Jungling s6 or beyond ideas

Stacona··2 votes·827 views

This is a distant future post, also concept ideas, so if you do not know what either of these mean then you are in the wrong place and may not want to be here, stay neutral people! Moving on however, I still think Machete into one of three jungle items of Spirit Stone, Madred's Razors, or Quill's Coat and season 4 jungle is the superior jungle and just having the season 5 stat enchantments be the best so jungling and combat stats are separated, but I digress nor is this post about any of this.

My post is about having very unique decision making jungle items that changes effects based on what is the last large monster that you killed and have junglers think a lot about what they want to do before going for a gank or even grouping with you team in the later stages of the game by having a special passive you can only obtain based on what large monster you killed last. Note, this is very much different than smiting a large monster and getting something in that regard.


Enchantment: [AP]: Statistics: +60 Ability Power +100% Mana Regen +10% Cooldown Reduction +UNIQUE Passive - Jungle Power: Gain a unique buff that only one buff may be available at a time based on what type of large monster you killed from the jungle camps Krugs, Razor Beaks, Murkwolves, or Gromp:

KRUGS: Gain +15 magic penetration. RAZOR BEAKS: Gain +10% Cooldown Reduction plus heal for 8% of your magic damage dealt before resistances apply. MURKWOLVES: Gain +5% bonus movement speed; increases to +20% when dealing magic damage from spells to enemy champions for 3 seconds. GROMP: Gain a poison to your magic damage spells that deals 12% of your target's current health as magic damage over 4 seconds (maximum 120 damage per second against monsters).


Enchantment: [AD]: Statistics: +40 Attack Damage +10% Cooldown Reduction +UNIQUE Passive - Jungle Power: Gain a unique buff that only one buff may be available at a time based on what type of large monster you killed from the jungle camps Krugs, Razor Beaks, Murkwolves, or Gromp:

KRUGS: Gain +10 armor penetration. RAZOR BEAKS: Gain +10% Cooldown Reduction plus heal for 5% of your physical damage dealt before resistances apply. MURKWOLVES: Gain +15% Attack Speed; Gain +10% bonus movement speed when dealing physical damage from spells to enemy champions for 3 seconds. GROMP: Gain a poison to your physical damage spells that deals 15% of your total attack damage as magic damage over 3 seconds.


Enchantment: [Tank]: Statistics: +300 Health +25% Bonus Health +UNIQUE Passive - Immolate: Deal 30(+1.5 per level) magic damage per second to nearby monsters. +UNIQUE Passive - Jungle Power: Gain a unique buff that only one buff may be available at a time based on what type of large monster you killed from the jungle camps Krugs, Razor Beaks, Murkwolves, or Gromp:

KRUGS: Gain 10% increased bonus armor and bonus magic resist. RAZOR BEAKS: Gain +10% Cooldown Reduction plus restore 0.5% of your maximum health over 5 seconds; increases to 2% of your maximum health over 5 seconds when out of combat for 8 seconds. MURKWOLVES: Gain +5% Movement Speed; increases to +15% when moving towards enemy champions. GROMP: Gain a poisonous aura 400 units around you that deals 4% of nearby enemies' current health as magic damage per second.


Enchantment: [On-Hit]: +50% Attack Speed +UNIQUE Passive: Deal 30 bonus magic damage on-hit. +UNIQUE Passive - Jungle Power: Gain a unique buff that only one buff may be available at a time based on what type of large monster you killed from the jungle camps Krugs, Razor Beaks, Murkwolves, or Gromp:

KRUGS: Deal 20 bonus true damage on-hit. RAZOR BEAKS: Gain +10% Cooldown Reduction plus heal for 10 health on-hit. MURKWOLVES: Gain a phantom wolf that causes every 3rd basic attack to apply on-hit effects twice. GROMP: Gain a poison effect to your basic attacks that deals 6% of your target's current health as magic damage on-hit.


