Disclaimer: This segment will be the guide where I will explain how to be legit in certain roles. The goal here is to give the players an eye-opener when playing certain roles as well as the importance of the role, how to play it, and how it affects the tactical elements of the match. This guide, as well as future guides, will receive updates if the author receives new information.
Introduction
So, you're going to try out tanking for the whole team huh? The Tank is a category of heroes capable of absorbing large amounts of damage from enemy attacks, they play an important role in Crowd Controlling, Damage Absorbing (aka Tanking) and protecting allies from danger. If you really want to take this role, you'll have to stand in front or close to your damage dealers to ensure they won't die before you do.
Challenges and Tips
When taking the tank role, here are some of the challenges you'll be facing. Like really, this is going to be harsh to you.
Tanking (Damage Absorbant)
This is simple, all you need to do is to get enough armour, magic resistance and health to be able to survive enemy attacks right? NOPE. I'll explain the issues here.
Build Reliant:
Players tend to worship Top Global/Local builds or the ridiculous segment called 'Pro Builds'. Let me clarify that those builds aren't fixed. Meaning those players will change builds based on the team and the enemies' lineup. You don't build physical armour against magic attacks. Be extra careful with how you plan your builds, pay attention to what you're buying.
True Damage vs Defense:
This is a no easy task when it comes to True Damage attacks (i.e. Endless Battle, Karrie, Thunder Belt, Turtle Buff, Calamity Reaper...). The simplest way here is to gain as much HP as you can from the items in order to survive it's the least you can do against an unblockable attack. True Damage cannot be reduced by any form of defence. Regardless of how thick your armour is. This is, however, reduceable with physical attacks.
Items with "Deter" can reduce the attacking enemy's "Physical Attack" by percentage, meaning the True Damage from Endless Battle is reduceable. Though it may or may not help much.
Bursts:
There's nothing much can be done here, there are enemies who can burst you into oblivion. Especially when you don't have enough defensive stats to compensate all those fug-ton of damages. Heck, even HP may not help you much at this point. In this case, a focus on the builds is crucial, if you identify who is capable of bursting, start building the right item to tank up from one or two bursts. From then on you may be able to waste one or two ults.
Teamfight Capabilities
This is focused on the challenges tankers will have to face when it comes to getting into team fights AND team tactics.
Toxicity:
Ah yes, the classic problem in the MLBB community, the toxicity. And dayum I'd say this is hell for almost every player in this community. This challenge is pretty much a normal occasion as you can either talk back or just silently play the game anyway (Either in annoyance, in anger, frustration or just plain calm and laughing)
What you need to do here is to just ignore them, but don't do your thing. Play your role accordingly and try your best to stay a tank, it's fine to kill steal or anything, but just keep protecting your teammates. Ensure they are ready to strike when you want to initiate. Signal them, who knows? You might win after a huge battle between allies.
As for teammates, you're responsible for trying to stay alive and win battles. Don't blame the tank for not tanking you, at least you have to keep your distance, pay attention to the surroundings when you're alone and make sure your distance when tank initiates is close. You're not there to wait for a Minotaur or Tigreal to stun them, then went out to get some jungle buffs. Be prepared for anything. If they are literally bad at tanking and go alone most of the time. Tell them to read this guide.
Initiative:
Some Tank Heroes have game-changing skills which cause the fight to turn 180 degrees back to you. The one simple thing, which is trust, is the key to get a good grip on initiating fights. Tanks can go two ways, either they initiate the fight first, or they follow-up any on-going fights. When you're with a partying team, plan your attacks accordingly and decide on who to attack, when to initiate and for tanks, choose who to not die.
Have you been in a match where everyone jungles when you performed a very good crowd control game-changing combo? If so, then it's probably a huge miscalculation and miscommunication. It's fine, you can do it again after losing the match, either that or win it.
Selective Protection:
As a tank, people tend to say "Protect the highest damage dealer" aka Marksman. While it is completely true you'll have to protect the marksman, but keep in mind there are 3 more people in your team. Never, ever, lose your attention to them. A good tank always makes sure everyone stays in a safe spot and alive. Sure there may be some casualties, such as losing a mage, an assassin, a marksman... Or the whole fooking team. At the least, ensure they can last long during the duration of the team fight. Ensure the enemies are not close to the ranged units, even if the marksman/mage is dumb enough to get close to the enemies. Just make sure they're in range. (But to marksman, I'm going to write a damn guide if you guys can't tell the difference between a melee and a ranged unit. You people tend to become the tanks in the game...)
