expensive and requires to solo top and afk farm for most of early-mid game.Some of the champions here I play as junglers, just because they are great at it, though jungling will hurt your build progress a bit, unless you can get many successful ganks. They are also great at top lane if your team has a jungler already.
I show in this guide champions that synergies well with Tf+Atmog's. The build works great on csome champs like
Irelia,
Trundle and
Jarvan IV, while on others it may be a bit less effective, and more situational , like [nasus]] and
Udyr.
There are other champions who synergies pretty well with TF+Atmog's who aren't mentioned here, like
Evelynn,
Shaco,
Nocturne,
Xin Zhao and more...
Warning!!! This build is situational!! You should never build your champ the same every game, especially an offtank!
Trinity Force is core on almost all of this champions, but
Warmog's Armor+
Atma's Impaler is situational. If your team have a lot of high HP champions, Atmog's isn't a good idea, because the enemy team will buy
Madred's Bloodrazor. On the other hand, if the enemy team has Armor penetration/Spell penetration items on every champ, Atmog's is a good way to build. What I'm trying to say, is that you should consider many factors when you build your champ during a game. Don't just blindly follow a build someone posted on mobafire...
A few weeks ago I started seeing many Irelias, running with Trinity and Warmogs+Atma's.
A quick visit to solomid.net confirmed what I thought: Chaox changed his Irelia build again...
I tried the build myself and really liked it. It gives great survivability and utility, while also providing very high AD for such a tanky build.
Tf+Atmogs( Trinity Force+Warmog's+ Atma's, from now on I will call it like this) Gives great damage output and utility for a tanky build, and counters nukers very well( for example it makes



It is very expensive and requires to solo top and afk farm for most of early-mid game.Some of the champions here I play as junglers, just because they are great at it, though jungling will hurt your build progress a bit, unless you can get many successful ganks. They are also great at top lane if your team has a jungler already.
I show in this guide champions that synergies well with Tf+Atmog's. The build works great on csome champs like




There are other champions who synergies pretty well with TF+Atmog's who aren't mentioned here, like




Warning!!! This build is situational!! You should never build your champ the same every game, especially an offtank!




What makes TF+Atmog's a great build?
trinity Force size is amazing on offtanks, upgrading them in many diffrent areas. After trinity force, offtanks work on improving their survivability, until they need some damage at late game so they won't get ignored. And so they buy an offensive item, while sacrificing defence.
But when buying Atmog's, you dont need to sacrifice defense at all!
Your main armor item is
Atma's Impaler, and it is also your late game offensive item, because of the amazing AD it will grant thanks to Warmog's armo].
With the addition of
Guardian Angel or
Sunfire Aegis, you will have plenty of armor.
So what do we get? Enough damage from
Trinity Force and
Atma's Impaler, high resistances (The build include only one MR item, but the runes and
Mercury's Treads boost it up), and on top of all, **** tons of HP.
The downside to this build is that its SUPER EXPENSIVE, requires tons of farming.
* Another reason why the build is good, is because it focuses on getting a lot of HP at start, and resistances later. I'll explain later why it is good, and what the logic behind it is…
trinity Force size is amazing on offtanks, upgrading them in many diffrent areas. After trinity force, offtanks work on improving their survivability, until they need some damage at late game so they won't get ignored. And so they buy an offensive item, while sacrificing defence.
But when buying Atmog's, you dont need to sacrifice defense at all!
Your main armor item is

With the addition of


So what do we get? Enough damage from



The downside to this build is that its SUPER EXPENSIVE, requires tons of farming.
* Another reason why the build is good, is because it focuses on getting a lot of HP at start, and resistances later. I'll explain later why it is good, and what the logic behind it is…
This are not all the acronyms I used, just some important ones that are needed for understanding what the hell im talking about
AD-- Attack damage
AP-- Ability power
Atmog's-- Warmog's armor and Atma's impaler
Arp-- Armor penetration
AS- Attack speed
CD-- Cool down
FoN-- Force of Nature
HP-- Health points
MS- Movement speed
MR- Magic resist
TF-- Trinity Force
AD-- Attack damage
AP-- Ability power
Atmog's-- Warmog's armor and Atma's impaler
Arp-- Armor penetration
AS- Attack speed
CD-- Cool down
FoN-- Force of Nature
HP-- Health points
MS- Movement speed
MR- Magic resist
TF-- Trinity Force
Pros / Cons
This chapter is out dated, I will update soon
There are 3 main masteries set-ups that i showed in the builds: 0-9-21, 0-21-9, and 21-0-9.
You can play with them, try new things and more unique set-ups. But in most cases, these setups have proven to work best for these champions.
0-9-21: This set-up is my favorite. The Utility tree is the best tree out of the three. I use this set-up on most of the champions in this guide. It provides the strongest late game. In late game, when you will already have pretty high damage and extreme survivability, the utility tree will be the most effective and helpful.
The main reason, is =presence of the master. This let's you spam your summoner spells, without a doubt the best mastery in the game. Other great bonuses this setup provides are 3% increased base movement speed, mana regen, 30% increased buff duration, and 6% Cool Down reduction.
9 in the defensive tree, to get 6 armor and MR, and either



0-21-9 This is a more early-mid game set-up. This set-up will greatly increased your survivability early, but the more the game goes on, the weaker it becomes. Late game, it will become negligible. 21 in the defensive tree is great for jugnlers, providing much better sustain in the jugnle, but other than that I don't recommend it if you don't jungle(Even if you jungle, I would prefer most of times to get less than 21 in Defence and go deeper in the Utility tree).
21-9-0 or 21-0-9 Pick these setups, if you wish to deal a lot of damage, have a strong early-mid game, and you feel that the Utility tree isn't needed that much on the champion. Another reason to get it, is if intend to focus more on dealing damage, and less on tanking.
*About





On the other hand,

Basic AD offtank runes
/
/
Other viable runes I picked on some champs:

Greater Quintessence of Vigor Better lane sustain.



