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Choose Champion Build:
Spells:
Teleport
Ghost
Ability Order
Sap Magic (PASSIVE)
Maokai Passive Ability
Introduction


So, without further ado, here's my build and how I play the Twisted Treant.
Note* After reading some of the comments and thinking for a few minutes, I decided to add a second build that is more oriented around a 'Pure Tank'. The reason I didn't do this in the first place is because it took me a minute to realize that not everybody plays Premade x.x
So, I've reiterated the purpose of my First Build as well as adding a Second Build that will help with those in Solo Queue who are expected to tank with


Build 2 is for when you want to go pure tank mode and be able to walk into the middle of the fight and be able to withstand a lot of damage while protecting your team.
The metagames of each build are identical, so it's truly up to you to decide which build is better in the situation.
The reason behind this is that the tank is the most beefy character on the team and therefore, is not going to die easily and they just don't do enough damage to make the focus worth it.
So, now the question for us becomes, How do I build a durable champion that is able to withstand the focus of the entire enemy team for a significant period of time, and How do I get the enemy to actually focus me instead of my Carry?
The answer is to draw upon the real life resemblance. In real life, a tank is a powerful piece of artillery, able to take a lot of abuse, all while carrying the biggest gun on the battlefield.
So, this build focuses on building up 'invisible' resistance like armor and MR as opposed to stacking health items like

This will ensure the maximum time alive in teamfights, which equates to more time that you are helpful to your team by throwing out

















Note* I don't really like per level runes, especially for defense. I base this prejudice from this logic:
A flat armor seal, tier 3, will get you 1.41 armor from level 1 to level 18. Now, compare this to per level armor seals. One per level seal will give you .15 armor per level. This equates to an equivalent armor value (1.5) at level 18. Which means that in the early game, when the metagame is going to play the biggest role, you're significantly weaker and later in the game you are just as strong. So, in the end, it's just better to take the flat seals so that you get the biggest bonus when you need it most.


On the Utility side, I take


I elect to take










Other Spells:















Philosopher's Stone- This gives


Boots- I generally get





Note* If you decide to get any boot choice other than



Defensive Item: The next few items that you buy will be situational and entirely dependent on the enemy team's composition. Each item grans a Defensive statistic, either Health, Magic Resistance, or Armor. The mark of a good tank is knowing when to buy which item and in which order. I personally choose these items as the ones that I use because in addition to granting large bonuses to your defense, they also grant massive Offensive bonuses. I usually buy one or two of the following 3, and then upgrade my Philosopher's Stone to









Note* Thanks to Antique for the suggestion! +1 Rep







Catalyst the Protector- This REALLY helps with your lane survivability by giving you a bonus to regeneration every time you level up. It also gives you a bonus to your health and your mana, making you more of a presence while you're around. It's also really great because later in the game, you can build it into a


Boots- Boots are situational and entirely dependent on the enemy team and your/your team's needs. Most of the time, I get



Defensive Item: These next 3 items are situational and dependent on the enemy team. Each one is designed to grant you the largest possible addition to your stats while maintaining a relatively cheap price.





Note* Thanks again to Antique for the suggestion




Note* This item deals damage based on 30% of the damage that they did to you, so if you get this item, start building Health instead of Armor, so that you can last and they can deal more damage, thus returning more to them.









Note* If I find myself doing more saving than damaging, then I re prioritize by leveling up



Use







Note* If you have


In the laning stage, one of your main jobs is to be to protect your lanemate. So if the enemy is going for them, I use

Note* If the enemy doesn't have a lot of health left, then using


A very quick way clear minions is to throw

Note* This loses it's effectiveness after you get


Very Important*: Be aware of what your enemy can do, especially if they have blinks in their abilities or if they have lower health and are more prone to use


I also ask that you post any comments (positive or negative) below. I'll keep trying stuff out and keep an eye out for anything new and improved that happens.
In the meantime, please don't downvote the guide because you don't agree with one part of it.
Imo, Mobafire isn't about posting and saying, 'My guide is better than yours', it's about showing other people how to play and exchanging strategy with other players in order to get better.
So, if you do elect to downvote, please comment on the reason why you did so. That way I, and anyone else who looks at this guide, can see your point of view and we can all grow as players.
That being said, I wish you luck on the Rift!!
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