New Jungle Item Ideas
Hello all. I've been reading up on some of the complaints about the current state of jungle diversity, and what seems to be the problem is that all of the things Riot is doing to nerf the stronger junglers is also nerfing the weaker junglers. To that end, the obvious solution would be to buff the weaker junglers, but instead of taking the individual approach, here are some item ideas that could help the weaker junglers as a whole. Also, tl;dr.
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The first item line is aimed to help junglers who have difficulty sustaining in the jungle.
Soulfire Stone: Hunter's Machete + Health Potion + Mana potion + 350G (Total: 820G)
+50 health +100 mana +30 Gold on Large Monster Kill
Unique Passive: Jungler - Deals 37 magic damage to monsters on hit over 2 seconds and gain 7 Health Regen and 3 Mana Regen per second in combat with monsters.
Unique Active: Soul Spark - Can only be activated while at or below 15% Health and in combat with a monster. Grants a shield that absorbs 100 incoming damage from monsters only for 4 seconds. (45 second cooldown).
This would be a basic upgrade item for junglers who have difficulty sustaining in the jungle.
Soulfire Blade: Soulfire Stone + Long Sword + Dagger + 700G (2330G)
+100 health +100 mana +30 Gold on Large Monster Kill +20 Attack Damage +15% Attack Speed
Unique Passive: Jungler - Deals 37 magic damage to monsters on hit over 2 seconds and gain 7 Health Regen and 3 Mana Regen per second in combat with monsters.
Unique Passive: Soul Spark - Can only be activated while at or below 15% Health and in combat with a monster. Grants a shield that absorbs 200 incoming damage from monsters only for 4 seconds. (45 second cooldown).
Unique Passive: Soul Blaze - Gain 2 stacks of Soul Blaze for every basic attack you land on a monster. These stacks last for 2 seconds. While at or below 20% health, gain health on-hit equal to the number of Soul Blaze stacks you have.
Unique Active: Soul Blast - After 1 second, applies a 20% slow that decays over 1 second. The slow intensity and duration are increased by 1% for every 1% of your missing health (150 second cooldown).
The passives from Soulfire Stone have been upgraded slightly, Soul Spark is now a passive, and a new unique active has been added. This would allow champions that are lacking in CC an opportunity to gank every once in a while with the slow. It would also help them defend themselves when being invaded while clearing a buff. A new unique passive has been added, Soul Blaze, which will help junglers who are having difficulty sustaining.
Soulfire Tome: Soulfire Stone + Fiendish Codex + 600G (2240G)
+50 health +200 mana +30 Ability Power +15% Cooldown Reduction
Unique Passive: Jungler - Deals 37 magic damage to monsters on hit over 2 seconds and gain 7 Health Regen and 3 Mana Regen per second in combat with monsters.
Unique Passive: Soul Spark - Can only be activated while at or below 15% Health and in combat with a monster. Grants a shield that absorbs 200 incoming damage from monsters only for 4 seconds. (45 second cooldown).
Unique Passive: Soul Blaze - Gain 6 stacks of Soul Blaze for every spell you land on a monster. These stacks last for 5 seconds. While at or below 20% health, gain health on each spell hit equal to the number of Soul Blaze stacks you have.
Unique Active: Soul Blast - After 1 second, applies a 20% slow that decays over 1 second. The slow intensity and duration are increased by 1% for every 1% of your missing health (150 second cooldown).
The same as Soulfire Blade with a few changes. The bonus health has been reduced to that of a Soulfire Stone while the bonus mana has been doubled, and Soul Blaze now procs on spell hit.
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And now a new item line for junglers who aren't as concerned with sustain as much as clear speed:
Juggernaut's Armor: Hunter's Machete + Ruby Crystal + 150G (850G)
+250 Health
Unique Passive: Jungler - Deals 45 magic damage to monsters on hit over 2 seconds and gain 7 Health Regen and 3 Mana Regen per second in combat with monsters.
Unique Passive: Juggernaut's Wrath - Deals magic damage equal to 1.5% of your maximum health on-hit to monsters.
Unique Active: Haste - Can only be activated within 3 seconds of taking damage from a monster. Gain 20% movement speed that decays over 3 seconds (30 second cooldown).
The unique passive provides 3.75 magic damage with 250 maximum health. This will help junglers who build lots of health clear the jungle camps faster. The unique active helps transition between camps.
Juggernaut's Thorned Armor Juggernaut's Armor + Cloth Armor + Null Magic Mantle + 500G (2150G)
+300 Health
Unique Passive: Jungler - Deals 45 magic damage to monsters on hit over 2 seconds and gain 7 Health Regen and 3 Mana Regen per second in combat with monsters.
Unique Passive: Juggernaut's Wrath - Deals magic damage equal to 1.5% of your maximum health on-hit to monsters.
Unique Passive: Juggernaut - When hit by a monster, deals magic damage equal to 5% of your armor and 5% to your health to that monster.
Unique Active: Haste - Can only be activated within 3 seconds of taking damage from a monster. Gain 20% movement speed that decays over 3 seconds (30 second cooldown).
The new unique passive helps junglers who build lots of armor and magic resist clear faster.
Juggernaut's Armor MKII Juggernaut's Armor + Giant's Belt + 300G (2150G)
+700 Health
Unique Passive: Jungler - Deals 45 magic damage to monsters on hit over 2 seconds and gain 7 Health Regen and 3 Mana Regen per second in combat with monsters.
Unique Passive: Juggernaut's Wrath - Deals magic damage equal to 3% of your maximum health on-hit to monsters.
Unique Active: Haste - Can only be activated within 3 seconds of taking damage from a monster. Gain 20% movement speed that decays over 3 seconds (30 second cooldown).
The same item as the Juggernaut Armor, only with more health and a stronger unique active (21 damage at 700 health)
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These items are some that i just thought up over the past few hours. I tried to keep the costs of the items in line with the cost of the current jungle items. Of course, these items don't address ALL of the issues preventing jungle diversity, but the definitely give some champions those two or three thing(s) preventing them from meeting the minimum requirements of a jungler. Feel free to critique as this is purely speculative unless my ideas are just that amazing that they need to go to the PBE ASAP. ;)