Enchantment: Magus needs the Cinderhulk treatment.
As it stands, Enchantment: Magus doesn't help AP junglers a whole lot. The cdr and AP is nice, but it doesn't give them something they sorely need: Mana. AP junglers have to clear with their abilities, and unless you can keep the blue buff all game, you'll have to either carry around Mana Potions or build Mana items, which can set you back.
Having to build them sets back these junglers, since most Mana items (Besides RoA and Seraph's) have CDR on them. They need a new AP Jungler item that'll give them the Mana they need to clear the jungle. Here's my suggestion.
Enchantment: Manahunter
Smite item (850g) + Tear of the Goddess (720g) + 730g
+250 Mana +50% Base Mana Regen
Unique Passive: Awe: You gain 10% of your Mana as bonus Ability Power. Unique Passive: Mana Charge: Grants 4 Mana for every spell cast and mana expenditure. Max 750. Unique Passive: Manahunter: Slaying large monsters grants you +10 Mana for Mana Charge. In addition, killing a large monster instantly charges you with 4% of your missing Mana, and 6% of your missing health.
At 750 Mana, the enchantment evolves into...
Enchantment: Manalord
+1000 Mana +50% Base Mana Regen
Unique Passive: Awe: You gain 10% of your Mana as bonus ability power. Unique Passive: Manalord: Slaying a large monster instantly charges you with 5% of your missing Mana and 10% of your missing health. Unique Active: Ether Shockwave: Expend 20% of your Mana to release a shockwave, dealing Magic Damage equal to the Mana consumed, and slowing nearby enemies by 35% for 2 seconds.
You may be asking, why a shockwave? Because the majority of AP Junglers (
etc) are pretty close range and always near enemies, which is one of the reasons jungling comes naturally to them in the first place. And even if you're playing a real dark horse AP jungler, the Shockwave would still come in handy in case someone get's close to you and you need the slow.
Also, why the heal on large monster kill? Because AP characters are squishy, almost by nature in some cases. It'll make sure they can heal through the jungle as well as keep mana through it.
Is this item perfect? No. But its a start. Anyone else have any ideas?
buffs. Exactly what league needs right now.
?
and all of its upgrades that whenever you hit a monster with a spell you get X% of its cost back (possibly including health costs for
etc.). (Limit once per spell, even if it is a DoT or AOE etc.)
if you want it, which most mana users do). But mages need to use their spells frequently to clear, and can't generally do anything useful when they're low mana and waiting for some to regen.
, who is in a bad spot right now, which Magus-specific changes wouldn't because he wants to go Warrior.
:
+ 
is perfect for
. Don't change it. 20% CDR is important. 10% of your Mana would be great in the late game (200 AP!), but in the mid game it is a big nerf because of the missing CDR.