User blog comment:PurpleWii/The Evolution of the Tank archetype./@comment-4091261-20160425195544/@comment-4091261-20160426201504

I actually didn't see the Classes & Subclasses blog before I made that post. This makes life a lot easier.

You know how a great majority of these fighters also have the category as tank? Well that said, it is perfectly possible for subcategories in both classes to mix and match. A Diver/Juggernaut is perfectly possible, I mean look at and. I consider, , and as Wardens alongside other roles. being a Warden/Diver, being a Juggernaut/Warden, and  being a Warden/Battle Mage. Someone like is a Diver/Vanguard.

The significance of items is much greater than it seems. The reason why I consider items such a pivotal issue is because a change in items affect everyone. When a champion gets an item, it means enemy champions need to deal with the enemy with that item and allies may benefit from that item. That said, if Vanguards have a large quantity of items that benefit them while Wardens do not, then there will be a skew for people to play Vanguards more. I don't believe it is as significant of an issue as it was before, but I do believe it can be improved.

The issue I mainly see is there are very few items that Wardens use that Vanguards can't use effectively. All the items that Wardens use exclusively are support items:, , etc. While this isn't an issue for Wardens that also play as a support, what if is something like Jungle ? I consider a Warden because his zoning tools make much better use defensively than offensively. The issue is that many defensive tank items are already tanken by the support. That said, is forced to get offensive tank items to become some kind of awkward Vanguard. If more diverse items for Wardens existed, then this problem would be fixed immediately.

Imagine an item with an active ability that starts a channel and stuns stuns the user and enemies around them for a duration. Warden's would become absoultely pivotal as they can literally buy a hard CC. Vanguards would affect less with this item than Wardens because a channel simply gives more time for the enemies to flee and since it stuns the user and has a channel, the Vanguard is stuck doing nothing for a large period of time--something they don't want happening at all. Diver/Skirmishers wouldn't use this either because they need to be attacking as much as possible. Now as for how balanced this is, I dunno, but this is an example of how significant items are in this matter.