Sterak's Gage buildpath + possible alternate AS-based jungle item.

Reaper Review··1 votes·402 views

Another idea I'm not sure about, but whatever. I just like theorycrafting.


Primal Claw

Long Sword (360) + Dagger (450) + 390 = 1200

+20% Attack Speed (600)

Unique Passive - Force: +25% Base Attack Damage (360 - 1332)

Stat/Gold Efficiency: 80% - 161% based on Level


Sterak's Gage

Primal Claw (1200) + Giant's Belt (1000) + 600 = 2800

+500 Health (1350) +20% Attack Speed (600)

Unique Passive - Force: +25% Base Attack Damage (360 - 1332)

Unique Passive: Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, you gain Primal Rage for 8 seconds (45 second cooldown).

Primal Rage - Gains increased Size, +25% additional Base Attack Damage, +20% additional Attack Speed, and a shield equal to 30% of your Maximum Health that rapidly decays over the duration.

Efficiency: 83% - 117% based on Level, before the passive effect(s)


Enchantment - Ravager

Primal Claw (1200) + Jungle Item (850) + 200 = 2250

+25% Base Attack Speed +40% Attack Speed (1200) +30 Bonus Gold per Large Monster Kill

Unique Passive - Force: +25% Base Attack Damage (360 - 1332)

Passive: Basic attacks deal bonus Magic Damage on-hit equal to 50% of your Base Attack Damage.

Efficiency: ?

2 Comments

Reaper Review1 votes

Fixed a few numbers.

Just for some examples on that Ravager enchant's damage:

Level 5 Xin Zhao: 68 base AD, 85 with the Ravager bonus, ~43 bonus on-hit magic damage Level 6 Yi: 72 base AD, 90 with Ravager bonus, 45 bonus on-hit magic damage Level 18 Warwick: 120 base AD, 150 with Ravager bonus, 75 bonus on-hit magic damage

The damage around the point where you'll likely get the enchant seems to be only very slightly higher than that of Wit's End. Without that annoying to try and balance double-on-hits Sated nonsense.

Reaper Review1 votes

Added a "% Base Attack Speed" stat to the Ravager enchant. Normally, all Attack Speed gained from anything, including per level, is considered bonus Attack Speed, and is calculated using your base AS. Increasing BASE AS, however, increases the effectiveness of all OTHER sources of AS. Giving the enchant the same "the other stats you're building make it scale better" effect.

Of course, I'm still not sure if it's actually balanced. But then, I guess it wouldn't be an AS-based jungle item if it wasn't difficult to balance, if history is any indication.

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