How to fix Runeglaive
So I've been trying out Runeglaive a bit throughout the past couple patches on some pretty weird jungle champions to see what was good and bad about it, took some time to see what could be improved about it, and wanted to share my thoughts about how it could be improved, specifically on reworking the item so that it provides the diversity Riot promised with the item without most of the flaws Runeglaive has on live or that Magus had when it was available.
The rework:
>Enchantment: Runeglaive
>
>Recipe: Jungle item +
+
+
+190 gold
>
>80 AP
>10% CDR
>5% Movement speed
>UNIQUE Passive: Runic Mana: Upon spending mana, create a rune (maximum: 3).
>Upon auto attacking a monster or killing a large monster, consume all runes to consecutively restore 8% of missing mana per stack consumed.
>Upon auto attacking a minion, destroys all runes (for no effect), and puts the passive on a 5 second cooldown.
About Runic Mana:
Runeglaive's mana regeneration portion of the sheen passive was easily it's best tool for promoting diversity. It is the only mana regeneration item that provides sufficient mana regeneration for the jungle, distributed out on a need-by-need basis based on ability costs and cooldowns. The problem it had was that it forced champions into a particular style of play focused on staggering spellcasts enough to receive the mana regeneration.
This fixes the problem by:
- being consumed on mana usage instead of spell usage
- having no cooldown (down from Runeglaive's 1.5)
- having a stacking system to store up mana regeneration
These alterations allow more champions to get more value out of the mana regeneration component without having to change their core jungle patterns, such as:
- Spam-heavy casters like
and
getting mana regeneration that keeps up with their spell-casting speed - Casters who want to combo faster like using
's QR to dash over camp walls to start camps or using
's QWE to get a Voidling to tank the camp will get their mana regen for all the spells used, instead of just one. - Casters who rely on a persistent AoE effect like AP
's Despair or
's Defile get mana regeneration from toggling these abilities. The Sheen proc didn't do that. - Champions who already wanted to stagger their spellcasts like
get the same value as they do now. The passive restores 8% of missing mana 3 times at 3 stacks instead of restoring 24% of missing mana at 3 stacks. There is a small difference, but the difference amounts to you getting the same value out of consuming 1 stack 3 times and consuming 3 stacks at once instead of slightly more value out of consuming 3 stacks at once.
can chain-drain the camps without losing out on mana regen. He just needs to take a break after a couple Drains to auto attack a monster or he needs to kill the monster before he needs to auto attack. This is different from not getting mana regen at all due to not buying the item because it sucks on him.- Mana-using champions that have no-cost spells like
's cougar form abilities or
's W don't abuse the passive to get mana regen for casting a no-cost spell. - Stack consumption on killing a large monster makes you not sad when mana-wise when you have to kill a large monster with a spell where it would take too long with an auto attack but a spell kills it instantly. This is only on a large monsters to prevent lane abuse of this passive on Raptors/Wolves.
- Auto-attacks on minions removing stacks makes it less abusable in lane. You won't get 3 stacks in lane and be able to keep them until you get to a monster camp to consume them.
About The Stats:
Magus' biggest strength over Runeglaive is that it had good stats, and for this rework I aimed for something similar, but more tuned for an AP jungler. 10% CDR is what Runeglaive has now, and 80 AP is the standard for a lot of AP items, but why 5% movement speed?
The justification I have for the movement speed is that an AP champion would struggle a bit early on, and look to rush Runeglaive (and from my experience this is ideal for some AP junglers, mostly non-meta junglers) and try and make up for lost time after farming the jungle for 8-10 minutes, and look to immediately impact the map after getting Runeglaive. 5% movement speed is designed to allow AP junglers to help them impact the map immediately after purchasing Runeglaive, even if they don't purchase boots early to rush their Runeglaive.
Would this be abused in lane for the stats? I'm not so sure. For 150 extra gold, you can get
, which has 1% extra movement speed, is available regardless of summoner spell, and has an extremely strong active. Likewise, 50 extra gold gets you
, which has 10% extra CDR, unconditional mana regen, the grievous wounds passive, and can be bought without needing Smite, at the expense of 5% movement speed.
doesn't see a lot of play while
is core on a lot of AP champs for its unconditional mana regen and CDR, so I'm not sure that this new Runeglaive would see play on laners.
Why give such strong stats with the mana regen passive? The reasoning I have for making the stats and passive so good is that I felt that it was fine for junglers to have both aspects be strong as long as they are exclusive for the jungle. The mana regen passive only works on jungle camps, leaving it with only its stats in mid-game teamfights, skirmishes, duels, sieges, and anything else that can possibly happen on the Rift, and as long as it stays this way it probably wouldn't be too strong, although as always the stats can be tuned if it's still imbalanced with these numbers.
About The Recipe:
Something I felt was under-appreciated about Runeglaive was its good build path. You never have to spend more than 435 gold for any component (compared to Devourer's 450 for two
, Cinderhulk's 600 for
after
and Warrior's 617 for
after 2
), and you can purchase the components on most gold incomes. This new recipe is designed to not only keep that strength, but to expand on that strength.
It's much easier to purchase different components because the
are so cheap, and the recipe uses 2 of them. You can back and almost always build towards your Runeglaive by purchasing any combination of
/
and
to build into your Runeglaive, which is important because AP champions will struggle more than AD's and tanks in the early game in the jungle, and need the extra itemization push.
About Removing the Sheen proc:
The Sheen proc was a limiting factor in its balance because it favored those that wanted to mix in auto attacks with their spell casts, and therefore it could never be tuned so that many AP champions could use it in the jungle without having outliers that abuse it harshly.
Removing the Sheen proc did a lot of positives for the item, such as:
- Allowing more freedom to make the mana regen stronger where the sheen proc wouldn't allow (such as proccing on mana usage or having no cooldown)
- Allowing more of it's power budget to be emphasized more on stats that benefit many over cool passives that may not benefit everyone
- Removing the ability for a unique passive to be abused on laners like live Runeglaive's passive was abused on AP

- Giving more choice for champions to choose their sheen proc, whether they want Lich Bane, Iceborn Gauntlet, or even a choice not to have a sheen proc
What about helping clear problems in the midgame? That is something that Runeglaive seemed to do well, but in reality it wasn't fixing a problem.
For many champions, Runeglaive either didn't really help. Most AP champions already had pretty good clear speed by the time they got Runeglaive, and if they didn't it certainly wasn't a problem with AoE. AP champions are predominantly AoE-focused, leaving Runeglaive to be of little impact when easily clearing the most AoE oriented camps on the Rift but also being of little impact while struggling to clear the most single-target focused camps on the Rift. Couple this with the fact that
is already one of the best options for AP champions in the jungle largely due to the fact that the other options aren't really great on most AP champions in the jungle and the only camps worth smiting on AP champs are the ones that have at least three monsters at the camp, and there is literally no reason to want more AoE damage to clear the camps.
The increase in AP and changes to the mana regen to make it support more play patterns remove some of the reasons to remove the sheen proc because play patterns allows champions to clear camps as fast as possible with their current patterns without worrying about mana while also keeping each champion's relative jungle strengths distinct rather than making every AP champ clear fast in the jungle.
In Conclusion:
So I gave all my thoughts about how to rework Runeglaive to make it better for more junglers unlike how restricted it is now.
What do you guys think of it? I'm interested in what other members of the community think about my idea.
(Also, sorry for such a long post, and for any typos that might have come into it.)