Mage Jungling Concept

Stacona··2 votes·560 views

First thing to clear up this will be completely separated from the current jungle items and Magus enchant. The reason for a dedicated path for jungle mages is to open up more mage jungles outside of the few that can [Karthus, Fiddlesticks, Elise, Nidalee] and the item can be directly controlled for balancing purposes this way as well; but pretty much this opens up more jungler diversity especially for a class of champions that have been very few and near non-existent within the jungle because creating mage junglers will be super cool and fun and open up brand new metas in the mix.


Smite is required to purchase these items just like Machete

Hunting Staff: Recipe: 400g

Statistics: +15 Gold per large monster execute Passive: Spell damage and magic damage against monsters restore 4% as Health and 3% as Mana based on damage dealt. Passive: Magic damage against monsters is increased by 15%. Passive: Spells that damage monsters reduce its own cooldown by 4 seconds one time, but cannot exceed more than 40% of the spell's original cooldown in this way.


Hunting Fire Magic: [Orange Smite] Recipe: Hunting Staff (400g) + 450g = 850g

Statistics: +30 Gold per large monster execute Passive: Spell damage and magic damage against monsters restore 7% as Health and 5% as Mana based on damage dealt. Passive: Magic damage against monsters is increased by 25%. Passive: Spells that damage monsters reduce its own cooldown by 4 seconds one time, but cannot exceed more than 40% of the spell's original cooldown in this way. Passive: Smite applies a debuff to struck enemy champions for 5 seconds causing magic damage spells against the champion to deal 66(+13 per champion level) true damage over 3 seconds.

Hunting Lightning Magic: [Green Smite] Recipe: Hunting Staff (400g) + 450g = 850g

Statistics: +30 Gold per large monster execute Passive: Spell damage and magic damage against monsters restore 7% as Health and 5% as Mana based on damage dealt. Passive: Magic damage against monsters is increased by 25%. Passive: Spells that damage monsters reduce its own cooldown by 4 seconds one time, but cannot exceed more than 40% of the spell's original cooldown in this way. Passive: Smite against minions or large monsters will damage its target and half the damage in a small area around it while also stunning all struck minions and monsters for 3.5 seconds.

Hunting Ice Magic: [Black Smite] Recipe: Hunting Staff (400g) + 450g = 850g

Statistics: +30 Gold per large monster execute Passive: Spell damage and magic damage against monsters restore 7% as Health and 5% as Mana based on damage dealt. Passive: Magic damage against monsters is increased by 25%. Passive: Spells that damage monsters reduce its own cooldown by 4 seconds one time, but cannot exceed more than 40% of the spell's original cooldown in this way. Passive: Smite can slow struck enemy champions by 50% for 2 seconds.


Enchantment: Helping Magic: Recipe: Tier 2 Hunting Staff (850g) + Chalice of Harmony (900g) + Amplifying Tome (435g) + 65g = 2250g

Statistics: +40 Ability Power +10% Cooldown Reduction +25 Magic Resist +100% base Mana Regen +UNIQUE Passive - Mana Font: Restore 2% missing Mana every 5 seconds. +Passive: Shields and heals on ally champions and yourself are increased by 20% that only you provide.

Enchantment: Destructive Magic: Recipe: Tier 2 Hunting Staff (850g) + Blasting Wand (860g) + Amplifying Tome (435g) + 105g = 2250g

Statistics: +90 Ability Power +Passive: Magic damage spells desecrate struck units to deal 6% of their maximum health as magic damage over 4 seconds (maximum 100 magic damage per second against monsters).

Enchantment: Magus Recipe Tier 2 Hunting Staff OR Tier 2 Machete (850g) + Fiendish Codex (820g) + 580g = 2250g

Statistics: +80 Ability Power +20% Cooldown Reduction


Smiting Krugs [the rocks]: Now additionally 1st and 5th spells stun struck monsters and minions alongside basic attacks, the counter will be shared however for no double stunning.


Enjoy the ideas! ~ Stacona

9 Comments

D2Vincent2 votes

This seems like an awesome idea, Yo Rito, pls make this so I can properly go JG Karthus lol :)

Stacona1 votes

I was thinking more diverse like Zyra, Brand, Malzahar, etc being added to the pool - as long as making the current mages that can jungle more favour-able on top of expanding a mage jungle pool AD jungles and tanks got shown love in the jungle - so i think mages should get jungle love too

Stacona1 votes

Okay I changed a passive, so no more free stuns to monsters but now 4 seconds cooldown reduction capped at 40% cooldown reduction when you deal damage to monsters with that spell and only that spells has its cooldown reduced. So if you have a natural 40% cooldown reduction this passive does not do anything; this effect is entirely to help more mages jungle by helping their jungle DPS in the super early game and first clear. The entire point to this concept remember is to create a large and deep pool of jungling mages.

Stacona1 votes

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