/
/
/
Ghost is useful for offtanks, due to the fact that their tankiness allows them to fully utilize it's duration during a team fight. On some champions it is more useful than
Flash
Great spell. Offtanks don't have very high damage out-put, and
Smite gives them some very needed extra damage.
Strong spell for dueling, and will allow you to shut down AD carries in team fights.
A great utility spell, makes solo laning a lot easier and less stressful, allows you to split push very well, and have the ability to afk farm while also being able to join a far-away-team fight if one had started.
If you jungle always take this.
Never jungle without smite!!I don't care that
Udyr can easily jungle without it, Still take it. Always.
Securing buffs, Dragons and Baron, faster jungling, more ganks and sooner... Smite is a must.
Everything else is either useless (
Rally) or not your job to take (
Clairvoyance).
Flash
![]() |
space |
OK guys. Lets admit it. ![]() ![]() |
space |
![]() |
/
Other viable spells







Never jungle without smite!!I don't care that

Securing buffs, Dragons and Baron, faster jungling, more ganks and sooner... Smite is a must.
Everything else is either useless (


TF+Atmog's build, Focuses on getting a lot of HP early, and resistance later.
This is good for several reasons... Let me explain.( this chapter is going to be a bit long, but stay with me here...)
First we need to understand how MR and armor affect your champion.
The idea is this: 1 point of armor, will give you 1% additional health against physical damage (applies for magic resist and magic damage in the same way). What ever you heard about Diminishing returns, forget it. Magic resistance and armor does not have diminishing returns from an effective health perspective. For every 1 armor/MR point you get, it will increase the amount of damage(from that type, magical or physical) that is needed to be taken in order to kill you.
bottom line: every point of armor/magic resist, gives you 1% extra health aginst that type of damage.(Not considering ememy Armor/Magic penetration however)
Many people wrote that this is not correct, because of diminishing returns. But it is correct.
The change in the damage reduction does become lower as you get more Armor/MR, however the effective health grows at the same rate.
This table lists damage reduction and effective health bonuses granted by various magic resistance levels. The effective health entries are based on a champion that has 1000 health. Data Taken from League of Legends Wiki, Magic Resistance page.( applies the same for Armor.)
Basically, if Your champion has 1000 health and 100 armor- you have 2000 effective health. Physical attacks need to do 100% more damage than they had to if your champion had 0 armor- in order to kill you.
What this means, is that basically armor and magic resists are worth more, when you have more Health.( Another way to view it, if you didn't understand this explanation, is that resistances affects health points, making them more powerful. When you have a lot of Health points, the resistances are affecting a lot of health points. Thus, resistances are more effective, the more Health points your champion has).
As you can see, getting a lot of armor/magic resist early, when you still have small HP pool, isn't very efficient- This resistances won't be very effective, in view of the fact that you don't have a lot of HP. Again, this is because 1 resist point= 1% extra effective health, so when you have 1000 HP, it will be worth 10 effective health. But when you have 4000 HP, it will be worth 40 effective health. I want to emphasize, Armor and Magic Resist does not have diminishing returns from an effective health perspective! Although the more Resistances you get the lower the diffrence in the damage reducion gets, it will still bring you the same amount of effective health for each point
This is why the why focusing on getting HP early and getting resistances only later is a good idea.
Getting resistances early isn't really efficient due to the small HP pool, but getting them later in the game is much better, because with a big HP pool, they become much more effective.
Another reason why focusing on HP at start is better, is because health gives you survivability against both Magic and Physical damage, unlike resistances. In early-mid game you probably won't be so sure which source of damage will be more of a threat.
This is good for several reasons... Let me explain.( this chapter is going to be a bit long, but stay with me here...)
First we need to understand how MR and armor affect your champion.
The idea is this: 1 point of armor, will give you 1% additional health against physical damage (applies for magic resist and magic damage in the same way). What ever you heard about Diminishing returns, forget it. Magic resistance and armor does not have diminishing returns from an effective health perspective. For every 1 armor/MR point you get, it will increase the amount of damage(from that type, magical or physical) that is needed to be taken in order to kill you.
bottom line: every point of armor/magic resist, gives you 1% extra health aginst that type of damage.(Not considering ememy Armor/Magic penetration however)
Many people wrote that this is not correct, because of diminishing returns. But it is correct.
The change in the damage reduction does become lower as you get more Armor/MR, however the effective health grows at the same rate.
This table lists damage reduction and effective health bonuses granted by various magic resistance levels. The effective health entries are based on a champion that has 1000 health. Data Taken from League of Legends Wiki, Magic Resistance page.( applies the same for Armor.)
Magic Resistance
0
10 50 100 500 510 |
// |
Damage Reduction
0%
9.091% 33.333% 50% 83.333% 83.607% |
// |
Effective Health Bonus
+0%
+10% +50% +100% +500% +510% |
// |
Effective Health
1000
1100 1500 2000 6000 6100 |
Basically, if Your champion has 1000 health and 100 armor- you have 2000 effective health. Physical attacks need to do 100% more damage than they had to if your champion had 0 armor- in order to kill you.
What this means, is that basically armor and magic resists are worth more, when you have more Health.( Another way to view it, if you didn't understand this explanation, is that resistances affects health points, making them more powerful. When you have a lot of Health points, the resistances are affecting a lot of health points. Thus, resistances are more effective, the more Health points your champion has).
As you can see, getting a lot of armor/magic resist early, when you still have small HP pool, isn't very efficient- This resistances won't be very effective, in view of the fact that you don't have a lot of HP. Again, this is because 1 resist point= 1% extra effective health, so when you have 1000 HP, it will be worth 10 effective health. But when you have 4000 HP, it will be worth 40 effective health. I want to emphasize, Armor and Magic Resist does not have diminishing returns from an effective health perspective! Although the more Resistances you get the lower the diffrence in the damage reducion gets, it will still bring you the same amount of effective health for each point
This is why the why focusing on getting HP early and getting resistances only later is a good idea.
Getting resistances early isn't really efficient due to the small HP pool, but getting them later in the game is much better, because with a big HP pool, they become much more effective.
Another reason why focusing on HP at start is better, is because health gives you survivability against both Magic and Physical damage, unlike resistances. In early-mid game you probably won't be so sure which source of damage will be more of a threat.
Core build
____ |
![]() Trinity Force This is by far my favorite item in the game. I love champions who synergies with it. TF is an amazing item on AD offtanks. It provides a perfect balance of offense, defense, and utility. Rushing it, basically upgrades your champion, making him stronger in many different fields. Another reason for it being so strong on offtanks, is the sheen component. It provides a huge boost to your damage output, which doesn't depend on your champ's AD, but rather on the BASE AD of the champion. this is important, because offtanks don't end up with a lot of AD, and yet they have, in most cases, high base AD. Higher than ranged AD carries for example. |
________ |
_ _ ![]() ![]() Warmog's ArmorAtma's Impaler Atmog's. You may have heard that Warmog's Armor is a bad item, thats it's for noobs, whatever. The thing is that buying it and Atma's Implaer together, makes Atma's Implaer extremely cost efficient. The main reason why getting Atmog's is great, is because the main armor item in the build, Atma's, also becomes a very powerful Offensive item, Granting high AD and critial Strike Chance. The final result is tons of Resistances, nice damage output- like other builds- but you will also have 4000 HP on top of it! Just for example of how powerful this combo is: ![]() ![]() |
_____ |

