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News Midseason Tank Update - An Introduction To Itemization Changes

by Shakarez on

Mid Season is almost upon us, which means tons of changes are coming to League of Legends. Alongside Preseason, this is the time of the year the game is subject to most changes and for the last two years, Riot has focused on a specific class to rework. Last year the mage class was reworked and this year in preseason we saw changes to assassins.

 

This year’s midseason update will be focusing on the tanks class and alongside the upcoming changes to champions such as Sejuani, Zac, Maokai and others, defensive itemization is also being reworked in preparation for the class update. Let’s have a look at the more important changes:

 

Tank Item Stat Rebalance

 

One of Riot’s main goals for midseason is to rebalance tank item stats:

Riot Repertoir:
 

“Many of the game’s end-tier tank items have approximately half of their gold value in Health and half of it in Armor or MR. With the midseason coming, we’re looking to change some of those proportions slightly so that the items have more of their gold budget in the Armor or MR stat on them.”

 

The issue with tank items currently having so much of their gold value in Health is they that they’re providing too much value even against the resistance they don’t grant. A mage will still struggle to take down a tank with a Sunfire Cape, his damage reduction against magic damage isn’t any higher, but the extra health does mean he will need more spells to go down.

 

The other problem is that the sheer amount of health then allows them to build flat resistances such as a Null Magic Mantle or a Spectre’s Cowl and quickly round out a defensive build against both types of damage.

 

By rebalancing items and giving them more resistances and less health, items will become more effective against the resistance they’re supposed to be countering and less effective versus the other resistance.

 

 

Rebalanced Items

 

These four items have been rebalanced to be more effective against one type of damage dealers while making it less effective vs the other (by reducing the item's health)

 

Sunfire Cape

 
  • Health reduced from 500 to 425
  • Armor increased from 50 to 60
  • Burn Damage reduced from 25 + 1 per level to 11 + 1 per level
  • Bonus damage to minions and monsters increased from 50% to 200%

 

The bonus damage to minions is there to make up for the loss of base burn damage and also allow tanks to push side lanes faster while not increasing their AoE magic damage against enemy champions. 

 

Dead Man's Plate

 
  • Health reduced from 500 to 425
  • Armor increased from 50 to 60
  • Now only deal bonus damage on basic attacks when at full stacks 
  • When not at full stacks, basic attacks now reduce stack count

 

 Stacks generate faster, only does damage at 100 stacks

Spirit Visage

 
  • Health lowered from 500 to 425
  • Magic Resist increased from 55 to 60
  • Unique passive healing increased from 25% to 30%


Passive healing is further intensive for champions with constant healing effects, such as Swain or Mundo. Making
the item more attractive to these champions while also introducing and buffing other MR items will likely mean
more diversity when itemizing against magic damage
threats, instead of seeing Spirit Visage on every single tank.

Randuin's Omen

 
  • Health reduced from 500 to 350
  • Critical Strike Damage reduction increased from 10% to 20%
  • Active Slow Potency increased from 35% to 55% slow
  • Active Slow Duration decreased from 4 to 2 seconds

 

The designated item to deal with Critical Strike users, especially now that it reduces 20% of critical strike damage. Its passive further distances the item from Dead Man's Plate, which is the better option for engagers and as an all around strong armor item against physical damage sources.

Slow is more potent but lasts less.

 

Other Item Changes

 

Warmog's Armor

 
  • Now grants Warmog's Heart if you have at least 2750 health, down from 3000 health
  • Warmog's Heart Regneration increased from 3% per second to 5% per second
  • Now only goes on a 2 sec cooldown when damaged by minions and monsters

 

Given that most items are losing health, it makes sense the Warmog's regen passive is also lower so it can be active as often as it would before.

Enchantment: Cinderhulk

 
  • Damage changed from 7 +2 per level to 11 +1 per level
  • Bonus damage to monsters and minions increased from 100% to 200%

 

Similar to Sunfire Cape, damage vs champions is going down but bonus damage to monsters is increased to help tank junglers clear the jungle. 

