// Recommended builds

The best trait and item combination at every level, 2 stars, by effective health.

Level 6Gargoyle StoneplateWarmog's ArmorDragon's Claw16,704effective health
CalculatorFind the comp
Level 7Gargoyle StoneplateWarmog's ArmorDragon's Claw16,704effective health
CalculatorFind the comp
Level 8Gargoyle StoneplateWarmog's ArmorDragon's Claw18,506effective health
CalculatorFind the comp
Level 9Gargoyle StoneplateWarmog's ArmorDragon's Claw18,506effective health
CalculatorFind the comp
Level 10Gargoyle StoneplateWarmog's ArmorDragon's Claw18,506effective health
CalculatorFind the comp

Every level and star level below

// Top items

What each item adds on its own, in effective health, with no other item.

Sterak's Gage+1,970
Gargoyle Stoneplate+1,817
Bloodthirster+1,666
Warmog's Armor+1,539
Crownguard+1,531
Protector's Vow+1,491
Spirit Visage+1,210
Dragon's Claw+1,140
Steadfast Heart+1,064
Evenshroud+1,028
Ionic Spark+921
Bramble Vest+903

Builds by level

Every combination of Elise's own traits that a comp of the chosen level can reach, ranked by the effective health of its best defensive build under the chosen incoming damage stream (half physical, half magic). Numbers open the Tank Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.

Level
Stars
Damage per second
Debuffs on the tank
/ 20
#TraitsBest buildEffective health · no itemsEffective health · with buildDeathOpen
Vanguard 6Gargoyle StoneplateWarmog's ArmorDragon's Claw5,40718,506survives the roundCalculatorFind the comp
Vanguard 6Coven 3Gargoyle StoneplateWarmog's ArmorDragon's Claw5,40718,506survives the roundCalculatorFind the comp
Vanguard 4Gargoyle StoneplateWarmog's ArmorDragon's Claw4,61816,704survives the roundCalculatorFind the comp
Vanguard 4Coven 3Gargoyle StoneplateWarmog's ArmorDragon's Claw4,61816,704survives the roundCalculatorFind the comp
Coven 4Vanguard 4Gargoyle StoneplateWarmog's ArmorDragon's Claw4,61816,704survives the roundCalculatorFind the comp
Coven 5Vanguard 4Gargoyle StoneplateWarmog's ArmorDragon's Claw4,61816,704survives the roundCalculatorFind the comp
Vanguard 2Gargoyle StoneplateSpirit VisageDragon's Claw3,84115,557survives the roundCalculatorFind the comp
Coven 3Vanguard 2Gargoyle StoneplateSpirit VisageDragon's Claw3,84115,557survives the roundCalculatorFind the comp
Coven 4Vanguard 2Gargoyle StoneplateSpirit VisageDragon's Claw3,84115,557survives the roundCalculatorFind the comp
Coven 5Vanguard 2Gargoyle StoneplateSpirit VisageDragon's Claw3,84115,557survives the roundCalculatorFind the comp
No traitsGargoyle StoneplateSpirit VisageDragon's Claw2,74112,230dies at 21 sCalculatorFind the comp
Coven 3Gargoyle StoneplateSpirit VisageDragon's Claw2,74112,230dies at 21 sCalculatorFind the comp
Coven 4Gargoyle StoneplateSpirit VisageDragon's Claw2,74112,230dies at 21 sCalculatorFind the comp
Coven 5Gargoyle StoneplateSpirit VisageDragon's Claw2,74112,230dies at 21 sCalculatorFind the comp

// Cast timeline

4.00 smana lock per cast
2.00 scast window2.00 slocked while the effect runseffect 0.20 s

From the mana bar filling until mana can come in again. No mana comes in during this time. The mana lock lasts the 4.00 s the effect runs. Attacks continue.

0 / 70mana at start / to cast
+5mana per attack
0.65attacks per second
0.45 sattack delay: from the start of an attack until it hits
0.16 safter the hit until it can cast or attack again
0.0 s0.65 attacks/s0/70
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • mana locked (no mana while the effect runs)
  • effect

First cast at 20.62 s with 0.65 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 70/70: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 2.00 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.20 s: the ability's effect fires (projectile launch, damage, shield...).
  4. 2.00 to 4.00 s: the ability's effect keeps the mana lock on. Attacks land, no mana comes in.
  5. 2.00 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 2.45 s at base attack speed (the attack delay is 30% of the attack animation).
  6. Attack loop: the attack lands at 30% of the attack animation (mana granted) and unlocks at 40%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  7. Mana gain: 5 per attack; combat starts at 0/70.
  8. Overflow is banked: mana past 70 from attacks or regen is kept through the cast (68/70 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.

// Itemized Roles

Main TankSituationalWarmog's ArmorGargoyle StoneplateSpirit Visage

2-cost AP Tank (game role tag). Tanks take the frontline item set. Mana lock 4.00 s per cast; tanks fill mainly from damage taken (1% of pre-mitigation and 3% of pre-shield damage per hit, capped at 50), so the lock length matters more than item mana. The classic main tank trio: a huge Health pool, resists that grow as more enemies focus the tank, and healing amplification to stay standing longest.

Main Tank picks can also serve as a Support Tank, holding debuff auras on the carry's side of the board.