Need tips on becoming a successful tank

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Durrendal

Junior Member

04-22-2011

Tanking's about all I do, and here is a mind set and some few other tips and such.

You are the first to enter, the last to leave.
Never chase after kills if it means leaving your team alone.
Poor tanks are bad tanks. Farm early, late game is where you're important.
Let your carry have that kill. Just do it if its possible.
It is okay to die if another person lived because of it.
Be prepared and willing to die for people you hate.
Any time you die and say "totally worth it" means your opponent is losing.
If the entire team is attacking you, its a good thing.
CC the most dangerous target. Not the most fed, not the carry, the most dangerous. It will change.

Being a tank is a pretty selfless roll. You will not look great on the scoreboard, but that's okay. Here's a few other tips.

If your health breaks 4000 you are in danger of being eaten alive by madreds.
If your health is below 3000 you're too squishy.
Armor and magic resist are almost always superior to health late game.
Do you have health AND mana? Get a banshee's veil. I don't care, do it.
Do you NOT have mana? Seriously consider getting a banshees veil anyway.
Always watch your opponent's gear, and your opponents in general. some one's got a DFG? get more magic resist. some one stacking penetration? get more health. two or more auto attackers? Thormail.
Warmogs does not automatically go in every build.
Pay attention to your champion. Rammus gets a lot of armor/resist, so get some health to supplement that. Cho goth gets a lot of health, so stack magic resist and armor. Swain turns mana into health, banshee's veil and frozen heart are his best friends.

In closing, think about your character. A tank is there to make sure the enemy is attacking him and not his friends. So you need to be durable, distracting, have a good initiate, and at least one hard CC. As much as I love gragas and mundo, they lack a way to force their opponents to leave their friends alone. So smarter teams will just ignore you, these types of characters make better tanky DPS. Hope this helps.

PS: If some one is getting your case because your damage is pitiful or you can't go one on one with anyone, ignore them. Your job is not to kill, its to stop your friends from dying. Never forget that is your job. Your score can be as pitiful as can be so long as you do your job and your opponent's lose.


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DoransTroll

Senior Member

04-23-2011

Quote:
Originally Posted by Durrendal View Post
Tanking's about all I do, and here is a mind set and some few other tips and such.

You are the first to enter, the last to leave.
Never chase after kills if it means leaving your team alone.
Poor tanks are bad tanks. Farm early, late game is where you're important.
Let your carry have that kill. Just do it if its possible.
It is okay to die if another person lived because of it.
Be prepared and willing to die for people you hate.
Any time you die and say "totally worth it" means your opponent is losing.
If the entire team is attacking you, its a good thing.
CC the most dangerous target. Not the most fed, not the carry, the most dangerous. It will change.

Being a tank is a pretty selfless roll. You will not look great on the scoreboard, but that's okay. Here's a few other tips.

If your health breaks 4000 you are in danger of being eaten alive by madreds.
If your health is below 3000 you're too squishy.
Armor and magic resist are almost always superior to health late game.
Do you have health AND mana? Get a banshee's veil. I don't care, do it.
Do you NOT have mana? Seriously consider getting a banshees veil anyway.
Always watch your opponent's gear, and your opponents in general. some one's got a DFG? get more magic resist. some one stacking penetration? get more health. two or more auto attackers? Thormail.
Warmogs does not automatically go in every build.
Pay attention to your champion. Rammus gets a lot of armor/resist, so get some health to supplement that. Cho goth gets a lot of health, so stack magic resist and armor. Swain turns mana into health, banshee's veil and frozen heart are his best friends.

In closing, think about your character. A tank is there to make sure the enemy is attacking him and not his friends. So you need to be durable, distracting, have a good initiate, and at least one hard CC. As much as I love gragas and mundo, they lack a way to force their opponents to leave their friends alone. So smarter teams will just ignore you, these types of characters make better tanky DPS. Hope this helps.