Mercury's Treads
I consider Mercury's Treads as core as well. You will get these almost every game. As an offtank, you are going to be right in the middle of the fight. You will receive a lot of focus, and a lot of CC. 35 Tenacity is essential in order for you to be able to deal a lot of damage in teamfights. The only reason not to get this, is if the enemy team has very little to no CC... But if that's the case, it's a free win anyway.
The only one I dont get these on is



Finishing the build
Here are the items that I featured in the builds. They are the best picks in most situations:
My favorite picks are


Deciding which Magic Resist item to get between


Other viable items
You should always change your build, according to the game. Here I will show different items that you should consider buying, in certain situations.
Starting items





*


Other boots

Ninja tabi are very viable now that most teams have 3 AD champions.
Troubles in the lane?


Anti-CC

Heavy AD enemies



Heavy armor enemies


Cheap damage and Magic resist


Against HP stackers

When you feel you can't stick to enemies

*


Supportive



Feeling unstoppable?




Consumables



- When you know there is going to be a big fight over Baron or Dragon soon.
- When your team is grouping for a big push.
- When the enemy team are pushing into your base.
- When you are having problems in your lane
- When you are winning your lane, and you want to completely dominate it.
- When you finished your build and got nothing to buy anymore.




Sight Ward You must ward your lane to prevent ganks. You should put your ward in the middle between the brush near your turret and the brush near the enemy turret. This way you can see both entrances to the lane. I'm not going to go in depth about this, there are guides that are made for this and explain about proper wards placement.

