Enchantments Jungle

Stacona··1 votes·368 views

Okay so with Cinderhulk (I guess Devour is in this category too) being for late game investment items then perhaps Warrior and Magus enchantments can be more unique and also be items for more late game investment power to be on par with Cinderhulk (and Devourer, but a very tiny amount of champions can use this enchantment).


Warrior Enchantment: Recipe: Tier 2 Machete (850g) + Pickaxe (875g) + 525g = 2250g

Statistics: +30 Attack Damage +Passive: Increase bonus Attack Damage by 25%.

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

Statistics: +50 Ability Power +10% Cooldown Reduction +UNIQUE Passive - Death Magic: Increase Ability Power by 25%.

Rabadon's Deathcap's UNIQUE Passive will also be named to Death Magic so that these items cannot stack, but the greater passive takes priority which is Deathcap's being at 30% Ability Power rather than 25%


First off the Warrior passive is only BONUS Attack Damage and not TOTAL; so the passive is only effective if you build AD items. The reason to why Magus has CDR and Warrior does not is because Attack Damage is more effective than Ability Power despite % values favouring Ability Power over Bonus Attack Damage, the fact that Attack Damage can be on spells and basic attacks out weighs this strength that Ability Power would have so to equalize the items Magus gets CDR while Warrior does not; plus it would be cool to see more mage junglers. Overall having the enchantments being late game based rather than early game based makes it for other champions can get power from the jungle rather than the Lee Sins and Lee Sins.

Enjoy the ideas! ~ Stacona

4 Comments

Erockandroll3 votes

You got a lot of energy buddy, but this actually defeats the purpose of having Early and late game Junglers.

One of the reasons why CinderHulk was changed to have the flame passive, was that to increase tanks clear speed. You could argue that all other enchantments increased your clear speed via, damage, AS, AP, but Juggernaut did not, unless you had damage scaling with health, (these are usually minimal.) The % HP was made to contrast the early game aggression from 40 whopping AD +10 Armor pen. with late game scaling.

I can't actually say much about the Magus enchantment, mostly because their are too few AP Junglers.

Lord Dusteon2 votes

...How do either of these enchantments help, and why do we need ALL the enchantments to be lategame focused?

For the AD one, what is keeping me from taking smite as my 2nd summoner spell now since 25% bonus AD increase is HUGE on champions that already have self steroids, such as Riven or Zed. Why does this enchantment that currently focuses on great early game damage need to be shifted entirely to lategame AD? Does this actually benefit most junglers (Why would basically every non assassin jungler ever want this? Current Warrior provides a great mix of damage and does not require building pure AD for it to remain effective)?

For the AP, why do we need a jungle death cap? Why is is also losing AP and CDR from live? How do you think this will actually solve mage jungler's issues (which is requiring mana to clear AND mana to gank, and their item providing no mana or mana regen)?

Stacona1 votes

well right now there is late game damage dealer jungler only tanks which are late game or early game pressure like lee sin - so the overall goal was to grant an opening to new junglers because champions like lee sin will always be relevant so might as well cater to more later game champions to make them viable for the jungle on top of early game power houses and tanks; basically open up more variety in the jungle --- at least you granted feedback and i will go back to the drawing board

i am fine if people want to take smite for the jungler items

ModAcademy Kayn1 votes

Zed jungle would have 50% extra ad. No plz.

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