General Guide by leaguesdf
| Health | 3426 |
| Health Regen | 76.2 |
| Mana | 1060 |
| Mana Regen | 27.7 |
| Armor | 190.19 |
| Magic Resist | 207.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 415 |
| Gold Bonus | 5 |
| Attack Damage | 152.15 |
| Attack Speed | 31.027 |
| Crit Chance | 25%S |
| Crit Damage | 0% |
| Ability Power | 30 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 11.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Update
This guide needs a big update. But with real life going and my Corki guide that I need to update too, it takes me a lot of time. I'll work on updating this guide and hopefully will finish in a few weeks
Fizz patch V1.0.0.129
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.
Before we begin...
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...
Introduction
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...
Why is this build good?
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 Cape, 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…
Acronyms
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
Pros / Cons
Masteries
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,
Runes
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Greater Quintessence of Vigor Better lane sustain.
Summoner Spells
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Flash
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OK guys. Lets admit it. |
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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 (
About Health and Resistances
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.)
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Magic Resistance
0
10 50 100 500 510 |
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Damage Reduction
0%
9.091% 33.333% 50% 83.333% 83.607% |
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Effective Health Bonus
+0%
+10% +50% +100% +500% +510% |
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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.
The build
Core build
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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. |
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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: |
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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.
Notes regarding the builds presented
Irelia |
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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 |
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Lee Sin |
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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 |
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Udyr |
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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 |
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Trundle |
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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 |
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Gangplank |
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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 |
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Nasus |
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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 Next I get After Trinity, I tend to grab an early After that I build Atmogs. |
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Olaf |
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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 |
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Yorick |
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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 |
Champions synergy with the build
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.






Build Guide
Discussion (60)

