Jungle Items and Dragon

Stacona··1 votes·903 views

I will discuss dragon first: Right now Dragon is a little too snowbally after the first stack as long as you deny the enemy their first dragon. Which is the problem here, you want the first dragon and only kill other dragons just to deny dragons rather than getting more powerful for your team [which stacks 2,3,4 don't make you more powerful until at least the 5th dragon for the powerful buff]. Solution is take the +8% AD and AP and split it up over the other stacks, so each stack will either grant something like +3% AD and AP or +3/+3/+4/+5 for a total of +12% (or +15%) AD and AP after 4 dragons and 5th dragon will double this and grant on-hit true damage burn for 180 seconds. This will make every dragon powerful to obtain and create that investment that the new dragon is suppose to give and prevent snowballing after the first stack.


Now for Jungle items to create better diversity and this also helps out tank junglers a lot (right now we are seeing the same junglers plus Warwick and Diana as in season 4, but mainly only Warwick as the add-on) Machete will be unchanged

New clear speed removed for next tier, but Spirit Stone, Madred's Razors, and Quill Coat be back with some changes [stats will be for Monster combat only]

Spirit Stone: 25% increased damage to Monsters. Recover 7 health per second and 3 mana per second while in combat with Monsters; increases by +3 health per second and +2 mana per second for every second while in combat with Monsters.

Madred's Razors: 55 on-hit magic damage to Monsters; 20% bonus attack speed for 1.5 seconds while in combat with Monsters. Recover 7 health per second and 3 mana per second while in combat with Monsters; increases by +3 health per second and +2 mana per second for every second while in combat with Monsters.

Quill Coat: Monsters that attack you take 5% of their maximum health over 3 seconds (maximum 175 damage); take 15 less damage from Monsters. Recover 7 health per second and 3 mana per second while in combat with Monsters; increases by +3 health per second and +2 mana per second for every second while in combat with Monsters.

So these changes will allow for a lot more champions to see jungle play while granting fast junglers to clear fast but with little to no sustain; while slower junglers (mainly tanks which will take quill coat) will jungle slower than fast junglers but will be very healthy when they jungle since the sustain encourages slow jungling. This makes it for slow junglers will be healthy and can keep jungling while fast junglers will clear fast but take a lot of damage in the process because the monsters hurt and you have no sustain. Smite upgrades can be equipped on your item of choice after you purchased the next jungle tier Then you may pay gold and pre-items to have your jungle item gain combat stats of your choosing


Hope you appreciate my ideas and consider them ~ Stacona

2 Comments

Downfall2 votes

[which stacks 2,3,4 don't make you more powerful until at least the 5th dragon for the powerful buff].

  • 2 is actually huge for junglers and just last hitting and clearing waves in general, it makes a bigger impact on the game than you'd expect, ESPECIALLY if they got baron
  • 3 gives 5% movespeed, which doesnt sound like a lot but it really is. It makes a difference, while it is one of the weaker dragon buffs it can help your team immensely, because no matter what situation you're in it benefits you.
  • 4 is also a huge buff, 15% can make the difference when it comes to getting that tower or killing that inhib, especially in time sensitive situations. If someone on your team buys the extra tower damage elixir they can backdoor like no other.
  • 5 is agreeably the most powerful, giving your team 180 seconds of god mode.

To address the jungle, you have these options that you are craving right now. They DID bring diversity to the jungle. With any jungle item you can choose between the four enchantments which each are specialized for a specific type of champion Tanks, Mages, Fighters, Assassins (With Fighter and Assassin somewhat interchangable depending on the champion) these are the four roles that belong in the jungle, never will riot try and balance the game around a marksman or support jungling.