![]() Irelia |
// |
![]() ![]() ![]() ![]() ![]() ![]() |
spa |
The build Showed here for Irelia is by Chaox. However I choose different spells than him. His build was the thing that inspired me to write this whole guide. You can find his guide at www.solomid.net. Irelia is such an amazing champion, excelling at mobility and burst damage. It is important to point out that Irelia's main role is an assassin. Tanking is only her secondary role. Irelia is extreamly strong at mid and late game, however she is rather weak in the lane. But with the correct items to counter the enemy laner, she can dominate the lane, or at least being able to farm well. Summoner spells: ![]() ![]() ![]() ![]() ![]() *Chaox uses ![]() ![]() ![]() ![]() Skill sequence: ![]() ![]() ![]() ![]() ![]() ![]() Masteries: 0-21-9 This set-up is perfect for Iirelia. I used to go 21 in the utility tree, mainly for bonus movement speed and bonus mana regen. Now it isn't needed anymore, when you can get ![]() ![]() ![]() ![]() Build: The laning phase is Irelia's most problematic phase, and many champions can deny her in the lane. In order to win the lane, you should be very flexible when building her. Yes, Trinity is the best item for her, but many times other items should be bought early to give her the upper hand in the lane. For example, I usually rush ![]() ![]() ![]() Once Irelia has ![]() |
/
![]() Lee Sin |
// |
![]() ![]() ![]() ![]() ![]() ![]() |
spa |
I have decided to change the build to jungle ![]() Lee is my favorite Offtank, and one of my favorite champions in the game. He is so much fun to play, has a very high skill cap, and also pretty OP, even after his nerf. Lee excels both at jungling and laning, but almost everyone including me prefer to jungle with him. The key to mastering Lee is learning to manage his energy with a smart use of his passive, learning to land ![]() ![]() * Quick tip: When ganking with jungle Lee Sin, it is usually better to NOT initiate the gank with Q. If you miss your Q than thats it, the gank is over. The best way to gank is to run straight to the enemy, use E attack and use E again. Now when you are in melee range you can't miss your Q. keep attacking and once he flashes, use Q again to follow up with him. U can easily tower dive and get out of tower range with W. Summoner spells: ![]() ![]() ![]() ![]() ![]() ![]() Skill sequence: ![]() ![]() ![]() ![]() ![]() ![]() *When jungling, start with ![]() Masteries: 21-9-0 for lane and 21-0-9 for jungle, are the only set ups I would consider. This set up will allow you to be a beast in the lane and in the jungle, and have higher damage throughout the game. Lee is an assassin after all, and he needs damage. Build: When I build items for Lee,I take advantage of his extremely high AD-scaling abilities. I grab two ![]() ![]() ![]() ![]() Next I get either ![]() ![]() I buy ![]() ![]() ![]() For my last item I usually go for ![]() ![]() |
//
/
![]() Udyr |
// |
![]() ![]() ![]() ![]() ![]() ![]() |
spa |
I have decided to change my Udyr build to lane Udyr. Simply because I feel that Phoenix jungle is better than Tiger jungle, and Phoenix stance does not synergies that great with this build. Solo top Udyr can easily sustain himself with ![]() ![]() An important thing to know about Udyr, is that his ![]() ![]() Summoner spells: ![]() ![]() ![]() ![]() ![]() For the second spell you can choose between ![]() ![]() ![]() ![]() Skill sequence: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() For the first point I take Q against laners who can't harass me well at level 1 like ![]() Masteries: 0-9-21, aiming for ![]() ![]() runes:: The reason for the flat AD marks, is because ![]() Build: The safest way to go is ![]() ![]() ![]() ![]() ![]() |
/
![]() Trundle |
// |
![]() ![]() ![]() ![]() ![]() ![]() |
spa |
Trundle is for some reason, much underplayed and somewhat underrated. He is actually an excellent champion. He is a powerful jungler, excelling at fast and very safe jungling, amazing counter jungle capabilities, and strong ganks. He is also quite good at solo top lane, however I feel that laning with him is basically just wasting his amazing jungling powers. *Trundle is a very strong counter jungler- So use it! Summoner spells: ![]() ![]() ![]() * In addition, ![]() ![]() ![]() ![]() ![]() Skill sequence: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Masteries: I choose a hybrid 1-14-15 Setup, which provides both important Utility and jungle Sustain. 0-9-21 is also possible, sacrificing jungle power for a better late game. Build: Start with ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
/
![]() Gangplank |
// |
![]() ![]() ![]() ![]() ![]() ![]() |
spa |