PS: If some one is getting your case because your damage is pitiful or you can't go one on one with anyone, ignore them. Your job is not to kill, its to stop your friends from dying. Never forget that is your job. Your score can be as pitiful as can be so long as you do your job and your opponent's lose.
This is precisely why I have a very different approach to tanking. You don't have to stand there taking damage to tank effectively. A true tank have ways to chase people away. Guardian tanks, especially, do not take damage. They simply disrupt the enemy's tempo. If you interrupt Ryze for 0.5 second in the middle of his combo, he had just lost 300-2000 damage on your team. You don't need high HP. What you need is mobility.

If your HP exceeds 4000, you will die slower to Mardred than when you have 3000HP. You can never have too much HP. NEVER avoid getting more HP just because Mardred will do more damage to you. If Mardred is giving you problem, get yourself some MR, of which you should already have plenty.

You can't survive late game if you have people beating on you, no matter what you do, or what you are. Even Alistar or Rammus will fall to any carry who is worth his salt. It is pointless to out-survive carries. By that point, you should build for utility, not survivability.


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Wisewind

Senior Member

04-23-2011

Quote:
Originally Posted by DoransTroll View Post
This is precisely why I have a very different approach to tanking. You don't have to stand there taking damage to tank effectively. A true tank have ways to chase people away. Guardian tanks, especially, do not take damage. They simply disrupt the enemy's tempo. If you interrupt Ryze for 0.5 second in the middle of his combo, he had just lost 300-2000 damage on your team. You don't need high HP. What you need is mobility.

If your HP exceeds 4000, you will die slower to Mardred than when you have 3000HP. You can never have too much HP. NEVER avoid getting more HP just because Mardred will do more damage to you. If Mardred is giving you problem, get yourself some MR, of which you should already have plenty.

You can't survive late game if you have people beating on you, no matter what you do, or what you are. Even Alistar or Rammus will fall to any carry who is worth his salt. It is pointless to out-survive carries. By that point, you should build for utility, not survivability.
Only tank I can think of that benefits from this is Cho Gath since he can build health without buying too many items due to his Ult, otherwise stacking health with no MR/Armor is not good advice.

3k health with Armor/MR > 4k health no Armor/MR


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DoransTroll

Senior Member

04-23-2011

Quote:
Originally Posted by Wisewind View Post
Only tank I can think of that benefits from this is Cho Gath since he can build health without buying too many items due to his Ult, otherwise stacking health with no MR/Armor is not good advice.

3k health with Armor/MR > 4k health no Armor/MR
I did claim that supposed you already have MR (AR implied), getting HP is ok. A lot of newer folks keep saying that you should never go high HP, as in if you already have AR/MR, then try to cap off your HP and get some different stat even if you do not use it.


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Aikimiller

Senior Member

04-23-2011

The biggest key to playing a tank, imo, is understanding your team and their team, and not just your own character. The tank is the one who holds things together.

When playing any character, you base a decision to initiate a fight, be it 1v1 or 5v5, on whether you can kill the other guy before he kills you. The thing is as a tank, your damage comes from your team, so you need to understand not only their builds and what kind of damage they can deal, but also their behavior. Will they focus on the DPS in the back, or are the just hitting the tank up in front. How quick are they to run away from a fight, or are they overly aggressive, and will chase amumu at half health into his 4 teammates waiting under a tower (Trynds particularly, seem to enjoy doing this). Know what sort of armor and resistances the enemy has, and how quickly your teammates can take them down.

One of the hardest skills in the game is understanding when to fight, and when to run. As a tank, you're the one who should be making that decision for your whole team. Know your whole team, and know the whole enemy team. If you initiate a fight and your teammates all die, it is your fault. Even if they make stupid decisions that get themselves killed: because you didn't take their stupidity into account when you initiated. Harsh, but true, particularly in solo queue.


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xxsinged420xx69

Senior Member

04-23-2011

do not fear dying in teamfights. that is all.


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Sacull Kinslayer

Senior Member

04-23-2011

Much good is said in this thread. Never be afraid to die. And do all you can to save your carries. If you can't consistently save a teammate then you are not a tank.


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ClamPaint

Senior Member

04-23-2011

play Chew'Girth


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