Abyssal Scepter

 
  • Total Cost: 2800g
  • Build Path: Spectre's Cowl + Negatron Cloak + 880g
  • +300 Health
  • +65 Magic Resist
  • +100% Base Health Regeneration
  • +10% Cooldown Reduction
  • Unique Passive: Nearby enemy champions take 10% more magic damage

Stats were swapped with Banshee's Veil. Compared to old BV:

  • -5 Magic Resistance
  • +10% Cooldown Reduction

 

Offensive passive will help magic damage dealing tanks with damage amplification, especially for those who buy Sunfire Cape or CInderhulk 

Banshee's Veil

 
  • Total Cost: 2500g
  • Build Path: Fiendish Codex + Negatron Cloak + Amplifying Tome + 645g
  • +70 Ability Power
  • +45 Magic Resist
  • +10% Cooldown Reduction
  • Unique Passive: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds based on level.

Stats were swapped with Abyssal Scepter. Compared to old Abyssal:

  • +10 Ability Power
  • -15 Magic Resistance

 

Defensive passive to help with duels with other mages with its Spellshield Passive 

 

Guardian Angel

 
  • Build Path: B.F Sword + Cloth Armor + 800g
  • +40 Attack Damage
  • +30 Armor
  • Unique Passive: Upon taking lethal damage, restores 50% of base Health and 30% of maximum Mana after 4 seconds of stasis (300 second cooldown).
  • Total Cost: 2400g

Sterak's Gage

 
  • Base Attack Damage: +25% +30%
  • Upon taking at least 400-1800 damage (based on level) within 5 seconds, gain a rapidly decaying shield for 30% of maximum health for 3 seconds 75% of your bonus health for 8 seconds.
  • When Lifeline triggers, grow in size and strength, gaining +25% additional Base Attack Damage +40% additional Base Attack Damage
 
 

 

"Guardian Angel is now positioned as an AD/Armor item, with the intention of making its unique effect less attractive to tanks and its build path more attractive to its intended users (AD carries)"

  Sterak's Gage is now better suited towards more defensive
  builds given that the shield scales with bonus health. Watch
  out for tanky bruisers building this item.

 

 

New Items

 

Adaptive Helm

 
  • Recipe: Spectre's Cowl + Negatron Cloak + 880g
  • +300 Health
  • +55 Magic Resist
  • +100% Base Health Regeneration
  • +10% Cooldown Reduction
  • UNIQUE Passive: Taking magic damage from a spell or effect reduces all subsequent magic damage taken from that spell or effect by 15% for 4 seconds.
  • Total Cost: 2800g

 

Same Build Path to the Experimental Abyssal Item. While
one is a more offensive version with a damage amplification passive, Adaptive Helm is a more defensive purchase,
suited towards countering sustained magic damage
dealers such as Kayle, Azir or Ryze. 

Gargolye Stoneplate

 
  • Recipe: Chain Vest + Negatron Cloak + 980g
  • +40 Armor
  • +40 Magic Resist
  • UNIQUE Passive - Stone Skin: If 3+ enemy champions are nearby, grants 40 bonus Armor and Magic Resist.
  • UNIQUE Active - Metallicize: Increases Health by 40% and increases champion size, but reduces damage dealt by 60% for 4 seconds (90 second cooldown). If Stone Skin is active, the Health increase becomes 100% instead.
  • Total Cost: 2500g

 

With Guardian Angel's removal as a double resistance item, Gargoyle Stoneplate can come in to fill that niche. Its goal is to make tanks durable in a teamfight, but not give them extra stats whenever they are splitpushing for example.

Damage reduction active makes the item very niche and limited to tanks, as most bruisers cant function with a 60% damage reduction. The exceptions are champions such as Darius and Cho'gath, who deal true damage so the damage reduction debuff won't affect them

 

   

 

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