10 reasons why Tanky junglers are handicapped
Here is my 10 reason why I refuse to play tanky junglers upcoming season .
- 5 pots to 2 pots while sustain junglers don't really care to begin with
Example .
Warwick/Xin/Fiddle 5 pots- I don't care . 2 pots - I don't care .
Rammus/Sejuani/Zac 5 pots - I need every one of these . 2 pots - I have 50% of my hp at level 3 and i got no pots left .
Do you see where i am going with this? You basically made a clear handicap tier with like 30 champions .
- Gold Deficit
Both AD and AS jungle items significantly boost your jungle clear resulting in faster ganks and more gold income . By picking Tanky item you decide to be passive and by loosing gold you fall behind in defensive stats .
- Tanky jungle item = weak ganks and weaker 1 vs 1
You pay the same gold to play your role as the other guy but you less efficient with that gold . If you in 3 vs 2 situation than tanky stats do not mean anything . 500 HP is nothing to tower without armor which you won't have that early in game .
- Warmogs is terrible now
From my experience the best way to be tanky is to have perfect ratio of all stats depending on enemy . Regardless of AP or AD damage it is always good idea to have both hp and resistances at the same time .
The old Warmogs passive kind of justified the cost but now but it still was 5th or 6th item for me . Warmogs gives 800 hp and useless passive . AD carries do over 800 damage with crit . Building this item will put you behind in magic resist and armor therefor leaving you very vulnarable .
As it stands Warmogs is very expensive and does nothing else but 2 more seconds to live .
- Tanky junglers even less save early game
With only 2 pots tanky junglers are more vulnerable in jungle than ever as if it wasn't bad already .
Whats worse than getting ganked at red with 100% hp? How about getting ganked at red with 60% hp .
- Tenacity is a brawler stat .
Tenacity is very good on brawler champions who need to stick to the target to do damage . Most tanky champions are utility casters and don't build damage items anyway . You not doing anything else while your abilities on cooldown so paying for tenacity sucks .
- Weak 1 vs 1
500 HP doesn't make you a threat it just lets you live 3 seconds longer before you die . Hp without resistances doesn't mean anything so its a stupid waste of gold .
You had it right with 20 armor and wtf happened .
- Default speed
Movement speed is the best base stat to have on a jungler .
Utility skills =Slow . If this logic was consistent in this game it would be ok but its not consistent .
Nautilus 325. Competitive jungle is about map control and objectives . You wonder why Nautilus and other similar champions are not tier 1 .
There is no reason to have up to 25 speed gap between champions
- Mana cost on some tanky champions
Auto attack champions generally have lower manacost and less reliant on skills .
That Mana regen from jungle item doesn't regenerate enough use 100 to 120 mana per skill on champions who need to spam them .
- Bonus Gold based on Large monsters kills .
Every champion is different and has different clear speed . There is no longer cooldown on this effect so someone with DPS is much more efficient at getting gold by doing the same thing you do .
You killing me Riot . Stop doing drastic changes because you just making more problems than solving .
Then there are some split pushing junglers
and of Course the gankers
You want a tanky jungler that ganks pretty well?
You want a tanky jungler with good clears too?
or 
