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Tanky DPS - Damage & Tanking






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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Foreword
1) People reading this guide and trying it
and even more:
2) People that vote/comment and give me the feedback to improve this guide
So if you love this guide give me a +1. If you didn't DON'T just vote -1 but tell me what you didn't like and why. This way guides get better and creators will have more fun :)
this is Customtm with my new guide "Tanky DPS - The New Meta". I'm writing this guide to present two concepts at one class of champions that is played and built terrible in 99% of all cases: People building damage on champions that are tanking. They are no tanks but they behave like some and get killed over and over.
BUT that doesn't mean Tanky DPS doesn't WORK. It works very well if played and build correctly. Do you remember Duff time's guide about offtanks? He has discovered (or brought to paper) the strongest class of champions in the game. AD/AP carries, supports or tanks can't beat a good offtank. That means whatever defeats offtanks can defeat anything else as well.
The question? What DOES kill offtanks?
Well, first thing is true damage. It can mess up the concept really hard. Guess why everyone fears


Second is other offtanks. Sounds stupid but some offtanks are just better at their job than others. Also multiple offtanks (5 x offtank OP?).
And last but not least: Tanky DPS.



But what did

Every champion ingame can just have 6 items + triple elixir (sucks to be you

In general you need: 1 x boots, 1x health, 1x armor, 1x magic resistance and 2x for damage.
There is not much room for something else, unless you want to leave yourself vulnerable to AD/AP heavy damage or

However I found two ways to avoid getting either Boots or/and the health item. This gives us an advantage of two items more than anybody else.
It's the most important stat in the entire game when it comes to melee DPS.
DO NOT THINK I DO NOT BUILD BOOTS AT ALL!
Of course I use at least


Don't get me wrong, I love going fast and it's necessary to have some.
But there is a formula to skip boots AND going fast:



And if that's not enough for you, check out who got something to make him go faster, check your defense tree, see another 3% and finally there are the

Now if you take a closer look at these items, you see that




1.

2.

3. A formula again:


A lot of stuff, let's take a more detailed look:
We compare:
1270 health + 40 health reg for 3000 gold vs.
700 health + 20 AD + 40% on-hit slow for 3200 gold vs.
850 health + 30 AD + 35% slow + 25% on 35% on-hit slow + 25 health reg + MUCH MORE for about 9290 gold
As you can see the




When to get it:
- You need CC in order to use abilities at full potential and got no other
- Can't use the 3. combo because of MS
- You don't build

Next is



When to get it:
- You can't use or afford the 3. combo
- You buy

- Your champion got plenty of CC already
- You want to go Offense Tree in your masteries
And the last one, our wondercombo that offers medium health at very high costs but has more advantages than the rest. Basically the price is Zeke's Herald only because in 99% of all cases we get the other two items anyway.
When to get it:
- You need one item slot more
- You don't build

- You build

- You are reliant on cooldown reduction (gives you 20% + Defense Tree 8,1% + 10% Elixir ~ 40%)
- Someone else got Zeke's Herald (which is the best that can happen to you)
- You profit from additional AS
- You go Defense Tree in masteries
As you can see not every health item(s) suit all T-DPS champions. So if you plan to build e.g. T-DPS


1.

2.

3.

4.

We compare:
45 Armor + ~50 AD + 18% crit chance for 2355 gold vs.
75 Armor + 350 health + 25 health reg. + 5% CDR + 2x 35% MS and AS slow for >3075 gold vs.
99 Armor + 500 mana + 20% CDR + 20% AS slow for 2775 gold vs.
100 Armor + 30% AA damage reflected as magic damage for 2000 gold
So much options, what to pick?
Best Synergy lies in

When to get it:
- Nobody gives a s*** about you in teamfights
- Your abilities are crit reliant
- Your character got additional armor e.g.


- You build

- You got enough utility already
- Counters most AD bruisers in lane

When to get it:
- You draw attention of AS reliant character's that want to fight you
- You want to go 3. health set
- You lack utility
- You build GP10


When to get it:
- You are in the middle of the teamfight
- You need more armor than usual
- You need huge mana pool and CDR at the same time
- You don't go 3. health set


When to get it:
- Everybody wants your head (btw. works vs on-hit magic damage as well)
- You need no utility
- You don't go 3. health set
Again the point behind these items is to reach at least 150 armor in addition to our



Every crit build needs an




However, a very few champions got room for an addidtional item e.g.






