// Recommended builds

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

Level 7Gargoyle StoneplateWarmog's ArmorDragon's Claw21,880effective health
CalculatorFind the comp
Level 8Gargoyle StoneplateWarmog's ArmorDragon's Claw24,446effective health
CalculatorFind the comp
Level 9Gargoyle StoneplateWarmog's ArmorDragon's Claw24,446effective health
CalculatorFind the comp
Level 10Gargoyle StoneplateDragon's ClawSteadfast Heart26,342effective 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+3,168
Protector's Vow+2,716
Gargoyle Stoneplate+1,746
Warmog's Armor+1,618
Bloodthirster+1,592
Crownguard+1,425
Spirit Visage+1,332
Dragon's Claw+1,284
Steadfast Heart+1,153
Evenshroud+1,032
Bramble Vest+1,005
Adaptive Helm+917

Builds by level

Every combination of Sentinel'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 6Invoker 3Gargoyle StoneplateWarmog's ArmorDragon's Claw8,05424,446survives the roundCalculatorFind the comp
Vanguard 6Invoker 2Gargoyle StoneplateWarmog's ArmorDragon's Claw8,05424,442survives the roundCalculatorFind the comp
Vanguard 6Riftbeast 3Alpha MarkGargoyle StoneplateWarmog's ArmorDragon's Claw8,05424,442survives the roundCalculatorFind the comp
Vanguard 6Riftbeast 3Invoker 2Alpha MarkWarmog's ArmorGargoyle StoneplateDragon's Claw8,05424,442survives the roundCalculatorFind the comp
Riftbeast 7Invoker 2Vanguard 2Alpha MarkGargoyle StoneplateDragon's ClawSteadfast Heart6,98824,143survives the roundCalculatorFind the comp
Riftbeast 7Vanguard 2Alpha MarkWarmog's ArmorDragon's ClawSteadfast Heart6,98823,847survives the roundCalculatorFind the comp
Vanguard 6Warmog's ArmorDragon's ClawBramble Vest8,05422,538survives the roundCalculatorFind the comp
Vanguard 4Invoker 2Gargoyle StoneplateWarmog's ArmorDragon's Claw7,08521,880survives the roundCalculatorFind the comp
Vanguard 4Invoker 3Gargoyle StoneplateWarmog's ArmorDragon's Claw7,08521,880survives the roundCalculatorFind the comp
Invoker 4Vanguard 4Gargoyle StoneplateWarmog's ArmorDragon's Claw7,08521,880survives the roundCalculatorFind the comp
Invoker 5Vanguard 4Gargoyle StoneplateWarmog's ArmorDragon's Claw7,08521,880survives the roundCalculatorFind the comp
Vanguard 4Riftbeast 3Alpha MarkGargoyle StoneplateWarmog's ArmorDragon's Claw7,08521,880survives the roundCalculatorFind the comp
Vanguard 4Riftbeast 3Invoker 2Alpha MarkGargoyle StoneplateWarmog's ArmorDragon's Claw7,08521,880survives the roundCalculatorFind the comp
Vanguard 4Invoker 3Riftbeast 3Alpha MarkGargoyle StoneplateWarmog's ArmorDragon's Claw7,08521,880survives the roundCalculatorFind the comp
Invoker 4Vanguard 4Riftbeast 3Alpha MarkGargoyle StoneplateWarmog's ArmorDragon's Claw7,08521,880survives the roundCalculatorFind the comp
Riftbeast 5Vanguard 4Alpha MarkGargoyle StoneplateWarmog's ArmorDragon's Claw7,08521,880survives the roundCalculatorFind the comp
Riftbeast 5Vanguard 4Invoker 2Alpha MarkGargoyle StoneplateWarmog's ArmorDragon's Claw7,08521,880survives the roundCalculatorFind the comp
Riftbeast 7Alpha MarkGargoyle StoneplateSpirit VisageDragon's Claw4,05321,048survives the roundCalculatorFind the comp
Riftbeast 7Invoker 2Alpha MarkGargoyle StoneplateSpirit VisageDragon's Claw4,05320,892survives the roundCalculatorFind the comp
Riftbeast 7Invoker 3Alpha MarkGargoyle StoneplateSpirit VisageDragon's Claw4,05320,851survives the roundCalculatorFind the comp

// Cast timeline

up to 4.00 smana lock per cast
2.00 scast window2.00 slocked while the effect runs

From the mana bar filling until mana can come in again. No mana comes in during this time. The mana lock lasts as long as the shield holds, at most 4.00 s. Attacks continue.

0 / 150mana at start / to cast
+5mana per attack
0.60attacks per second
0.47 sattack delay: from the start of an attack until it hits
0.19 safter the hit until it can cast or attack again
0.0 s0.60 attacks/s0/150
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • mana locked (no mana while the effect runs)

First cast at 49.00 s with 0.60 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 150/150: 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. 2.00 to up to 4.00 s: the shield keeps the mana lock on until it breaks or expires. Attacks land, no mana comes in.
  4. 2.00 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 2.47 s at base attack speed (the attack delay is 28% of the attack animation).
  5. Attack loop: the attack lands at 28% 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.
  6. Mana gain: 5 per attack; combat starts at 0/150.
  7. Overflow is banked: mana past 150 from attacks or regen is kept through the cast (148/150 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.

// Itemized Roles

Main TankPrimaryWarmog's ArmorGargoyle StoneplateSpirit Visage

4-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.