Gangplank was really underpowered for a very long time. I am very happy with the changes he got a few months ago, and now he is not only fun to play, but also a great and viable champion. I jungle with him, since he jungles extremely fast, and has some really strong ganks, mainly due to his passive ![]() ![]() Summoner spells: ![]() ![]() ![]() ![]() ![]() Skill sequence: ![]() ![]() ![]() ![]() ![]() ![]() *Note that ![]() Masteries: 21-0-9 Basic Carry masteries set-up. ![]() Build: When building GP, you need to decide at the start and during the game, if your team needs you to be tanky, or to deal damage. I always rush ![]() For boots, I usually get lonian Boots of LucidityFor better Utility and more damage. However, I get ![]() ![]() I feel that Gangplank has already amazing Utility and good damage with only a lantern, so I tend to get Atmog's right after it, and get Trinity Force later. If you wish to do more damage early, get Trinity first. ![]() ![]() ![]() After Atmog's, I get ![]() ![]() ![]() ![]() ![]() |
/
![]() Nasus |
// |
![]() ![]() ![]() ![]() ![]() ![]() |
spa |
Nasus is a ****ing beast late game. Nasus is a champion that is focused around one ability that makes him what he is-
![]() ![]() ![]() All around, Nasus is a champion with potential to be amazing; however he is a pretty situational pick, since he can be countered quite easily. Summoner spells: ![]() ![]() ![]() ![]() ![]() In addition it makes his laning phase much easier, and allows him to not miss valuable CS while going to base. Skill sequence: ![]() ![]() ![]() ![]() ![]() ![]() * Nasus does not have a set-in-stone skilling order. Try to put as many points into Q for the reduced CD, so you can farm it up faster. However, if you are zoned out in the lane, maxing ![]() ![]() Masteries: 0-9-21 is the most useful for Nasus. It will buff you late game, which is where you really shine. If you expect a hard lane, 0-16-14 set-up will make you more durable early on. and help you survive the lane. Build: Start with either ![]() ![]() Philosopher's Stone will allow you to achieve your main early-game goal: Stay in the lane as much as possible and farm Q up. If you lane versus an AP champion and feel that you need even more mana, buying ![]() Next I get ![]() After Trinity, I tend to grab an early ![]() After that I build Atmogs. ![]() |
/
![]() Olaf |
// |
![]() ![]() ![]() ![]() ![]() ![]() |
spa |
This build and the whole lane Olaf idea is heavily inspired by Dyrus's awesome Olaf guide, which you can find on solomid.net Olaf is an interesting champion with a lot of potential, however he is rarely ever seen. I have very little experience with him, but from the few games I had playing him, I noticed that his lack of mobility and a hard CC is the main reason why most people consider him to be a weak pick. However, reading Dyrus's Olaf guide and seeing him playing Olaf, completely opened my eyes to how awesome Olaf can be with the right build and play style. I'm happy to present to you- Lane Olaf. The concept of lane Olaf revolves around ![]() ![]() ![]() ![]() Summoner spells: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Skill sequence: ![]() ![]() ![]() ![]() ![]() ![]() If jungling, max ![]() Masteries: 0-9-21. The utility tree is the most useful overall. The offensive tree won't really help you in the lane since your early damage comes almost exclusively from ![]() Build: Start by rushing ![]() The life steal will allow you to spam ![]() ![]() ![]() ![]() After finishing ![]() ![]() ![]() |
/
![]() Yorick |
// |
![]() ![]() ![]() ![]() ![]() ![]() |
spa |
I will be honest, I don't like Yorick. I played him just a few times, and I just didn't like him, and I'm also not happy if someone on my team picked him. The reason why I don't like him, is because, just like ![]() Ok I got a bit carried away, enough with the Yorick hate. Yorick is a very situational champion,and should be picked only if your team need a strong solo champion that will have control over the lane, and will force the enemy jungler to gank and hang around top lane a lot. For example he is a great pick to make sure that the enemy ![]() Summoner spells: ![]() ![]() ![]() ![]() ![]() ![]() Skill sequence: ![]() ![]() ![]() ![]() ![]() ![]() Masteries: 0-9-21. The utility tree provides many great bonuses that will greatly help Yorick, especially ![]() ![]() Build:: Yorick is extremely Mana hungry thorugh out the game. I'm not a big fan of ![]() ![]() However later in the game ![]() ![]() ![]() |
The idea, is that basically any melee AD champ can use the TF+Atmog's build. Melee, because melee champions need survivability. On some champions, this build will work great in most games, and on some champions, it is only a situational build.
In most cases, the synergy of the champion with the build depends on how well
Trinity Force is on that champion, but for some Atmog's is the problem.
I will show all the champions that have a certain synergy with the build, and will place them in tiers. Top tier champions obviously have the best synergy and the lower the tier, the lower the synergy. The order of the champions in their tier is random.
Let's begin.
Notes:
Notes:
Notes
Notes
In most cases, the synergy of the champion with the build depends on how well

