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TANK MAGIC RESISTANCE ITEMS

  • Apr 25, 2018
  • 8 min read

WHAT DO YOU GUYS WANT TO KNOW ABOUT MAGIC RESISTANCE ITEMS? - Athena's Shield - Cursed Helmet - Immortality - Oracle

Do read the MLBB Damage Formula post for a better understanding of how damage and defense is calculated in the game.

Many of you already know what these items can do, but I just want to dig a little deeper (just a little) into when these items are best suited.

Note: All heroes in the game have a base MagRes of 10, which roughly negates 7.5% of Magic Dmg.

1) ATHENA'S SHIELD - 2050 Gold +900 HP +56 MagRes +20 HP Regen Unique Passive: Shield Every 30 seconds, you will gain a shield that can absorb up to 1150 Dmg (at max Lvl)

This is the tankiest MagRes item in the game, due to its 56 MagRes, as well as Shield every 30 seconds.

56 MagRes roughly negates an extra 28% MagDmg, on top of the 8% from base stat. Considering that you buy this item as your first MagRes item.

KEEP IN MIND: - Shield bar is relatively more compressed than HP bar, so 1 Silver bar is more than 1 Green bar - Shield activates every 30 seconds, so getting the item relatively early allows you to use the Shield more times. Though purchasing it early is not a must. - This item has a very nice build path, where 1 sub-item grants MagRes and some HP, while the other item grants more HP. So, even in the process of building the item, the sub-items are very good. - Because it has a shield and is very tanky, it is most effective against High Burst team comps, or short fights where a lot of Dmg will be wasted on you, rendering the enemy with not much of a Dmg source after they've burned their resources on you.

WHEN TO BUY: Being the tankiest MagRes item in the game, you can buy Athena's Shield to remove as much MagRes as possible, espeically from bursty Mages. I consider this item as the MagRes equivalent of Demon's Advent, since it is the tankiest.

2) CURSED HELMET - 1830 Gold +920 HP +50 MagRes Unique Passive: Burning Soul 1.5% of Max HP becomes an AoE Magic Dmg toward enemies. Minions take extra 50% Dmg.

Cursed Helmet, has the 2nd highest MagRes in the game (and is the same MagRes value as Disaster Truncheon). It also has an AoE effect that helps to increase a tank's contribution in terms of DPS Dmg.

50 MagRes roughly negates an extra 26% MagDmg, on top of the 8% from base stat. Considering that you buy this item as your first MagRes item.

Into the late game, most tanks will have around 9000+ HP. With the AoE Dmg from Cursed Helmet, you will be dealing 135 Dmg per second (considering that enemy MagRes is not taken into account). You will be dealing roughly 202 Dmg to minions instead due to the bonus 50% Dmg.

KEEP IN MIND - This is the cheapest MagRes item in the game, costing by less 200+ Gold compared to the other items. - Even with its cheap price, it provides a lot of MagRes and Dmg - I call this MagRes equivalent of Blade Armor, because it offers high Def stats, as well as gives tanks some Dmg - The Dmg from Passive depends on your total HP, so the higher the HP, the higher the Dmg - Cursed Helmet will trigger tower aggro from enemy turret because it will draw turret attention to you when your AoE DPS hits the enemy - Tanks aren't meant to be the Dmg dealers in the team, so perhaps a different item might be more beneficial - Many people buy Molten Essence (sub-item) instead of the full item for the lesser AoE DPS effect (only 1%, not 1.5%). They want the Dmg from Molten Essence, but prefer other items for tankiness.

WHEN TO BUY: - When you want to contribute some Dmg to the team - When you want to get items fast, since tanks farm slower - When you need good waveclear to relieve lane pressure - When you want a tank to have more of a chance in dealing with a 1v1

USAGE: Cursed Helmet is better suited for heroes like Gatotkaca Hilda Balmond Akai, even though it isn't a necessity. This is because tanks like these tend to be in the middle of the enemy crowd. It is less suited (though not wrong to be build on) for Lolita since she protects from afar (relatively) Grock will be triggering a lot of tower aggro as he is slow and can be kited.

3) IMMORTALITY - 2120 Gold +800 HP +40 MagRes Unique Passive: Resurrect 2 seconds after dying, you will revive with 15% HP and a shield that can absorb 300-1000 Dmg (the shield lasts for 3s). This effect has a cooldown of 3 minutes.

40 MagRes roughly negates an extra 22% MagDmg, on top of the 8% from base stat. Considering that you buy this item as your first MagRes item.

Immortality is often regarded as an Anti-Burst item. But I would rather call it an Anti-Death item. If you want Anti-Burst, go for Athena's Shield. What Immortality gives you is an opportunity to make more aggressive plays, putting yourself in more danger (CC and Dmg), and allowing you to survive the encounter, since you will be granted a revival with some HP and a Shield to hopefully walk out alive.

One thing I don't really like about Immortality is its build path, that only offers a small amount of MagRes, and some HP. Compared to the Silent Robes sub-item from Athena's and Oracle, Immortality's sub-item isn't that good.

