AP jungle itemization is in a weird spot. Aside from the fact that most of its bonuses require constant autoattacks to activate, it also has mana sustain tuned towards champions who can deal significant damage either via autoattacks or some other persistent effect (e.g.
), and so doesn't really work well on spell-dependent champions. When I go jungle
, I sidestep jungle items completely and usually start out with a
instead, and potentially awesome junglers (
, perhaps even
with the Gromp buff) can't jungle at all due to how their heavy dependence on spells causes them to run out of mana completely after doing only a couple of camps (and even then, their spells might not even be strong enough to ensure a first clear at all).
At some point I think Riot needs to focus on mage junglers in the same way they did for tanks, and look for ways to create a more mage-friendly jungle. Lots of jungle effects are on-hit when they could be a bit more flexible (having the Krugs buff activate upon using a single-target spell doesn't sound like it would break things), as is
, which needs adjusting anyways. I also think
needs the Cinderhulk treatment: right now, it's just an assortment of stats that are there to make the item worth purchasing, without really enhancing a mage's playstyle other than by contributing raw power, and I think it could be turned into something more unique and interesting. On top of this, I think it might also be worth making some mage-friendly adjustments to
, which isn't a good starting item for a lot of potential AP junglers: one possible change could be to have single-target spells trigger the effect, and another would be to add an AP scaling to the DoT, which would give mages the persistent damage they desperately need to clear camps that have become tougher since the previous seasons, and therefore a lot more resistant to burst. Another advantage to the AP scaling is that it would leave the other archetypes completely unaffected, and so would buff mages and only mages.