I will show all the champions that have a certain synergy with the build, and will place them in tiers. Top tier champions obviously have the best synergy and the lower the tier, the lower the synergy. The order of the champions in their tier is random.
Let's begin.
Top tier









Notes:
-
- Some may not agree with Trinity Force on him. I think it's great. He has 7 ways to proc it. Only down side is the useless mana.
Tier 2









Notes:
- Most champions in this tier, Can not spam abilities, and so they do not fully utilize the
Trinity Force procs.
Tier 3








Notes
- Most of this champions, are better built with different items.
Trinity Force and
Atma's Impaler are both amazing items for Jax. But due to his passive
Relentless Assault, getting HP items isn't efficient. It's better to get more AP and AD, which will result in more HP.
Tier 4







Notes
- These champions have some synergy with the build, but a poor one. Extremely situational.
-
Trinity Force is a bad item for him. Since he isn't autoattcking a lot anyway, the Sheen's procs aren't good for him.
Warmog's Armor+
Atma's Impaler are great for him though.
-
Was designed especially so she won't be another Trinity Force champion. That includes her not having mana, none of her abilities scale with AP, and her passive when building a lot of AD is better than The Trinity Force passive. All around, the whole Sheen component is wasted on her.
In addition, she shouldn't be played and built as an Offtank, but rather as an Tanky Dps, due to her low base damage and high AD scale abilities.
I will still put her in the list, because the build is still sort of usable for her.
Well this is a guide about offtanks... So I decided I'll make a short chapter on game play, and also explain a bit about the role of an offtank.
An offtank, is a champion that builds very tanky, but also has a bit of damage items, allowing him to deal decent damage.
What's the difference between offtanks and tanks?
A tank's job, is to initiate team fights, protect his carries, soak up as much damage as possible and disrupt the enemy team using CC. Perfect example of a tank is
Rammus. He will
Powerball toward the enemy team, Taunt an important target using Puncturing Taunt. Great way to start a team fight. For the rest of the fight, he can protect his carries by taunting enemies that try to attack them.
An offtank's job, is to deal a lot of damage to squishy targets, while pulling the enemies focus toward him, away form his carries. The idea is, that an unprotected carry will die to most offtanks in few seconds, and thus the enemy team is forced to focus the offtank to ensure that their carry won't die. Sometimes, all the offtank needs to do, is just be there. His presence can zone the carry out. Carries can not come close to the fight and auto attack/cast spells on whoever they want, when the enemy offtank can always jump on them, CC and kill them, with, or even without- the help of his team.
* Don't mistake Offtanks with Tanky Dps. A Tanky dps champion, for example xin zha that use this build
, is a Tanky dps, and not an Offtank. His job isn't to soak up damage and CCs, it is to deal damage. The tanky items just allow him to survive while doing so.
What makes a champion a viable offtank?
A good offtank, is a champion that is able to deal a lot damage through the base damage of his abilities. Thus, he does not require building a lot of massive damage items in order to deal high damage, and can focus on survivability as well.
For AD offtanks,
Trinity Force will provide all the damage needs for mid game. By late game another offensive item is needed, in order to deal enough damage to not get ignored.
great example for this, is
Nasus. With only
Trinity Force and a charged
Siphoning Strike, he is able to deal so much damage. He can focus on getting a lot of defensive items, while still having high damage output.
Another important quality for offtanks, is to have CC.
An offtank without CC, can be ignored quite easily. He does not have outrageous damage, and so the enemies can walk past him, and kill the carries. Sure the offtanks will hurt them, but it won't be so bad. After they finish with the carries, they can focus the offtank.
And yet, enemies can not ignore a champion with CC. The can walk past him, but they can not ignore the fact that the offtank stunned them, and then they got bursted down by his team.
Jarvan IV, Knocks people up with his
Demacian Standard+
Dragon Strike combo, and trap people inside his
Cataclysm. His damage and CCs does not allow enemies to ignore his presence in team fights.
First, go protect your jungler. Do not just go to the lane and sit there.
Basically if the jugnler starts at blue, you want to have 3 guys protecting the blue buff, and one defending the other entrance to your jungle (red side). If nothing special happens, head to the top lane. Depends on your champion and the champion you lane against, play offensively or defensively, but always focus on killing creeps. If you can zone out your enemy, that's great. If you can kill him, even better. Always remember, that if you dominate the lane, expect a gank. Do not push too much, or not at all if possible.
Mid game differs a lot from soloq and arranged team play. In an arranged teams game, you will want to stay in top lane as much as possible, and farm like a mad man, getting ready for late game as best as you can. Probably the only reason you will want to leave top is to pressure dragon. If you jungle, then you should try to focus on getting some successful ganks and counter jungle, though it is pretty difficult.
In soloq however, things are different. If you are a good player, and you know you can get to higher elo than you are, you must have a strong impact on the games you play in order to get higher. What this means, is that winning your lane, or jungling fast- is not enough. If you play in high elo soloq games, or watch top elo players streams, you will notice that the mid AP carries are always roaming past level 6 and constantly ganking other lanes, and that the junglers spend more time ganking than actually jungling. This is how you make an impact on the game. If you play a jungler, you have no problem, because jugnler is the second highest impacting soloq role right after AP carry ( Junglers have an extremely strong effect on the early game with is very important. A great jungler can win a game by helping his teammates win their lanes). But if you play solo top, you are in a problem, because it is the least impacting soloq role after supports( Most of the early game fights occurs around the bot due lane and dragon. you are far away from both, so you don't have a strong effect on the early game.). You will have to work hard.
Unless you are completely dominating your enemy in the lane and getting fed off of him, or you are using a push and backdoor strategy ( ex.
Teemo,
Nidalee,
Tryndamere), then staying and farming top is not enough. You won't have enough impact on the game, and if your teammates played bad, they will feed their lanes and you will lose, even though you won your lane. In mid game, you have to start helping your teammates to turn the game to your favor, by ganking mid lane, ganking the enemy jungler, and going to pressure dragon, all that while still defending your top lane turrets from getting destroyed, and getting enough farm. This is very hard to do, but it will increase your chance of winning by a lot. Now I don't mean that you should be roaming and ganking as muxh as the mid laner, but you should play with your team-afk farming top lane 40 min is most of the times not how you carry soloq games. Another option that will help you to have more presence in the game, is getting
Teleport. This spell will allow you to get from top to other lanes, and turn bad situations that your teammates got into-into a great opportunity for your team. In addition it is a great tool for securing dragons.
If you jungle in soloq, remember to spent most of mid game by ganking and counter jugnling as much as you can. This is how you will carry games.
Late game is all about team fights, on which I will explain next.
The most important aspect of late game is to have Map awareness.
If you walk alone and die from an enemy gank, you leave your team for about 40 seconds in a very bad 4v5 situation. The enemies are free to take Baron, Dragon and push.
Be careful, and stay with your team.
As i explained beofre, your job in team fights is to deal a lot of damage to squishies, protect your carries if they are attacked and soak up damage and CCs. AS an offtank, you always want to be in the middle of the fight. Sometimes, your job is to basically be a wall between the enemy team and your carries.
In team fights, you want to try and kill the enemy carries, and yet always remember to swich focus to anyone who is damaging your carries. If
Nocturne jumps on your helpless
Ashe, you immediately turn to focus him.
Target priority: Enemies who are killing your carries>Carries and Support>Offtank>full tank
Initiating team fights
This depends, if your team has a full tank or not. Common team compositions are Tank-Offtank-AD Carry-AP Carry-Support and Offtank-Offtank-AD Carry-AP Carry-Support.
Offtanks
An offtank, is a champion that builds very tanky, but also has a bit of damage items, allowing him to deal decent damage.
What's the difference between offtanks and tanks?
A tank's job, is to initiate team fights, protect his carries, soak up as much damage as possible and disrupt the enemy team using CC. Perfect example of a tank is


An offtank's job, is to deal a lot of damage to squishy targets, while pulling the enemies focus toward him, away form his carries. The idea is, that an unprotected carry will die to most offtanks in few seconds, and thus the enemy team is forced to focus the offtank to ensure that their carry won't die. Sometimes, all the offtank needs to do, is just be there. His presence can zone the carry out. Carries can not come close to the fight and auto attack/cast spells on whoever they want, when the enemy offtank can always jump on them, CC and kill them, with, or even without- the help of his team.
* Don't mistake Offtanks with Tanky Dps. A Tanky dps champion, for example xin zha that use this build






What makes a champion a viable offtank?
A good offtank, is a champion that is able to deal a lot damage through the base damage of his abilities. Thus, he does not require building a lot of massive damage items in order to deal high damage, and can focus on survivability as well.
For AD offtanks,

great example for this, is



Another important quality for offtanks, is to have CC.
An offtank without CC, can be ignored quite easily. He does not have outrageous damage, and so the enemies can walk past him, and kill the carries. Sure the offtanks will hurt them, but it won't be so bad. After they finish with the carries, they can focus the offtank.
And yet, enemies can not ignore a champion with CC. The can walk past him, but they can not ignore the fact that the offtank stunned them, and then they got bursted down by his team.




