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Tanks.
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Choose Champion Build:
Spells:
Ghost
Exhaust
Ability Order
Noxious Slipstream (PASSIVE)
Singed Passive Ability
Introduction
So just before we get into the build I will make it clear that these are my favourite tanks to play as, but there are a few others that I have left out simply because I don't play them alot (like
















So read on if you like, give some input for me to improve, but until that time enjoy reading this build and trying out the tanking builds I have found work the best!
June 09 2011: Masteries added, Check em out!
Added
Mobility Boots to
Alistar and
Taric also changed
Taric's build a little, changed the rammus build
June 08 2011: starting text, set up the chapters
Added




June 08 2011: starting text, set up the chapters
So this is an area where I will outline the things that are the same throughout most of the build. This will start off with the summoner spells, which as you could have seen are all
Ghost and
Exhaust EXCEPT
Alistar who takes
Flash instead of
Ghost. So the reason for these summoner spells is that personally I think that every time you are tanking you should always take these two. They are perfect for tanking,
Ghost allows you to fly across the map to help support your team, to catch up to enemies to launch out your CC and get the enemies back to your team to die!
So obviously
Flash is taken on
Alistar because it is the perfect spell for him because it lets you punt enemies back into your team. This is also a viable option on
Singed and
Dr. Mundo because they both have movement speed boosters built in.
Exhaust is so awesome on tanks because it slows, it weakens the enemies and that is perfect because I holds the enemy on your damage characters to win! Of course each build has the
Exhaust mastery.
So here are pictures of the masteries, seeing as they are fairly general I will give the different outlines of the builds:
To start we have the masteries of
Singed,
Galio,
Maokai, and
Amumu:

So this mastery is for any kind of tank that will be using mana and uses AP scaling abilities. These masteries focus on the defense tree being sure to get the awesome health regeneration from Strength of Spirit and the Physical damage reduction. Dodge is useful, but I think that the health regeneration is better for tanks like this because they get a lot of mana. Finally I throw my 9 other points into the offense tree being sure to grab the
Exhaust mastery, the bonus AP (to give some bonus), the CDR, and just to be annoying the Magic pen.
Next is a similar mastery tree to the first, but this time it is for those AP scalers (
Shen and
Dr. Mundo) who do not have any mana and therefore the Strength of Spirit will be useless.

So as you can see the only difference from the first build is that instead of getting Strength of Spirit I grab more dodge, seeing as there really is nothing else to do with it.
So next is a weird mastery I know, but bear with me, so this mastery is made for
Rammus and
Taric here we go:

So this build, as you can see, is defensively the same as the first mastery because both
Rammus and
Taric use mana, but the big difference comes in the other 9 points. These go grab the
Exhaust mastery from offense and then dump down into Utility getting the
Ghost mastery and the greater experience mastery.
So next we have the mastery that is used solely by
Nasus seeing as he is mostly about the melee attack rather then AP damage:

So this again the defense in this build is the same as the starter, but now instead of AP, CDR, and Magic pen in the offense, I grab the crit, attack speed and one armour pen instead.
So the last one is for
Alistar and is very different from the others:

So in this instead of getting full out defense I go 1-16-13. This build gets the
Exhaust mastery then goes into the defense to get the armour and MR, then the Strength of Spirit, followed by the physical damage reductor, and the health bonus. Finally the 13 points at the end go into Mana and health regen, the experience, more mana regen, and finally the
Flash mastery to get those flashes off more.
There we go, all of the masteries and descriptions of why to use them.






So obviously






So here are pictures of the masteries, seeing as they are fairly general I will give the different outlines of the builds:
AP-Mana Tank
To start we have the masteries of





So this mastery is for any kind of tank that will be using mana and uses AP scaling abilities. These masteries focus on the defense tree being sure to get the awesome health regeneration from Strength of Spirit and the Physical damage reduction. Dodge is useful, but I think that the health regeneration is better for tanks like this because they get a lot of mana. Finally I throw my 9 other points into the offense tree being sure to grab the

AP-NON MANA Tank
Next is a similar mastery tree to the first, but this time it is for those AP scalers (



So as you can see the only difference from the first build is that instead of getting Strength of Spirit I grab more dodge, seeing as there really is nothing else to do with it.
The 1-21-8 Tank
So next is a weird mastery I know, but bear with me, so this mastery is made for



So this build, as you can see, is defensively the same as the first mastery because both




AD-Mana Tank
So next we have the mastery that is used solely by


So this again the defense in this build is the same as the starter, but now instead of AP, CDR, and Magic pen in the offense, I grab the crit, attack speed and one armour pen instead.
Alistar
So the last one is for


So in this instead of getting full out defense I go 1-16-13. This build gets the


There we go, all of the masteries and descriptions of why to use them.
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