Talk:Illaoi/@comment-31876693-20171031114645/@comment-29964258-20171102124520

And with what they were both was talking about, replacing probably the adaptive helm (as its passive does not see effective use every game) with a Death's dance will give you more survivability, with its physical damage heal and it's bleed which will let you heal before taking the damage, while also giving a little bit more damage to actually be a little threatening. With this build, I think the most utility would be from pulling ghosts with the E, and letting the carries pump damage through the ghost. Once everyone goes all in, you really fall off in usefulness because although you survive for a long time, you don't really do a whole lot in the long time. This is why straight tank is best on people who either have good scaling off of it, have high base damage, (Mundo is an example of both), or have lots of CC, so lasting a long time means more CC (such as Alistar)

As Yustus said, new runes will change a lot. For this build, you could focus the tank tree, (i think it is still resolve), which would let you be tankier when itemless, and let you buy one or two more bruiser items and still be just as tanky. for the second tree, you could then get the AP/AD over time one, and then if your tank build drags the game on for a long time, which it might, you will start to get decent damage, even if you are still building straight tank