Gameplay
Early game
First, go protect your jungler. Do not just go to the lane and sit there.
Basically if the jugnler starts at blue, you want to have 3 guys protecting the blue buff, and one defending the other entrance to your jungle (red side). If nothing special happens, head to the top lane. Depends on your champion and the champion you lane against, play offensively or defensively, but always focus on killing creeps. If you can zone out your enemy, that's great. If you can kill him, even better. Always remember, that if you dominate the lane, expect a gank. Do not push too much, or not at all if possible.
Mid game
Mid game differs a lot from soloq and arranged team play. In an arranged teams game, you will want to stay in top lane as much as possible, and farm like a mad man, getting ready for late game as best as you can. Probably the only reason you will want to leave top is to pressure dragon. If you jungle, then you should try to focus on getting some successful ganks and counter jungle, though it is pretty difficult.
In soloq however, things are different. If you are a good player, and you know you can get to higher elo than you are, you must have a strong impact on the games you play in order to get higher. What this means, is that winning your lane, or jungling fast- is not enough. If you play in high elo soloq games, or watch top elo players streams, you will notice that the mid AP carries are always roaming past level 6 and constantly ganking other lanes, and that the junglers spend more time ganking than actually jungling. This is how you make an impact on the game. If you play a jungler, you have no problem, because jugnler is the second highest impacting soloq role right after AP carry ( Junglers have an extremely strong effect on the early game with is very important. A great jungler can win a game by helping his teammates win their lanes). But if you play solo top, you are in a problem, because it is the least impacting soloq role after supports( Most of the early game fights occurs around the bot due lane and dragon. you are far away from both, so you don't have a strong effect on the early game.). You will have to work hard.
Unless you are completely dominating your enemy in the lane and getting fed off of him, or you are using a push and backdoor strategy ( ex.




If you jungle in soloq, remember to spent most of mid game by ganking and counter jugnling as much as you can. This is how you will carry games.
Late game
Late game is all about team fights, on which I will explain next.
The most important aspect of late game is to have Map awareness.
If you walk alone and die from an enemy gank, you leave your team for about 40 seconds in a very bad 4v5 situation. The enemies are free to take Baron, Dragon and push.
Be careful, and stay with your team.
Team fights
As i explained beofre, your job in team fights is to deal a lot of damage to squishies, protect your carries if they are attacked and soak up damage and CCs. AS an offtank, you always want to be in the middle of the fight. Sometimes, your job is to basically be a wall between the enemy team and your carries.
In team fights, you want to try and kill the enemy carries, and yet always remember to swich focus to anyone who is damaging your carries. If


Target priority: Enemies who are killing your carries>Carries and Support>Offtank>full tank
Initiating team fights
This depends, if your team has a full tank or not. Common team compositions are Tank-Offtank-AD Carry-AP Carry-Support and Offtank-Offtank-AD Carry-AP Carry-Support.
- If your team has a full tank, like
Rammus or
Amumu, let them initiate, and jump in right after them, trying to stick to squishy targets and kill them.
- If You have another Offtank in your team, and not a full tank, You two need to initiate together. Run in to the enemy team, and throw CCs on key targets. Always make sure that your squishies champions in the back are safe, and turn to help them immediately if they are attacked!!
This guide and the builds presented are heavily affected by the Metagame. The Meta changes all the time, and when it does, I will update the guide accordingly.
This is the current Meta, at least from what I understand from my prospective as a EU high-Elo player. Again, when it changes, ill update if I think that it is needed.
This is the current Meta, at least from what I understand from my prospective as a EU high-Elo player. Again, when it changes, ill update if I think that it is needed.
Solo top-Offtank
Jungle-Offtank/tank
Mid-AP
Bot-Support+carry
*This Meta makes perfect sense. Offtanks are great duelers, so they are great for the solo lane. They also most of the times have some sort of way to sustain themselves through an ability or their passive, such as Irelia's
Hiten Style and Udyr's
Iron Mantle.
Putting a Carry with a Support Baby-sitter insure that the Carry will be able to farm.
And the AP gets the solo mid instead of the AD carry, since AP carries scale very well with levels, while Carries just need farm, so they are OK sharing their XP with the Support, as long as they get all the CS.
* Many times you will see champions who are not offtanks who are sent to solo top to counter the solo top bruisers meta. Usually it would be a mage with a strong poke abilities(ex.
Kennen), or ranged dps with strong early-game damage and harass(ex.
Graves,
Vayne)
This champions can be a problem to some bruisers. However this can easily be countered with a bruiser with high sustain such as
Irelia or
Udyr who can just take the damage until level 7-9, and then start to dominate the lane.
*Tanks aren't used that much. Offtanks are just better most of times.
* Offtanks metagame: In short, offtanks/bruisers are extremely strong, because they are very tanky and you really don't want to focus, however they still deal tons of damage to squishy champions, so you are just forced to focus them, or your carries are dead.
* Assassins are extremely powerful and popular at the moment. I'm not really sure if it is because they counter the current meta, or because they fit the current meta very well, but the fact is:
Akali,
Kassadin,
Shaco,
LeBlanc(!!),
Fizz and
Vayne are all FOTMs and completely dominating games.
*
Flash is still the most favored summoner spell even after his nerf. However you will start seeing many players taking
Ghost over it, especially for certain offtanks. In addition there are many junglers that prefer to not take flash and not
Ghost, and take an offensive spell instead for strong ganks.
*
Trinity Force is the most favored item in the game. You will usually see 2 players on each team running Trinity Force.
* Atmog's is extremely strong at the moment. It is seen so much. Sometimes alongside with a
Trinity Force, and sometimes not. Depends on the champion.
The Fizz patch made Atmog's even stronger. I really don't get Riot. If everybody build Atmog's on about any AD offtank, and even on AD carries and champions that were not even meant to be AD like
Nidalee, you know it is OP. But instead of nerfing warmog's or just leaving it as it is, they made it even stronger, with the new mastery
Juggernaut
in the defensive tree, which rewards you for having more HP. Now the "Just get warmog's on any champion and you'll be fine" meta even stronger. I guess Riot really like Atmog's :D
* Solo top laners used to always rush Philosopher's Stone+
Heart of Gold, but not as often nowadays.
*Every AD jungler buys
Wriggle's Lantern.
* There is a certain stratagy to get
Wriggle's Lantern on the jungler, AD carry and solo top off AD offtank. That way the team can easily secure map objectives such as dragon, and split push very effectively.
* Roaming is not used most of the times.
* Support champions don't farm. They lane with the AD carry, giving him all the CS, and buy Gold per 10 items to fund Wards and Orcals.
Strongest champions:
AD Carry
,
,
AP carry
,
(in soloq),
,
,
Offtank
,
,
Tank
Support
,
,
,
Jungler:
,
,
This is the general Meta currently. If you thought about more points, or you think some of mine are wrong, tell me in a comment.
Jungle-Offtank/tank
Mid-AP
Bot-Support+carry
*This Meta makes perfect sense. Offtanks are great duelers, so they are great for the solo lane. They also most of the times have some sort of way to sustain themselves through an ability or their passive, such as Irelia's


