Brainstorming: Redone Jungle Things

Reaper Review··3 votes·532 views

Hunter's Gear

Cost: 400

-2 Damage from Monsters

Passive - Tooth and Nail: Deal 10% increased damage to monsters, and restore 4% of damage dealt to monsters as Health and 2% as Mana. Large monsters grant an additional 10 Gold and 15 Experience when killed.


Stalker's Blade / Skirmisher's Sabre / Tracker's Knife

Recipe: Hunter's Gear (400) + 500 = 900

+10% Cooldown Reduction -4 Damage from Monsters

Unique - Chilling Smite / Challenging Smite / Warding

Passive - Tooth and Nail: Deal 25% increased damage to monsters, and restore 6% of damage dealt to monsters as Health and 3% as Mana. Large monsters grant an additional 15 Gold and 30 Experience when killed.


Enchantment - Dominus

Recipe: Jungle Upgrade (900) + Serrated Dirk (1100) + 550 = 2550

+50 Attack Damage +10 Armor Penetration +10% Cooldown Reduction -4 Damage from Monsters

Unique - Chilling Smite / Challenging Smite / Warding

Passive - Tooth and Nail: Deal 25% increased damage to monsters, and restore 6% of damage dealt to monsters as Health and 3% as Mana. Large monsters grant an additional 15 Gold and 30 Experience when killed.

Unique Passive: Grants +1 additional Armor Penetration for every 6 Bonus Attack Damage you gain from other items, up to a max of +10 additional Armor Penetration.


Enchantment - Ascetic

Recipe: Jungle Upgrade (900) + Fiendish Codex (800) + Amp Tome (435) + 415= 2550

+80 Ability Power +20% Cooldown Reduction -4 Damage from Monsters

Unique - Chilling Smite / Challenging Smite / Warding

Passive - Tooth and Nail: Deal 25% increased damage to monsters, and restore 6% of damage dealt to monsters as Health and 3% as Mana. Large monsters grant an additional 15 Gold and 30 Experience when killed.

Unique Passive: Grants an additional 1% Cooldown Reduction for every 12 Ability Power you gain from other items, up to a max of 10% additional Cooldown Reduction.


Enchantment - Cinderhulk

Recipe: Jungle Upgrade (900) + Bami's Cinder (1100) + 550 = 2550

+400 Health +15% Bonus Health +10% Cooldown Reduction -4 Damage from Monsters

Unique - Chilling Smite / Challenging Smite / Warding

Passive - Tooth and Nail: Deal 25% increased damage to monsters, and restore 6% of damage dealt to monsters as Health and 3% as Mana. Large monsters grant an additional 15 Gold and 30 Experience when killed.

Unique Passive - Immolate: Deals 15 (+0.75% Bonus Health) Magic Damage per second to nearby enemies.


Enchantment - Ravager

Recipe: Jungle Upgrade (900) + Recurve Bow (1000) + Dagger (300) + 350 = 2550

+50% Attack Speed +30 Magic Damage On-Hit +10% Cooldown Reduction -4 Damage from Monsters

Unique - Chilling Smite / Challenging Smite / Warding

Passive - Tooth and Nail: Deal 25% increased damage to monsters, and restore 6% of damage dealt to monsters as Health and 3% as Mana. Large monsters grant an additional 15 Gold and 30 Experience when killed.

Unique Passive: Grants an additional +1 Magic Damage On-Hit for every 1% bonus Attack Speed you gain from other items, up to a max of +30 additional Magic Damage On-Hit.


Ghost Dog: Each of the enchantments now has its own ghost dog, colored to match the enchantment. Ghost dogs are purely cosmetic, like the option you get for buying Hurricane. The dog is only visible to the enemy team when you are, and any clones of yourself also get a dog. Think of them as your jungle companion.

The starter item is a baby Spirit Stone, because SS seemed to be a popular jungle item. And Hunter's Talisman seems to have proved to be not very helpful in most cases.

Note that the enchantments (besides Cinderhulk) give bonuses based on stats off of just other items, so runes/masteries/AS per level don't count.

Some of the numbers probably need tweaking, though, but the idea I was going for should be evident.

And ghost dogs are kept around because they're ghost dogs.

3 Comments

Reaper Review2 votes

I just wonder if the AS item is strong enough like that, only providing more on-hit damage.

Another idea I had at one point was having it use Kircheis Shard and making it have Phantom Hit as the energized attack proc.

Passive: Moving and attacking will make an attack Energized. Attacks energize 50% faster when attacking monsters.

Unique Passive - Energized Strike: Your Energized attacks apply on-hit effects twice and deal 50-100 bonus Magic Damage on-hit (based on level).

Mostly because I don't really see why the AS jungle item HAS to have a stacking mechanic. It just seems like it makes the thing harder to balance for no real reason.

Reaper Review1 votes

The reason I made the core item a riff on Spirit Stone is because, as I said, people liked SS. It provides good sustain and clear strength to everyone. That's also why I stuck a flat 10% CDR on the smite upgrade itself, because CDR is a stat everyone who isn't Rumble likes having. CDR is ALWAYS good for a jungler.

The enchants themselves are designed to get more effectiveness out of the next item or two that you buy. Extra armor penetration for Dominus, and CDR for Ascetic. Plus making Cinderhulk's burn scale off a small amount of Bonus HP (that's 15 extra damage if you have 2000 bonus HP, for the record), which could probably be applied to Sunfire as well.

Dominus+Ghostblade is 40 flat Armor Penetration if you want to go whole hog on damage. Not sure if that's TOO much ArPen, though.

Ascetic needs 120 AP from other items to grant a total of 30% CDR, which is as easy as getting a Deathcap. Any other higher-end AP item still provides close enough to the cap to be worthwhile, however.

And I'm still on the fence about Ravager.

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