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Tank Item Guide






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Choose Champion Build:
Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Triumphant Roar (PASSIVE)
Alistar Passive Ability
Introduction
- Understanding how useful the passives are in regard to the champion (and tanks in general)
- Breaking down the synergies between items and champion abilities/playstyle
These are important because a lot of times you have to make decisions between which items to buy where the comparison is not straightforward. You have to be able to understand whether you will fully utilize an item's passives. If you aren't, you are wasting money! Remember that while all passives provide value in some way, there are different degrees to just how much value they will have.
This guide will be breaking down the most common tank items and explaining the situations in which their passives are useful and explaining which types of tanks work well with those passives.

This guide is to help players analyze items to optimize their tank builds. I want people to realize that certain items are not as good as they sound in general and that only certain champions will fully utilize certain items.
This guide will not be groundbreaking for ranked players. If you are ranked, you can probably look at a guide and instantly understand why each item was chosen, or which items are bad choices.
Here is an example of a decision that occasionally gets wrongly made: Which should you buy first,







Point is, by applying logic and reason when you are creating your build, you will build a better tank.
By reasoning through your builds you can see why


As for when to buy the items, thats too hard to do in a general guide. I will leave that up to the champion guides.

This has been discussed in more detail elsewhere in other general guides. But to quickly re-hash, in a teamfight, a tank will:
- Initiate
- Disrupt/Shield/AoE
- Hold the front line
- Keep the damage dealers alive
In other words, they tank the entire other team. Off-Tanks, are similar to tanks, but generally have less of an ability to lock an entire team down. Tanky DPS are damage dealers who just happen to be difficult to kill. Supports sometimes end up tanky, but this tends to be a byproduct of all the health you accumulate when you build aura items.
This guide is for tanks and should be beneficial for off-tanks as well. It generally won't apply to tanky-dps (I am not including the




The important stats for a tank are:
- Armor
- Magic Resistance
- Cooldown Reduction
- Health
- Mana
- Ability Power (For some)
The champions most commonly thought of as tanks are:
Off-Tanks who are similar to tanks:
Singed
Volibear
Cho'Gath
Blitzcrank
Jarvan IV
- Plus a few more

Most tanks get these two GP10 items early on. From each you get an extra 5 gold per 10 seconds, which amounts to an extra 300 gold every 10 minutes. It might not sound like a lot, but what it does is effectively increase the rate at which you can buy items. This gets more beneficial the the longer game goes on. You should buy these items as soon as you can. Usually only the

There is one important thing you need to know if you go the GP10 route (as most will). You will be slightly gimped in the mid-game. While the stats of the Philosopher's Stone and the

The Philosopher's Stone gives you extra regen for both health and mana. This is a good early game item and many builds start off with the

The


In a lot of situations, armor is a tank's most important stat. It lowers damage from auto-attacks, minions, turrets, etc and is nearly always useful (if not downright critical).



















The fact is that

- You are out of position and they have singled you out (this is not a scenario you should build for)
- They are focusing you first in a teamfight (which is usually not a good decision on their part. It is also not a scenario you should be anticipating)
- They have wiped your damage dealers are just mopping up a teamfight. (congrats, you can shred their health as you run back to the nearest turret.)
Now, you could say "even if you don't get focused, you will get attacked occasionally". This is true, but now your passive is only being used occasionally, which means you are not getting full value out of that passive, which means you wasted your money.
This item seems like it would be a good idea for taunters (


If you play enough games as a tank, you will soon come to realize the value of a fed attack-damage carry. A fed ADC makes your life much simpler because you can do what you need to do to keep the team alive while letting the ADC deal damage. A fed ADC smooths out every wrinkle in a teamfight. AP carries sometimes run out of burst before you kill the enemy, but AD carries get the job done if you are doing your job. Let the carry deal the damage and do what you need to do to keep them alive. (this only half applies to


The


If they don't focus you in a teamfight and you are dying, you have other more impotant problems. Usually you are under-fed and lack armor/MR. In this case, reviving probably just means a true death. While getting off one more AoE CC might seem worth it, the fact that you are under-fed is the bigger issue. Go farm some gold.
The


MR is slightly less useful in general than armor, but still one of the most important stats for a tank.


The

One important thing to note about the movement bonus is that most champions will have boots with enhanced movement 2. This means when you are chasing an enemy, you both will be running at the same speed. The increased speed can often be the difference between them getting back to their turret or you getting a CC spell off, which can often lead to a kill.


- Everyone burns all their cooldowns and focuses you
- No one focuses you
Either way, negating one spell will not make much of a difference. For a carry though, negating a single spell makes a huge difference because it can often prevent a nasty CC spell (often used to initiate and/or disable). It can prevent just enough damage to get a kill. Plus, if the carry is ranged, he is far enough away where they will get hit with less spells in general.





Health is not the best stat on most tanks. It is generally more efficient to raise your effective health through armor/MR than health.
Health is sometimes necessary (the enemies may get penetration items or may do true damage). But that is either late game or situational. Because this item takes a while to fully charge, it is a better item earlier than later, so it just doesn't synergise well with most tank builds.
In general, you are better off stacking armor/MR than stacking health; you are better off stacking armor/MR than stacking armor/MR/health also in general. You should only take health if it works will with your champions kit.




























All tanks will be standing near their enemies and will deal damage with


All





It builds from the Philosopher's stone and is cheap to get. But you are usually better off selling the Philosopher's stone and getting something else unless you need the speed boost. Great for



AP items are only used by certain champions. This section only applies to certain tanks because a lot of tanks get no benefit out of AP items. Usually these kinds of tanks act as mini-AP carries and benefit from being able to do damage (








All else being equal,









I covered all the mana items under the other categories, but some general notes:
Mana is important for some tanks in early/mid game (


Mana synergises well with




I covered all the CDR items under the other categories (mainly




CDR is more useful on heavy CC champions in general (



You need to maximize value. You have probably slightly hurt your bulid in the mid game in order to get philosopher's stone and

When evaluating how useful a passive is on your champion, think about how it will actually benefit you in a game. Anticipate how enemies will react towards you, rather than hoping they act a certain way.
Good luck and have fun being the person responsible for walking up and punching the entire enemy team in the mouth.
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