Versatility:
You can't rely only on one tank, I beg of you don't rely on just one tank. I've been playing Tigreal for who knows how many seasons and I regret it once I've started to spam this guy on ranked, everyone in the tank category can be very good IF the player is good at the hero. Study all of them, figure out their pros and cons and try to at least play a match or two... or 10... or 20... or even 50, 100. Play as much as you can to be good at the majority of them.
Behaviour:
Remember that going alone is already considered a toxic behaviour, you are the tank. Your role is to absorb damage and protect your teammates from danger throughout the game. Don't expect them to follow you 24/7, you can lead all you want and all. But keep in mind they have items to build, surroundings to focus and trying to avoid death, leadership and consideration on that part is crucial. Don't just "Stop tanking" when they can't stay alive, and stop going on a solo trip just because they aren't performing well. Unless you're trying to segway a lane or retreating to a safe spot.
Tactical Approach
Damage vs Defence
Everyone, or in this guide, every Tank. Needs to know the types of defences as well as types of damage in order to figure out a good build, there's no need to think a lot regarding this, just pretty much common sense and you'll do just fine.
There are 4 types of Defence Attributes: Shield, Stats, Deter, and Damage Reduction
Shields are barriers that protect you from any incoming attacks through damage absorption, they are basically the "Extra Health" of anyone with shields. Items that have this kind of attributes are Athena's Shield and Rose Gold Meteor. While there are heroes that generate Shield naturally through either their passive or skills. Some of the obvious examples are Esmeralda and Harith. As for skills, there's the Aegis which provides a layer of Shield which increases as you level up.
- You cannot life-steal through Shield.
Stats refers to HP, Physical Defence and Magic Defence. They're raw defences that appear naturally on the hero's stats, can be set up on Emblems and can be provided through items during the match.
- Physical Defence minus-es the attack damage of the enemy, whether the damage came from basic attacks or skills.
- Magic Defence minus-es the magic damage of the enemy, whether the damage came from basic attacks or skills.
- Heroes like Khufra, whose damage is based on (%HP) converted into Magic Damage, still counts as Magic Damage.
- True Damage ignores both Physical Defence and Magic Defence, the damage is shown in white and directly aim towards HP.
Deter came from two items: Dominance Ice and Antique Cuirass, Deter reduces the attacker's basic attack by 6%, stacks 3 times, which is a total of 18% for a short duration. This attribute focuses more on physical damage dealers.
- Heroes with Endless Battle will have their True Damage potential reduced, this is due to EB's passive, which "Any skill is cast, the next attack will be x% of total Physical Attack as True Damage" is applied. Therefore, Deter will reduce the attacker's physical attack, thus making EB's True Damage potential reduced.
- Items with Deter effect can still stack along with Blade Armour, even if the damage is reduced, your survivability will be better.
Damage Reduction is a defence attribute that purely reduces and forms of attack except for True Damage. This particular attribute is not a part of the raw defences but rather placed in its own category. WoTaQ and Terizla are the only item and Hero to have the Damage Reduction mechanism.
- One reason is that Damage Reduction reduces incoming attacks by a percentage. Meaning the attacker will only be able to deal only a percentage of their attack to the target instead of going through simple math process. One simple example is "If Layla attacks Zilong with 50% Damage Reduction, Layla's will only deal half her damage to Zilong"
Defence vs Karrie/DHS
Karrie had been known to be able to kill off Tanks just as fast as killing their other teammates. One factor is that her passive, on every 5th attack, will strike an unobstructed True Damage. And since Karrie has very quick attack speed, her lethality in dealing multiple counts of True Damage is devastating.
- One approach would be using the Deter and Reflect mechanism, building a Deter item will reduce the True Damage and if you wish to last a bit longer, Blade Armor's +90 Physical Defence can help you block a few hits from her normal attacks. Of course, having large amounts of HP is highly recommendable.
- DHS (Demon Hunter Sword) is known to be the "Tank Killer" (Cringe!) since its damage is based on a percentage of your HP. Heroes like Claude has a higher chance of finishing you off with DHS thanks to his ult. This item is expensive and requires some time to farm. One tip here is to avoid getting large HP pool at the start of the game, but if you're quick enough, you can out-farm the DHS users. By stealing their jungles, lanes and other methods of stealing anything in sight,