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Choose Champion Build:
Spells:
Ghost
Exhaust
Ability Order
Determination (PASSIVE)
Xin Zhao Passive Ability
Introduction
You may be asking yourself; Why choose tanky when I can get more damage out of Atmogs? Or conversely Why choose Atmog's when I can be a supertank?
There are two answers to this: Playstyle and Current Status
For example, if you are the type of person to run in initiate focus a carry and get out, you would want to build Atmogs. However, if you like to do lots of sustained damage over the course of a long fight you will want to build tanky
When I say "Current Status" I mean you should ask yourself "How am I doing in-game." Through my experiences playing I have found that it is more beneficial to your team if you are doing okay to bad in a game to build more tank than DPS. You do this because people are already focusing you because they know they can grab easy kills. On the flip side if you are stomping your lane, Atmog's is a very good choice to sustain your lead by dealing massive damage while still rolling with the punches.
- Overall fun champ to play
- Great chasing ability
- Devastating damage with three talon
- Low cooldowns with
- Great 1v1 potential with
Cons:
- Extremely squishy early game
- New
- No great escaping ability
- A Must have in terms of masteries. Improves both
- Take this because it gives a good 3 damage to each of your auto attacks which helps with early game farming and last-hitting.
- I take this because It gives us the extra point since we don't take
- Gives nice AS which means shorter cooldowns with
- Armor pen is great for late game when people start building armor
- Giving a total of 9 AD at level 18 this is pretty hard to pass up, since the majority of
- It might not seem like a lot of lifesteal but it makes a difference, giving you 6% with
- Take ALL the armor pen!!!!
- Gives 6% extra damage on targets with 40% or less health, because who wants low health champs running away?
- I only put 1 point in this because usually you wont be up against an AP champ however the 2 MR is better than
- Extra resistance against your laning opponent? YES PLEASE!
- Gives an extra 108 health at level 18 and builds into
- Supplies an extra 30 health; the more sustain the better in teamfights.
- This rune is necessary while using laning
- These runes will give you the Attack speed you are missing through not building a
- These glyphs are to provide the extra Magic resist that you WILL need late game against the bursty AP carries--These glyphs greatly improve your tankiness late game.
- These Quints serve the same purpose as the marks; to make up for some of the attack speed lost from
- I take these with the Atmog's build because it increases his late game damage just THAT much further, since he doesnt need more attack speed because of
- I take these runes on the Atmog's build because unlike the normal Tanky guide you have What I Take
- I choose this because it lets him chase and escape better than flash. Truely though, flash/ghost seem like personal preference to me. A lot of
- This is a very important spell for Other Viable Choices
- Take this if you are laning vs a
- Like I had said before I feel it is personal preference
- When you are at bottom lane, most times this should be taken by your AD carry, however if he/she refuses to take it, grab it because
- This is
- This is
- Giving
- Not too much about this ability. This is how
- This ability is to get get an edge on health-stacking champs like
- This is a GREAT early game item due to the damage and health you get for the price you pay.
OR
- These both are great boots for tanky champs. Take
- This item provides a great deal of health and damage. Grab an early
- Giving 40% attack speed, 42 magic damage on hit, 30 flat Magic Resist with another 20 Magic Resist after 4 attacks this Item is hard to pass up as it helps deal damage and sustain you through the damage of the other team's AP carry
- This item gives great AD and Magic resist, gives a Magic damage-soaking shield AND a passive 1 AD for every 2.5% missing health. This gives you more sustain against AP champs along with a threat at low health meaning you have a reason to stay in fights longer.
- This gives much needed Health and Armor which you seem to be lacking up to this point if you haven't gotten a Ninja tabi. Also, that
- A free life! Late game this helps when you are getting focused...you can still deal massive damage despite you being tanky which makes you THAT much more of a threat and a target, which makes this that much more necessary.
- Gives great early MR and cc mitigation I grab these almost every time unless they have a lot of AD. Like I had said above the two boots are interchangeable and should vary on your situation.
- The "Mog's" in "atmog's" This give a hefty chunk of health, I get this before Atma's for the instant gratification of damage once you get
- This Item gives 1.5% of your max health in damage, coupled with
- Giving tons of health is the Zeke's Herald- Gives Lifesteal, AS, cooldown reduction, AND health. Lifesteal and AS are obvious pluses while the cooldown reduction gives us more frequent
- This gives great damage and armor shred which helps late game when people try to counter you with armor.
Deds:
- kadun
- NeshkeBGD
- Minami
Thanks to these guys for the criticism that helped mold the guide.
Also Special thanks to JhoiJhoi and her "Making A Guide" guide, really helped with the aesthetics of guide making






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