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So, problem most people have withis the cost and damage output. I personally disagree, so this blog post will just be a bunch of stats showing off how much your tanks are actually doing compared to Sunfire and the cost-effectiveness of the item.
We know thatdeals 35 Magic Damage per second to all surrounding enemies. So, let's just take a look at the damage output from AOE skills from characters with the "Tank" tag.
|AoE Skill||Damage, Max Rank||Cooldown|
|Alistar's Trample||27 (+0.1 AP) per second for 3 seconds||--|
| Requires 80 AP to be on par with |
Skills can be chained to maximise the duration.
|Alistar's Pulverize||240 (+0.5 AP)||13 seconds|
| 18 (+0.04 AP) (+6) (+0.02 AP) Magic Damage per second. |
Requires 30% CDR or 183 AP to be on par with .
|Amumu's Tantrum||175 (+0.5 AP)||6 seconds|
| 29 (+0.08 AP) Magic Damage per second. |
On par with with 2 autoattacks / 17% CDR / 70 AP.
|Amumu's Despair||24 (+2.7 (+0.005 AP))% of target MHP per second||1 second|
|Galio's Resolute Smite||300 (+0.7 AP)||7 seconds|
| 42 (+0.1 AP) Magic Damage per second. |
Always outdamages .
|Leona's Eclipse||260 (+0.4 AP) (+140)||14 seconds|
| 19 (+0.03 AP) (+10) Magic Damage per second. |
Requires 18% CDR or 200 AP to be on par with .
|Maokai's Sapling Toss||(180) (+0.4 AP) +280 (+0.6 AP)||12 seconds|
| (15) (+0.03 AP) +23 (+0.05 AP) Magic Damage per second. |
Always outdamages if you land the impact damage.
|Maokai's Vengeful Maelstrom||200 (+0.5 AP) (up to +300)||20 seconds|
| 10 (+0.03 AP) (up to +15) Magic Damage per second. |
Will only realistically outdamage with 40% CDR and 440 AP due to the tradeoff of sacrificing your cooldown for more bonus damage.
|Taric's Shatter||240 (+0.6 AP)||10 seconds|
| 24 (+0.06 AP) Magic Damage per second. |
Requires 32% CDR or 184 AP to be on par with .
|Volibear's Majestic Roar||200 (+0.6 AP)||11 seconds|
| 18 (+0.05 AP) Magic Damage per second. |
Requires 40% CDR and 32 AP, or 308 AP to be on par with .
If 35 Magic Damage per second is too little for you, pretty much Amumu and Galio are the only tanks who can outdamage a without significant AP and CDR investment. And most tanks can't afford that luxury unless they get really fed.
Apretty much doubles a tank's AOE damage output.
Note: AOE Abilities with very long cooldowns were omitted from this analysis as I foresaw a very low DPS from them.
|450||45||2610 G (Cost)|
|Value*||1150 G||700 G||1850 G||760 G|
You are paying 760 Gold for an aura of 35 MDPS.
35 AD is worth 1297 Gold*. (On the assumption you have near-1.000 Attack Speed). Considering that the AD can only be used on autoattacks (1 target) for most tanks, this damaging aura is an insanely cost effective method of improving your damage output (gives at least 1800 gold worth of stats when there are two nearby enemies).
Buying aremains a very good option if you're the tank, want cheap damage, and the enemy isn't completely lopsided towards magic damage.
P.S. It's also amusing every time you see your cape accidentally steal kills from your allies.
* Value of Health is calculated by the formula: 475 + 2.5 (per point of Health over 180)
* Value of Armor is calculated by the formula: 180 + 19.3 (per point of Armor over 18)
* Value of AD is calculated by the formula: 415 + 35.3 (per point of AD over 10)