Situational items:








Gp10 op. They offer strong stats, pay themselves back and



The "Don't build this ****" items:














0) Synergy
There are some champions and items that have great Synergy with this way to build. Synergy is when you build a crit build and you got





1) The selection of a champion
There are several points you should be looking at when choosing your T-DPS character:
I) High base movement speed: The faster you naturally are, the better. Everything below 315 is not acceptable because you will have huge problems catching up with your opposition.
II) Critting abilities: Since you are running a crit based build, it would be great if an ability could use this for further Synergy.
III) Health/Armor/Magic resistance steroids: Most valuable, as they give you the option to build much more aggressive without being in danger of getting bursted.
IV) AD/AS/on-hit steroids: Less valuable but still very strong. For example


V) CC: Last but not least, the strongest way to kill even better is to control the opposition's movement. Inbuild CC leads to better results than without.
VI) Farming capabilities: Gold is the key to victory. The faster you can clear minion waves or the jungle, the more damage you will deal.
VII) Special Stuff: The more unique things, the better such as stealth, global presence, auras, etc.
By only looking at those requirements it turns out that everybody can T-DPS but only a few champions that can really shine and survive as T-DPS.
2) The equipment
Just a short list what your charcter must have in order to be able to tank and deal damage:
- < 3000 health
- < 150 armor and magic resistance
- ~ 70% crit chance
- ~ 420 movement speed or equal movement speed steroids
- Either lifesteal, high health regeneration or inbuild sustain e.g.
Battle Cry's passive
- < 250 AD
- <1,6 AS or equal AS steroid
If you don't reached one of these stats it doesn't mean you can't T-DPS, you will just be worse at it than another one and need to play more cautious. More is always better but just don't get 300 armor. You will lack something else as there is a certain point that can only be reached.
3) The playstyle
According to the build there are several types of T-DPS. They all are assasins because they can take a lot of damage if they have to but not as much as an equal tank or offtank could tank. That's why we got
- Initiators: You run into their team and do your job, then quickly retreat
and - Sidewalkers: You wait for initiation, their CC and then come by side to nuke your targets
Initiators need to have the ability to tank more damage and regain health faster than Sidewalkers that got less problems with damage, CC and due to this lost health.
A special type of sidewalkers are in-and-out champions like




Let's assume I love playing

Is

I) Base movement speed: 320 - Check, good and even better trough

II) Critting abilities:

III) Health/Armor/Magic resistance steroids: Uncheck, although

IV) AD/AS/on-hit steroids: Check, 16/40 AD from


V) CC: Check, 21% slow from


VI) Farming capabilities: Check,


VII) Else stuff: Check, CC remover and heal with



As we can see











And of course we pump all the elixirs to get even more stats.
- 4059 health
- 155/153 armor and magic resistance
- 86% crit chance
- 439 movement speed or 472 with
Raise Morale
- 194 HP per 5
- 256 AD or 280 with
Raise Morale
- 1,678 AS
All stats were easly reached, the movement speed, crit chance and the health part even high above.


So if you have a champion, just try to find out what he's good at (e.g.


- 21/9/0
- 9/21/0
When to go 9/21/0:
- You got enough inbuilt damage already
- You need more resistances/health
- Must have if you can't reach 3000 health
- You need additional movement speed
- You need more cool down reduction (~40% in combination with 3. health set)
- You want tenacity, since you cannot build Mercury Treads and the rest is ****
When to go 21/9/0:
- You need more damage in general
- You don't need the things I stated above
Yeah, it seems 9/21/0 is much stronger and yes that's the case. 21/9/0 is actually a luxury setup if you just want another edge to stomp even harder.
However, it depends very much on the champion. The

Do you got questions or want to mention an item, a better choice of them or whatever?
Leave a comment below, I will try to answer all of them. I'm always looking for ideas to improve the builds, so I'm waiting for your feedback :)
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