Juggernaut upgrade?

Ashy Slashy·11/20/2014, 7:16:32 AM·1 votes·754 views

So, I don't know if I'm the only one who feels this way, but I feel like the new Juggernaut enchant is kind of a bust. Previously, tank jungle was not the meta, but was a viable option for a squishy team. Nautilus, Sion, and Trundle tended to be my go to tank junglers, because they were not expensive to itemize (especially considering that junglers tend to have less gold to play with, and eventually everyone on your team starts clearing your camps)

Now, (aside from the Trundle's 1v1 strength) Nautilus and Sion are not high damage output champions (at least, as I played them). Their entire viability was built on becoming a "raid boss". Build so much tank, you can walk into the team fight, dump your cc, and then you're a meat shield. A large portion of this was due to the 25% health granted by the passive, but also the armor buffs, wards for vision control on invasions. These were added mid season just to bring tank junglers up to a point where they could stand up to the heavy invade/duel/gank meta that was so popular last season.

This season, after a few games of tank junglers, the item seems like a bust, gold wise. The 500 hp buff melts in an instant, so the tank who was able to soak up precious seconds of team fight now just dumps cc and dies. The jungle changes were intended to curb the heavy pressure meta, from what I had read, but it feels like tank junglers were also left by the wayside, and went from nonmeta to nonviable. What reason do I have to play a tank jungler and build entirely tank, when I can play a bruiser like Hecarim or Vi, and achieve similar results? CC, higher damage to respect and similar tanky stats just from a bruiser build path.

I have not tried to play high sustain champions like WW/Aatrox/Fiddles yet, or duelers, but after trying tank junglers, this was my initial impression.

Now, maybe I'm the only one with such a sour taste in my mouth, but does anyone feel similar to this, or would care to weigh in?

11 Comments

Talamare11/20/2014, 9:15:50 AM1 votes

Yea Juggernaut is complete garbage, 500 hp and 10% cdr is really nothing, tenacity is a nice throw in but tanks are one of the people who are least concerned about being CCed, and besides mercs are still nice

Wait a sec... 500 hp... 10% ... wait... for 850g I get 200 hp and 10% cdr... then I buy 2 Ruby Crystals... 1650 for 500 HP and 10% Cdr! and these are just raw items! So the gold efficiency is technically still terrible!

I definitely support them bringing back the % HP bonus, maybe 350+20% Altho, I also feel that the item needs someway to give a boost to clear speed

Kuroi8611/20/2014, 11:13:40 AM1 votes

Idk, I think this could be the return of Nautilus Jungle.

Rebonack11/21/2014, 6:34:35 AM1 votes

Juggernaut is honestly bad enough that I would consider going Cloth/5 on Tanks instead.

Sightless6611/21/2014, 7:16:47 AM1 votes

Sure, but that's made up for by how much dps he loses by having his shield pop so much quicker. I'm not sure his clears are actually improved at all. Meanwhile, other tanks still enjoy the same dps they previously had while also getting the benefits of the poison armor if they choose to take it. They gain without losing anything. Nautilus absolutely does lose some DPS.

It seems to me that whatever benefit he's getting, other junglers are getting larger benefits. I can't see that being a good thing for him.

MrSlowDie11/21/2014, 7:24:23 AM1 votes
NovaDisk11/26/2014, 1:14:06 AM1 votes

I definitely agree with you. I played a lot of Sejuani tank jungle last season, now she seems so weak. The old SoTaG had 200HP Base health, which game tank junglers a vulnerable mid-game until they could complete their first 'Real' item, in exchange you got a great late game and were able to farm early game with sapping barbs and conservation. The new Juggernaut sounds like it was designed to address the mid-game weakness, but tank junglers can never even get out of the early game, which usually means instead of being a big, beefy CC machine that's too tanky for the other team to kill, you end up being just as squishy as everyone else, except you deal no damage. In addition Juggernaut is very gold-inefficient and slot-inefficient compared to the other jungle enchantments. After a few games, I figured out that the best course for tanks is to build the blasting smite, but never upgrade it, and sell it when you're big enough that you no longer need the sustain. This is still obviously sub-optimal compared to other jungler's build paths, and I've since had to switch to bruiser junglers. I miss my tanks!