Putting a Carry with a Support Baby-sitter insure that the Carry will be able to farm.
And the AP gets the solo mid instead of the AD carry, since AP carries scale very well with levels, while Carries just need farm, so they are OK sharing their XP with the Support, as long as they get all the CS.
* Many times you will see champions who are not offtanks who are sent to solo top to counter the solo top bruisers meta. Usually it would be a mage with a strong poke abilities(ex.



This champions can be a problem to some bruisers. However this can easily be countered with a bruiser with high sustain such as


*Tanks aren't used that much. Offtanks are just better most of times.
* Offtanks metagame: In short, offtanks/bruisers are extremely strong, because they are very tanky and you really don't want to focus, however they still deal tons of damage to squishy champions, so you are just forced to focus them, or your carries are dead.
* Assassins are extremely powerful and popular at the moment. I'm not really sure if it is because they counter the current meta, or because they fit the current meta very well, but the fact is:






*



*

* Atmog's is extremely strong at the moment. It is seen so much. Sometimes alongside with a

The Fizz patch made Atmog's even stronger. I really don't get Riot. If everybody build Atmog's on about any AD offtank, and even on AD carries and champions that were not even meant to be AD like


* Solo top laners used to always rush Philosopher's Stone+

*Every AD jungler buys

* There is a certain stratagy to get

* Roaming is not used most of the times.
* Support champions don't farm. They lane with the AD carry, giving him all the CS, and buy Gold per 10 items to fund Wards and Orcals.
Strongest champions:
AD Carry



AP carry





Offtank



Tank

Support




Jungler:



This is the general Meta currently. If you thought about more points, or you think some of mine are wrong, tell me in a comment.
This is the end of my guide.
The purpose of this guide is to show a great way to build offtanks, and explain about it. I hope that you liked it and found it helpful :)
Plz leave me a comment, and tell me what you liked or didn't like about the guide, and vote accordingly. I welcome any constructive criticism, so feel free to give me advices about the builds. Some of the champions in this guide I don't play often, and so I may have made some bad decisions concerning the skill sequence, masteries etc... Feel free to suggest improvements!
The purpose of this guide is to show a great way to build offtanks, and explain about it. I hope that you liked it and found it helpful :)
Plz leave me a comment, and tell me what you liked or didn't like about the guide, and vote accordingly. I welcome any constructive criticism, so feel free to give me advices about the builds. Some of the champions in this guide I don't play often, and so I may have made some bad decisions concerning the skill sequence, masteries etc... Feel free to suggest improvements!
26/8/2011- Build published
27/8/2011- Updated
Jarvan IV build
7/9/2011- Updated
Lee Sin
19/9/2011-
-Added
Leona and riven size to tier 4 in the Synergy with the build chapter, and
Malphite to tier 3. Moved
Dr. Mundo up to tier 3 and
Gangplank up to tier 1.
25/9/2011- Added a new chapter "Notes regarding the builds presented". Not finished yet, will finish sometimes this week.
26/9/2011- Added a new chapter "Metagaming". Changed
Jarvan IV build, and decided to put him as a jungler. His ganks are too stong to pass out.
1-10-2011- Updated
Yorick and
Nasus builds.
17-10-2011- Changed Gangplank's build.
1/11/2011-After getting the review from jhoijhoi, I made many changes to the formats and organisation of the guide.
2/11/2011- Remade
Olaf build. Also, its lane Olaf now :)
3/11/2011- The "Notes regarding the builds presented" chapter is finished.
13/11/2011- Added
Nidalee to tier 2.
16/11/2011- Added
Quicksilver Sash as a possible item, removed all possible boots other than
Ninja Tabi and mercury treads. Changed Udyr to lane Udyr- Different Spells, Runes, Skill sequence and Masteries.
2/11/2011- I'm still working on the fizz patch update. Moved Udyr to tier 2. Reason is that this build is not as good on him as others, he has the most spamable shield in the game, so it should be abused, and udyr should focus on resistances more than on health. In addition
Wit's End is amazing on Udyr, yes tiger Udyr as well, and this build does not leave a room for it, if you will buy it you will end up too squishy
27/8/2011- Updated

7/9/2011- Updated

19/9/2011-
- Changed Trundle's Runes and Masteries.
- Edited and Added info to some chapters, especially to "About Health and Resistances"
- Added
Eleisa's Miracle,
Cloak and Dagger,
Spirit Visage and
Frozen Mallet as viable items to get.
-Added




25/9/2011- Added a new chapter "Notes regarding the builds presented". Not finished yet, will finish sometimes this week.
26/9/2011- Added a new chapter "Metagaming". Changed

1-10-2011- Updated


17-10-2011- Changed Gangplank's build.
1/11/2011-After getting the review from jhoijhoi, I made many changes to the formats and organisation of the guide.
2/11/2011- Remade

3/11/2011- The "Notes regarding the builds presented" chapter is finished.
13/11/2011- Added

16/11/2011- Added


2/11/2011- I'm still working on the fizz patch update. Moved Udyr to tier 2. Reason is that this build is not as good on him as others, he has the most spamable shield in the game, so it should be abused, and udyr should focus on resistances more than on health. In addition

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