  • 500 HP 10% CDR for Tanks
  • 80 AP 20 CDR for Mages
  • 40 AD 10 ARP 10% CDR for Fighters and Assassins
  • 50% Attack speed 40+ Magic Damage per HIt for Fighters and Assassins

So the enchantment for whichever champion your playing will be fairly obvious. Now the question is what do you upgrade the machete into?

item 3711 - If you plan to counter jungle, since the season just started you probly shouldn't try using this one for now. item 3706 - This guy. The one that makes you wanna not smite jungle camps and go smite champions instead. This is why the jungle is so hard for some people right now, they pick up this item because they say hey, more damage is good right? lets get it. Awesome, this is just amazing. I can slow on my ganks, I do extra damage on my ganks, and i can finally smite Teemo. But this does hurt your jungle, quite a bit to be honest. All that smiting of enemy champions takes away from the smiting of the jungle. Causing for longer clear times and for more damage being taken, but hey, if you can still sustain without it and clear pretty fast, its a GREAT choice. item 3715 - This guy. The 1v1 yeah you thought you were gonna win that fight nope you aren't jungle item. Enemy invading your jungle? Get this. HATE Teemo? SMITE HIM ALWAYS. item 3713 - If you're a tank or you just want the jungle to be a lot easier to clear so you dont have to buy life steal or 5th stack Rengar W 24/7 etc. etc. Buy this. I buy this item almost every match, it makes jungling go from Master difficulty to Apprentice. Yes its that big of a deal. If you don't go for Devourer enchantment this can be replaced by the item 3706 once you've got full build because by then you wont need it. (If you do go devourer dont sell it you'll lose stacks and no one wants to lose stacks)


Now that just leaves one question...What should my jungle route be? Simple, you starting red? Go golems afterwards, save smite for golems. This will give you the stun buff and help you jungle. Starting blue? Save smite for wight, you'll get the DoT upon being attacked which will also help you jungle, ESPECIALLY as a tank. Now personally I haven't had many people invade my jungle yet, so I almost never smite wolves. Razor beaks though, that buff is so great when they're warding your jungle. So great. It's just like* hey yeah theres a ward nearby, and i'll even give you true sight so you can kill it!* Once you've got a item or two and you wanna start ganking more often, don't be afraid to smite those buffs. You'll kill them faster and get into lanes quicker, which is generally the idea. You don't always need those smite buffs.


A few more little tips:

  1. When doing dragon stand behind it and closest to it so it's cone of fire is only hitting you, not more teammates. (Bonus points for Shaco Boxes)
  2. Pay attention to the ground when killing Baron. A lot of his attacks can be easily avoided if you actually look to see where they're coming from.
  3. If you're struggling in the jungle right now just get item 3713, it's easily the best one for clearing and sustain.
  4. When playing your favorite assassins (my favorite assassins) like Rengar, Kha'zix, and Shaco, keep in mind that you can go Warrior Enchant with Ghost Blade, which is a healthy amount of ARPen and CDR, great for any assassin.

I apologize for the long rant and not calling the new jungle camps by their proper names. Also if you disagree with anything I stated here let me know, I'm curious to see other peoples opinions on these new items, theres always room for improvement and there's few better ways of finding out about it.

Stacona1 votes

I didn't remove those stat enchantments, i just made it so that you can choose your jungle item, while keep smite choices and stats choices that you can get after you have your 2nd tier jungle item- so you add on Smite upgrade and Stat Enchantment upgrade to your spirit stone, madred's razors, and quill coat -- for example you can go madred's razor, with ap enchant and AoE smite - someone like jungle Kayle may want this --- maybe the rise of jungle teemo comes out with a combination of madred's razors, ap enchant and slow smite --- this is the diversity of allowing for three options for jungle items after machete instead of only one and allowing the option for any smite and stats that you want on your jungle item---

NOW With spawn timers small monster have to be 2:05 because laners do abuse the lower spawn time for small camps, i like the idea of giving junglers more choices to start but unfortunately it cannot happen for league because the small camps effects the lanes and grants unfair advantages at the start of the game


anyways the point to my post is to fix the issues that are in the pre-season jungle, honestly if you want the perfect jungle you just need to change some things and combine season4 and season5 jungles together- have the trio options for jungle items for casters, basic attackers, and tanks to have jungle options, allow the choice of choose your smite and stats, have jungle camps spawn every 50 seconds to create the jungler to be that master strategist and think ahead a move or two or five and the enemy jungler has to guess what his opponent jungler will do next and have this chess match within league of mind games and planning, have smite at 40 seconds cooldown so that you can have better planning and strategy and try to out smart your opponent while setting up your next move [example scenario, you smite the chickens to clear wards around baron, do a camp to wait for smite and then do dragon] [example scenario, you smite your wolves on red side to grant the scout to go gank top, if the enemy invades your blue buff side then you can steal his blue buff side after your gank]

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