KEEP IN MIND - Revive can only be used once every 3 minutes, so it is very helpful to keep an eye on your timer - Don't make it a habit of playing recklessly - It isn't nearly as tanky as the other MagRes items - You revive only after 2 seconds, which gives you some time to assess the situation, and react as quickly as possible - A lot of the time, you will die immediately after being revived, since you have no backup to peel for you, in order to give you safe space to revive - The best way to think about Immortality is that it wastes enemy resources such as: Dmg and CC used, Time wasted, Position revealed, giving opportunity for your team to counter engage. - With Dmg and CC resources wasted the enemy now has a weaker team fight ability. - With Time and Position resources wasted, your team can now splitpushing, secure objectives more effectively.

WHEN TO BUY: - When enemy has good chain CC, rendering you useless during the entire period. Even though tankiness (eg: Athena's) can help you, sometimes the chain CC is so long that it makes it very difficult for you to survive regardless - Example: When enemy has heroes like Franco, Ruby, Zilong that can lock you under turret - When you know that your ally can follow up to disrupt the enemy formation during your resurrection, so that when you revive, you will be able to make some plays - When you want to bait enemy CC or Dmg, so that when they've burned their skills, you will revive, and it will be much safer for you team to counter-engage

USAGE: Fanny tends to build Immortality very commonly because her playstyle requires aggression, putting her in a lot of dangerous situations. The fact that she has high mobility means that she can get out of the situation after reviving (though it isn't always the case). Usually purchased when the game drags into the very late stages where everyone is full items. What Immortality does is that, when one or more heroes has Immortality, it will take a lot of effort to kill them all efficiently. Since a hard stun might guarantee first death, but cannot guarantee kill after revive. This gives the team a lot of opportunities to make sick plays and maneuvers when (usually) most of the enemy team's CC and Dmg has been used. This also gives you a chance to survive a mistake in positioning. The enemy might capitalize on your slight mistake, bursting and killing you. Your team might be close behind and counter attack by charging in and engaging when some of the enemy's skills have been used on you. During this time, you will revive, having wasted enemy's skills, having your team now engaging the enemy, and they didn't manage to kill you. Immortality doesn't always work wonderfully for each revive. But sometimes, a single good team fight, or a single mistake can determine the outcome of the game.

4) ORACLE - 2110 Gold +850 HP +36 MagRes +35 HP Regen 10% CDR Unique Passive: Scream When being attacked, you will regen 8% of your max HP over 4 seconds. This effect has a 6s cooldown.

36 MagRes roughly negates an extra 20% MagDmg, on top of the 8% from base stat. Considering that you buy this item as your first MagRes item.

The most significant part of this item is its Passive that heals you when being poked. While Spell Vamp is sustain for Mages and Skill Dmg heroes, Lifesteal is sustain for Physical Dmg and Basic Atk heroes, HP Regeneration is meant as a sustain item for tanks (the others being Bloodthirsty King and Ancient Ghostatue).

While Athena's is Anti-Burst, Cursed Helmet is Dmg, Immortality is Anti-Death, Oracle would be Sustain.

KEEP IN MIND: - You will heal 8% even if you receive as little as 1 Dmg, use this to your advantage by intentionally taking as little poke as possible to heal more than you receive Dmg, such as aggroing a jungle monster, and then walking away. - Since it is percentage regeneration, having a higher HP pool means more heal as well. - Because the heal is very consistent, this item is very good for sustaining especially in lane, or in prolonged team fights. However, due to its low MagRes, it isn't very well suited against high burst comps or fights. - This item alongside its HP sustain, also provides 10% CDR, which means other heroes might gain better sustain in terms of Skill Dmg, since a lower cooldown on your skills means that you can heal more often from Spell Vamp. - Since it shares one same sub-item as Athena's Shield, if you find that the enemy burst is too high, and you need raw defense rather than sustain, you can always switch items and build Silent Robes into Athena's Shield instead. - The same goes the other way. If you find that enemy isn't dealing much Dmg to you, and you want more sustain so that you won't have to recall as much, you can always build the sub-item into Oracle instead of continuing with Athena's.

USAGE: Heroes like Hylos that have a high HP pool also benefits a lot, since the regen is based on Percentage of Max HP. Heroes like Grock that already have a tanky passive, can use Oracle for better lane sustain. Hilda and Balmond that both have different forms of Regen Passives also benefit from the bonus Regen from Oracle, making them very annoying heroes to kill. It is generally a very good item, and can be used on many heroes, including fighters/initiators like Lapu-lapu that also greatly benefit from the CDR. Some Supports also use Oracle for the Regen alongside CDR which is crucial to helping their allies.

Side note: Armor base stat for heroes are around 14-27 MagRes base stat for all heroes are 10

This is to allow Mages to deal significantly more Dmg. As Mages are meant to be the main Dmg dealers in the early game. Because all heroes have base MagRes of 10, Mages deal as much Dmg to tanks as they deal to other heroes in the early stages of the game (before purchasing items).

The more you know 😉

 
 
 

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