I'll be testing a bunch of items in the near provided I get a good chance. If you've got any recommendations, let me know, I'll try em out
To completely understand what items to build, and when to build them, it is important to set a goal of what you want to do with your build. Personally, I like to make Geb a 40% cooldown tank. I have seen many games that go longer than 30 minutes where it takes at least a 4v1 to kill Geb, which I think is extremely fun to play with.
I also believe that early survivability in lane is huge. A large part of that is knowing the limits of both yourself and your ADC. That being said lets have a look at some potential starting items.
? The ultimate goal is being able to survive in lane long enough to be able to afford you first full item and chalice of the oracle before being forced back to base here. The reason I like to go with Enchanted Kusari over Breastplate to start the game is that it give a slight boost in mp5 for 50 gold. You could choose to spend that 50 gold on an extra mana potion if you opt to buy Breatplate instead, but I have found that the mp5 holds up better the longer you are in lane.I also find myself being bullied by the enemy support more than the enemy ADC in the first few minutes of the game which means the magical protections offered by Enchanted Kusari. Remember, both are viable options, I just prefer to go with Enchanted Kusari over Breastplate
The key here is knocking out that 40% cooldown reduction(CDR). Geb may be an excellent damage sponge, but throwing out shield and ultimates as fast as possible is going to be a major part of gameplay
Genji's guard makes for a great first item due to its ability to negate enemy guardian damage, provide you with longterm mana sustain, and reduce your cooldowns. Going for genji's guard first will make you more vulnerable to an enemy hunter, so try to let minions body block their basics.
Returning to lane after picking up a your breatplate of valor will be a game changer. In combination with Genji's Guard, you are left with roughly 65 physical and 70 magical protection, 50 mp5, and 30 CDR. Not to mention the extra 150 health and 300 mana. At this point you should never have mana problems for the rest of the game. Use that to your advantage and leave base with wards and health potions.
I usually move into shoes of focus next if I am forced back to base before getting the 2300 gold required to pick up Breastplate of Valor. Its a decent alternative with the addition of movement speed and a slight power boost at the cost of 10% CDR and 65 physical protections. When going for boots before Breastplate of Valor, make sure to use the extra movement speed to avoid taking some damage. Once you have all 3 of these, you will have completed you 40% CDR cap with the first 3 items.
These are generally my go to items when looking for some extra magical defense given that they come equipped with a good amount of magical protections and a slew of other helpful perks
Oni Hunter's Garb
yields 60 magical protections as well as a bit of health and some extra MP5(You might overcap on MP5, but that's no big deal), but the impressive part of this item is in its passive. In any late game teamfight, having Oni Hunter's Garb in your build will help you take just about 10% less damage from all incoming sources, which is a pretty good way to absorb some extra damage. Even early in lane, there will almost always be two gods around so you will get most of the passive's bonus all game long.
can easily be overlooked as an anti-heal item, and the serious magical protections it offers can be lost. I believe out of all the items you can grab, Pestilence has the single highest gain in magical protections at a whopping 80 from one item, on top of the addition of 200 health, and a 25% anti-heal aura around you. This is a potentially very potent item
Bulwark of Hope
is a decent item to help you live to fight another day. On top of the 60 magical protections, 200 health, and 20% Crowd Control Reduction(CCR) you get quick shield of up to 350 health shield if you drop below 30% health. Once you hit level 20, you effectively get 550 health from one item.
Often times physical damage comes in the form of basic attacks, so the best ways to counter it are items that counter basic attacks as well as providing physical protections to reduce the damage done.
Hide of the Nemean Lion
is my go to item for when I am being shredded by hunters in a fight, late game they can certainly cause you a lot of problems. While hide of the Nemean Lion gives a hefty 70 physical protections, its real potential comes through its passive. The ability to return 25% of damage back to the attacker is something that can be very dangerous for the enemy. Its also important to note that the damage returned is 25% of damage before mitigation. To put that in perspective, say you have 300 protections, which means you take 1/4 damage from physical sources, and the incoming attack should do 400 damage. The 25% reflection damage would send 100 damage back to the attacker, while you also take 100 damage. Considering you have more health than they do, you will hurt them more than they hurt you in the long run. This also assumes the enemy has 0 penetration. On top of all that, it also gives you a pretty good boost of 200 mana and 20 MP5.
isn't quite as good in the physical protections department as Hide of the Nemean Lion, having 30 less, but it makes up for that loss in its addition of 300 health, and a passive that slows both movement speed and attack speed of the enemy by up to 24% at 3 stacks of 8. The idea here is that you have more health to tank hits, and they cannot hit you as fast, thus making you live longer in a firefight.
provides 60 physical protections, 300 mana, and 10 MP5, pretty standard stuff so far, but the real interest of this item comes in its passive. From what testing I've done (Namely a custom game against 50 Artemis bots with 85% critical chance and Deathbringer in the mix too. I took about 480 hits from the bots) building Spectral Armor on Geb makes him completely immune to crits. Something with Geb's passive combined with the passive on Spectral Armor makes him immune. Great as this is, they both reduce damage done by critial hits and the numbers do not add up. Geb's passive reduces damage by 75%, spectral armor by another 50% making for a total of 125% less damage from crits. The part of this that doesnt make sense is that with Deathbringer any critical hits should do an extra 130% damage to you, leaving a 15% damage bonus on crits, but my tests show that he takes no extra damage. It's strange and probably broken, but I'll choose to cherish it while it lasts and I advise you to do the same.
