The "Tank" aspect is based around Damage Resistance, Trauma Resistance and Temporary Health. Close combat accumulates a bit of trauma (% permanent damage taken per damage received) and the only way to heal trauma (DOC build, leveled up medkit, Medicine Cabinet) is DMG RES (Less damage taken less trauma given), TRA RES (Less overall Trauma), and Temp. HEA. (Temp. HEA. doesn't give TRA when DMG is received). The deck is as followed :
Meth Head: A staple and must have in any Melee build, keeps you swinging longer and faster all for the low low cost of no ADSing.
Spikey Bits: Standard in a Melee Build for early game 20% DMD increase (Starting Bat damage from 23 to 27.6/hit) and 10% DMG Res. while using a Melee weapon. (Not including DMG increase based on Difficulty LvL)
Durable: A good chunk of Trauma Res. (15%) with added health (+5 hp) and no drawbacks!
Motorcycle Helmet: Already losing ADSing makes this a no brainer for DMG Res. choices (15%) and extra health (+10 hp)
________________________________________Cards can be moved around passed this line to fit your needs ____________________________________________________
Hyper-Focus: The highest WS DMG % increase (50%) in the game with huge drawback of -40% MS when attacking. ++Swing wisely++
Chemical Courage: Pills are a very common healing items in the game so finding one shouldn't be a problem, Temp HEA. + 25% DMG increase when used on yourself (20% SP + 25% CC = 45% DMG Increase)
Miraculous Recovery: 25% chance for your pills to have an 100% increase effect. (Longer possible Temp. HEA. duration)
Numb: Another 15% DMG Res. when you have Temp HEA. (works well with pills) (10% SB + 15% MH + 15% N = 40% DMG Res.)
Scar Tissue: -1 to Ridden DMG (must have for a tank build in my opinion)
Face your Fears: +2 Temp HEA. per "Ridden" killed within 2 meters (great for Melee Range + Temp HEA. prox)
Fresh Bandage: Heals 15 Trauma & Heath at the start of each LvL (another good source for healing Trauma)
Marked for Death: 10% DMG increase for you and team towards marked mutations (great group DMG Increase for big baddies)
Vanguard: +1 Temp HEA. per kill for you and teammates near by (Stacks with FYF if you kill a Ridden for a sweet +3 Temp. HEA. per kill)
Heavy Hitter: Melee hits on WS deal +20 additional Stubble DMG (Stubble DMG is UNDERRATED!) with enough Stubble DMG you can stun lock some baddies. (P.S. The bat has the highest Stubble Power Multiplier (x3) out of all the Melee weapons)
Batter Up: Extra 40% Melee DMG. increase for endgame boss killing with a little extra health.