A
-like enchantment would definitely make a lot of sense, since the effect is based on movement and spell casts, and AP junglers are always going to roam and cast a lot of spells. I also think Luden's in its current state needs to change a little: it's really good for waveclear and poke, but is often picked by bursty AP champions, especially assassins, who just want to pile more raw burst onto their damage rotation. I think it would be better if Luden's didn't deal any bonus damage to the main target, but instead dealt a lot more damage to secondary targets to cement its role as a waveclearing item.
As for an AP jungle enchantment, I feel a reverse-Luden's might work, where instead of providing a ton of damage upfront, you'd "charge up" against a single target and deal bonus damage to them once you reach a certain amount of charges, which would especially reward landing combos against your opponents. Here's a quick brainstorm of the idea:
Enchantment - Leyblade:
Recipe:
+
+ 145g
- 50 AP
- 20% CDR
UNIQUE PASSIVE - ECHO (Doesn't stack with Luden's Echo's passive): Hitting an enemy with a spell or basic attack charges them for 5 seconds. Each instance applies 20 charges, and moving adds up to 40 additional charges (doubled to 80 against monsters), consumed on the next hit (so applying 60 charges against minions and champions, and 100 charges against monsters). At 100 charges, they consume themselves to deal 15% (+ 2% per 100 AP) of the target's maximum health as magic damage, capped at 50 (+ 25 per level) against monsters.
The idea here would be to have an enchantment that, at its core, would really help AP junglers clear (hence the doubled charge generation against monsters and max health damage to deal with tough camps), and outside of the jungle would also allow them to lay down powerful extra damage while ganking, though that damage wouldn't be free burst even if it would be made significantly easier when entering combat. The max health damage would allow the damage to also be relatively target-agnostic: a jungler with this enchant wouldn't be able to insta-pop squishies with raw damage, one of the issues preventing Runeglaive from being too powerful, but would be able to deal better with tankier opponents as well as jungle camps and epic monsters. The enchantment would work with basic attacks as well as individual instances of spell damage, which would not only benefit the current roster of
-loving champions (e.g.
,
,
, etc.), but would also help really spammy casters like
,
, potentially even
, as well as cater to DoT-based champions like
and
(maybe
?), who'd be able to charge up on each instance of DoT-based damage. I didn't give this a mana restore, partially because the enchant would likely help well enough with clearing and ganking on its own, but also because I think that's an issue that should be solved at the level of
, which has a mana restoration effect that's inadequate on many AP champions, and not really later.