4 Comments

Lord Dusteon1 votes

Some of those options are vastly superior to the others. And most of the options don't make sense for what they seem to be trying to do.

For example, for the on hits the murkwolves and gromp scale as the game goes on, but due to the nature of on hits murkwolves are vastly superior. Even then, Gromp giving the on hit effect, SUSTAINED damage champions who would buy this a % current health burn over several seconds is opposite to the entire goal of a sustained damage dealer. Over 3 seconds you do 6% current health; why take that when BotRK does 8% on hit and with Murkwolves does 8% extra on the bonus strike? Why take it to begin with, when being a sustained damage dealer means you don't want a slow, constantly weakening burn? This applies to the AP ones as well; none of them particularly want a weaker liandrys.

Also, you seem to focused on krugs: flat damage, razor beaks: cooldown reduction and healing, murkwolves: movement speed, gromp: % current health, and scuttle crab: vision. Why then do several of these break from that for a seemingly unrelated thing, such as tank's gromp does 7.5 (+.6 per level), which is sad when tanks would be the only class to actually want a %current health burn, or tank's krugs giving the only scaling benefit in all the flat boosts, or on hits murkwolves giving no movement speed?

Additionally, why do some of the effects scale (AP + ADs razor beak) and then another in the same category (on hits razorbeaks) have no scaling at all? The non scaling ones are already only useful VERY early game; no need to gimp them further.

Stacona1 votes

You will have your jungle item first, and perhaps you plan ahead and not buy blade and just kill gromp for % damage (maybe i should make it a flat value instead of a poison) and buy other items like Wit's End - i tried for a mix of scaling, utility, early game based on what you killed for the options and you plan your jungle route when you have the completed item to finish of what buff you want for the longer term at that time

Krugs, they hit hard so penetration values, true damage works like that for on-hit - also they are rocks so they are hard so tanks get tankier Razorbeaks, this may be playing from season 1 when wraiths had spell vamp to them and there are a lot of them so cooldown reduction and health sustain made sense Murkwolves, they move fast, attack quickly --- so movement speed and attack speed values made sense, swift strikes of phantom wolf attack makes sense too- yes this is a scaling factor for on-hit, aggressive for tanks, kiting for mages, attack damage offensive with attack speed and movement speed Gromp, he felt good giving scaling poison effects; a % damage sunfire aura range for tanks may be better since it makes sense for there scaling and % on-hit without the poison duration would make more sense for on-hit path

Scuttle Crab, decided to get rid of scuttle crab, the thought was vision and objective control; but it would give up one of the other cool buffs which may just discourage killing the crab for the vision and movement speed it gives when you kill it since you would not want to give up one of the other small camp buffs for vision


I tried to make all the jungle buffs on the items equal to each other to try to have them about what the player wants to kill last to keep that buff the longest before you go back into the jungle again to farm it


I also had another thought which would really make it for only smite user and jungle item holder per team per game of the buffs just being duration based instead of one at a time permanent buffs until the buff get replaced --- duration based could be cool and definitely forces the item to be jungler only, but at the same time fear it would either make junglers too strong OR have to make the buffs really weak if they stacked on to each other if they were made duration based - i tried for the items to be super weak in their stats as far as gold is concerned and make the enchantment power in the jungle side, just to make it that if a lane takes smite and jungle item that they are doing it for the objective control side of things and not for any kind of stat to gold efficiency of an item

Lord Dusteon1 votes

One last bit, but you might want to buff the tank heal on razorbeaks a bit. At 2000 health it goes to 10 heal over 5 seconds, and even at 4000 health it's only 20 health over 5 seconds. I'm not saying make it Mundo passive strong, but making the amount increased when out of combat or moving the amount to 1% over 5 (or both) would make it a feel a lot better (and not be completely unnoticed).

Stacona1 votes

1% felt a little good to me (i think mundo passive is 0.5% max health per 5) - but making it like warmogs passive may be a good idea, not as strong but 2% max health per 5 out of combat and 0.5% max health per 5 in combat may be good numbers

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