About poachers knife/skirmishers sabre.

Fadedpf··2 votes·529 views

First off item 3711 is complete trash. As a dedicated smite tool it is NOT worth it.

Counter jungling happens A LOT in season five, just not with this item like riot intended.

Jungler in top or bot ganking? You can safely take his camps and buffs.

Jungler killed? You can safely take his camps and buffs.

Invading jungle and no one is around? You can safely take his camps and buffs, WHILE having item 3713 a much more efficient item for clearing, thus counter jungling faster.

Poachers knife sounds much cooler than it actually is. We all know item 3715 was broken but was turned into a cardboard tier item. But, maybe one of these items can be change to be a situational item for fights/ganks/duels. I always liked the red/white colored smites.

So for lack of a better idea for the poachers knife and at least trying to live up to its name I have came up with this.

Poachers knife smite can be cast on enemy champions (does not deal damage), the white smite will freeze/disable any champion's ability to use smite if they have it. If this smite is used on a champion that does not have smite it will have no effect but will put smite on a 15 second cooldown. I think this item should also grant you a charge of smite right after freezing the enemies smite. If the other person did not have a smite charge you will lose your smite and this will not freeze their own smite/ have any effect on its current cooldown. I think this could be very very interesting for objective control and could ACTUALLY be useful and would encourage counterplay, if the other jungler/team does not want their jungler to lose smite and objective control. Basically, stay back and try to win a smite war, or be at risk of your own smite being frozen and lose objectives. There is also the option to just kill the enemy jungler which is always the number 1 rule when wanting objective control.

Now for the item 3715

Skirmishers sabre smite can be used on enemy champions (again no damage but maybe it could keep its crap true damage effect it has now), it will grant the smiter flat movement speed ( maybe around 20-40?), and additionally the champion smited will have reduced healing effects (maybe grievous wounds but probably not). I think the damage reduction is not really needed at all, granting someone flat movement to catch up and kill their target, with reduced healing to make sure they will out duel is pretty nice in my opinion.

Sadly I do not have a better idea for this either just the one.

Please tell me what you think about these concepts and how these items can be changed to fill something useful and unique, but not become broken and the most used smite option. Post your own idea.

2 Comments

KidSpectre1 votes

Skirmisher's actually works decently well for Devourer Eve. Her passive let's her stick to targets anyway, and maxing E gives a huge AS buff besides double proc'ing on hits. And to top it off, the 20% damage reduction counters her naturally squishiness so she can actually duel.

Variks the Loyal1 votes

Skirmisher's Sabre is fine. it doesn't have the ganking power of Stalker's or the farming power of Ranger's, but it's the best for teamfighting and dueling. Smite the enemy carry, and you take 20% reduced damage and deal more damage to them. Win win.

Poacher's doesn't need much, but it needs a push towards 'neutral' jungling. The thing about it is it doesn't help at all in just jungling. Counterjungling is sporadic and random, so it needs to be prepared for that.

Make it so Poacher's Knife reduces Smite's cooldown by 10 seconds, and reduce the time between two Smites to 10 seconds instead of 15. That isn't as big of a benefit for jungling as Ranger's, but it is a benefit. Then, you can add the counterjungle benefits. My suggestion - Smiting a large monster in the enemy jungle immediately grants a half a recharge of Smite back. If you kill that monster, you gain all the gold from the entire camp, even for the small monsters, bonus movement speed, and leave a Poacher's Ward that lasts for 60 seconds. This makes it so that you can see when the enemy comes back, and you've taken all the value from the camp except the experience.

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