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Tanks vs Offtank vs Tanky DPS

Creator: Blood26 June 3, 2012 4:27pm
animorte
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The purpose of a Tanky DPS is as follows:

Whether you have a pure tank on your team or not is irrelevant. A Tanky DPS is not meant for tanking. If a Tanky DPS champion is fed, it is extremely difficult to shut them down. This makes it easy to carry a game to victory by yourself.

I know quite a few people that have quit this game because the LoL community can be rather depressing at times. There are a lot of selfish *******s that don't understand that this is a team game. In essence, you have to rely on an awefully large amount of people through this game.

The role of Tanky DPS extremely nullifies this issue. With such a champion, you just get yourself fed. If you take advantage of it by maintaining a proper defense as well as your usual offense, it becomes an easier game.

In summary, the role of Tanky DPS creates a slightly more self-reliant environment. (Some tanks and off-tanks can do this as well).
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It's a matter of threat and gold disposal - damage or sustain. It is defined by toolkit the champ has. If you can manage to create a constant (!) threat while dealing little-to-no damage you should build items that let you do this. If your toolkit lets you disrupt your enemies sometimes but puts you in danger of taking damage you should go off-tank or tanky dps - proportions may vary per champ. If you aren't able to do anything else but damage and you're ranged so it's kinda safe to deal it you build glass cannon.

When you build a team you need to have a way to initiate or counter-initiate and that's pretty much it because you may lack damage to clear out 3 tanky people if 4 of your team members are squishy glass cannons and your tank can't do **** after initiating (unless it's Naut).
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you dont need a pure tank in the team, as players will simply ignore you in teamfights and you will be rendered as useless.


But isn't this the reason why true tanks have so many disrupting skills and many go for CDR? You can be ignored, but if your team has any idea on how to position (and isn't too disrupted), a tank can decide the teamfight by simply protecting your carry with CC, or neutralizing and making way to the enemy AD Carry. You don't have to be focused; you build to make sure if the enemy team decides to test your defenses you can survive them, and so you can disrupt and create winning conditions due to pure CC and aid in positioning. Some tanks even exist to pick enemy team members apart or force teamfights (like Singed).
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this is not an mmorpg where u can aggro the enemy and the really tank the dmge.
the only thing you need it a durable fighter who can go in and engage.
even if you have a tanky champ and build pure hp and resistance the enemy carry will melt you lategame.
its the design of the newest ad carrys and items, like true damage and armor pen on skills and items.

thats why you see less true tanks nowadays, like crows foots already mentioned.
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I stopped playing true tanks with true tank builds the day I was using Rammus with Frozen Heart, Thornmail, Sunfire Aegis, and Warmog's Armor. A Tryndamere walked up to destroy my Carries. I powerballed into him, dropped ult, threw up the shield, and taunted him. He still killed me in 4 hits. What kind of ********* is that? I had never put my arm through a wall because of a game before then.
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FalseoGod wrote:

But isn't this the reason why true tanks have so many disrupting skills and many go for CDR? You can be ignored, but if your team has any idea on how to position (and isn't too disrupted), a tank can decide the teamfight by simply protecting your carry with CC, or neutralizing and making way to the enemy AD Carry. You don't have to be focused; you build to make sure if the enemy team decides to test your defenses you can survive them, and so you can disrupt and create winning conditions due to pure CC and aid in positioning. Some tanks even exist to pick enemy team members apart or force teamfights (like Singed).


Yes exactly, but look how many Champs can actually do it 100% of the time in teamfights. Like Duff said earlier - it is Nautilus. You'd better have something that will keep offtanks from the other team busy and have enough DPS to kill them in few CDS because if they go past your tank and ignore him the squishies will not survive. Besides, the longer teamfight lasts the tougher team will have more advantage.

Look how easy it is to counter btw, you build a team that is more CC resistant and there goes your potential, drop in a guy like GP with his magic oranges, put him in front, let his Warmog soak up the damage and let the CC fly right through him, finish up the rest.
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Oranges don't make CC "fly through", they save you from a single stun/snare. But yeah, a lot of situationalism and stuff. I've seen tanks carry games even with the opposite team focusing the right targets (rare on my ELO, trust me.), but perhaps high elo doesn't do tanks because they're not necessary. Wouldn't know.
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They remove all current Remove Scurvy . Like I said above they should be less effective versus more resilent team. However this statement (like most of the pro-like) doesn't assume you have less skilled players on your team which is pretty common.
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My mistake, I only saw GP's use them targetted by a single form of CC anyway
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Most tanky characters are either bruisers or supporty. When I play Malphite I go with Shurelyas and Aegis for instance.

I think we forgot about Mundo, stacking warmogs and ****.

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