There is a plethora of helpful items in the game, often times an items use comes based on the enemy team and what exactly is causing you the most problems. I'll go into some detail here explaining briefly when the best situations are to build each of these items.
Mantle of Discord
is generally my first go to when in need of both magical and physical protections. Considering that the most you get from any single item for protections is 70, getting 60 of each from one item is a really good bonus. It also gives a 10% CDR, allowing for even more options in that department, as well as a passive that can help get you out of a fight, or potentially turn the tide of a battle. This item potentially gives you a second 5-man stun, so long as they're all within the 20 units of you, which is unlikely. Even so, you do gain 1 second of CC immunity when you drop below 30% health, which can be extremely helpful in the right situation.
is a great alternative or companion to mantle of discord as it gives 40 of each protection, which is respectable, as well as 10% CDR and 20% CCR. It also has the added benefit of giving you 15% damage mitigation after taking a hard CC. If you were to combine this with Oni Hunter's Garb, you could be seeing yourself with a 39% damage reduction on top of all your protections.
Stone of Binding
is a good item for many purposes. At 30 of each protection, 20 power, and a 15 pen buff for your allies when you hit any of your abilities, all for 1700 gold, its a pretty good item to pick up in a pinch.
is another one I don't often look at, but it also gives a sizable 300 health and 10% move-speed and CDR. It will also give you a 30 second CDR on your relics. I'd leave it to you if you wanna grab that one, it really depends on how often you are using your relics, and if you are often struggling with their cooldowns.
Stone of Gaia
moves away from orthodox protection giving defensive items, but instead gives a boatload of health clocking in at 400, as well as 25 HP5 and 15 Mp5. The item focuses on regeneration. The item also has 2 passives to further aid your inability to die. The first being great primarily against gods with CCs that can alter your position, which is mostly going to be a warrior or a guardian. The second passive just helps you regenerate massive amounts of health over time. If you find yourself in very long fights in the jungle often, it can be the difference between half health and three quarters health as you'll regenerate 3% every 10 seconds.
tends to be helpful against a team with a lot of slows. Not only does it help counter them by giving you an extra 10% movement speed and 20% CCR, it can also completely negate a slow and increase your movement speed every 30 seconds. Often I'll forget that this item gives an extra 300 health as well, but it is certainly a helpful addition.
Aside from being unbelievably tanky, and lacking the ability to die in many situations, as the support another way to help out your team is to provide auras with many helpful buffs to them. Unless specified otherwise, the range is 70 units.
provides you and your team a steady supply of magical protections and MP5. As the holder of the item you get an extra 250 health, 70 magical protections, and 20 MP5 with the aura included. Any allied god nearby will receive an extra 15 magical protections and the 20 MP5 as well. Personally, I feel this item is better early game, because often times, mana does not become a major issue late game, even for the most mana hungry gods in the game. They normally have items in their builds that negate the need for 20 MP5.
is the physical counterpart to Heartward Amulet. As the holder of it you receive 250 health, 60 physical protections, and 25 HP5. Similarly, any nearby ally will get an extra 15 physical protections and 25 HP5. In longer team-fights this can be particularly helpful by regenerating 5 health per second for your team. I generally think this would be more effecting than the aura on Heartward Amulet.
is listed earlier under magical protections because it gives so many of them, and the anti-heal can always be applied to normal enemy HP5 (I believe, that makes sense anyway). Against a team with a healer, it is absolutely crucial to build anti-heal. You don't want an Aphrodite waltzing in and completely healing a 3000 health brick wall to full health in the matter of 12 seconds, do you? Generally, no. So I list it here again for its 25% anti-heal Aura.
marks where the auras become more offensive for your team. On top of being a good magical defense item with 60 protections, 10% CDR and 20% CCR as well as 20 MP5, It gives a powerful attack speed aura for your team. This aura doesn't help you as a tank much, but it certaily can help a hunter or an assassin quite a bit, in some cases warrior and mages can benefit greatly too (When I play Kukulkan, I'll sometimes do upwards of 200 damage per basic, it can get nasty). This is a helpful one if you've got the right team to combine it with.
is another offensive aura item that gives the owner a good boost in magical defense. With 150 health and 60 magical protections it is a decent item defensively, but It also provides you with 20 power and an aura that reduces enemy magical protections by 15, which can be significant against a mage who has built nothing else for defense. This item also has a smaller aura at a range of 55 units
offers a lot of health with 300, along with 40 physical protections and 20% CCR to help beef you up a bit. The aura on this item does not directly aid your team, but rather can build up quite a bit of damage on the enemy team in the case of a prolonged fight. Dealing 40 magical damage per second to enemies with 25 units of you can build up a good chunk of damage, especially on enemies with low amounts of protections. Also, just because its fun and really sad to die to, it gives you the ability to run people down. By that I mean you can walk with a fleeing enemy and it will slowly chip away with their health and kill them. Only do that if you know you can secure the kill regardless, don't try to if there's serious risk of them getting away.
is not one I often go for, but it does give a bunch of good things that you could use to your advantage. It gives a respectable 200 health, 10% CDR, 10% movement speed and an extra 20% attack speed, but your basics are going to be doing about very little, so its not a huge boost. It does have a pretty decent aura on it though. The ability to reduce the enemies attack speed can be very nice, especially since this should be able to be combo'd with Midgardian Mail for a grand total of 44% attack speed loss.