// Recommended builds

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

Level 6Warmog's ArmorSpirit VisageDragon's Claw17,058effective health
CalculatorFind the comp
Level 7Warmog's ArmorSpirit VisageDragon's Claw19,637effective health
CalculatorFind the comp
Level 8Gargoyle StoneplateSpirit VisageDragon's Claw20,028effective health
CalculatorFind the comp
Level 9Gargoyle StoneplateSpirit VisageDragon's Claw20,028effective health
CalculatorFind the comp
Level 10Gargoyle StoneplateWarmog's ArmorSpirit Visage21,881effective 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.

Gargoyle Stoneplate+2,092
Sterak's Gage+2,088
Protector's Vow+1,959
Spirit Visage+1,899
Warmog's Armor+1,813
Adaptive Helm+1,620
Crownguard+1,515
Bloodthirster+1,438
Steadfast Heart+905
Evenshroud+834
Dragon's Claw+748
Edge of Night+702

Builds by level

Every combination of Scuttlecrab'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
Riftbeast 7Juggernaut 2Alpha MarkGargoyle StoneplateSpirit VisageDragon's Claw3,92520,028survives the roundCalculatorFind the comp
Juggernaut 6Warmog's ArmorSpirit VisageDragon's Claw4,77819,637survives the roundCalculatorFind the comp
Juggernaut 6Riftbeast 3Alpha MarkWarmog's ArmorSpirit VisageDragon's Claw4,77819,637survives the roundCalculatorFind the comp
Juggernaut 4Warmog's ArmorSpirit VisageDragon's Claw4,08717,058survives the roundCalculatorFind the comp
Juggernaut 4Riftbeast 3Alpha MarkWarmog's ArmorSpirit VisageDragon's Claw4,08717,058survives the roundCalculatorFind the comp
Riftbeast 5Juggernaut 4Alpha MarkWarmog's ArmorSpirit VisageDragon's Claw4,08717,058survives the roundCalculatorFind the comp
Riftbeast 7Alpha MarkGargoyle StoneplateSpirit VisageDragon's Claw2,48016,663survives the roundCalculatorFind the comp
Juggernaut 2Gargoyle StoneplateSpirit VisageDragon's Claw3,09915,862survives the roundCalculatorFind the comp
Riftbeast 3Juggernaut 2Alpha MarkGargoyle StoneplateSpirit VisageDragon's Claw3,09915,862survives the roundCalculatorFind the comp
Riftbeast 5Juggernaut 2Alpha MarkGargoyle StoneplateSpirit VisageDragon's Claw3,09915,862survives the roundCalculatorFind the comp
No traitsGargoyle StoneplateSpirit VisageDragon's Claw2,48011,056dies at 19 sCalculatorFind the comp
Riftbeast 3Alpha MarkGargoyle StoneplateSpirit VisageDragon's Claw2,48011,056dies at 19 sCalculatorFind the comp
Riftbeast 5Alpha MarkGargoyle StoneplateSpirit VisageDragon's Claw2,48011,056dies at 19 sCalculatorFind the comp

// Cast timeline

3.00 smana lock per cast
3.00 scast windoweffect 0.20 s

From the mana bar filling until mana can come in again. No mana comes in during this time.

0 / 100mana at start / to cast
+5mana per attack
0.65attacks per second
0.0 s0.65 attacks/s0/100
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • effect

First cast at 30.77 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 100/100: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 3.00 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. 3.00 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 4.54 s at base attack speed (the attack delay is 100% of the attack animation).
  5. Mana gain: 5 per attack; combat starts at 0/100.
  6. Overflow is banked: mana past 100 from attacks or regen is kept through the cast (98/100 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 AD Tank (game role tag). Tanks take the frontline item set. Mana lock 3.00 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.