Jungle item change suggestions

Vesarixx··4 votes·392 views

Just putting out a few suggestions that could potentially increase jungle diversity. The first 2 are based on some recent videos on the state of the jungle made by Stonewall008 and Foxdrop.

Note: I'm just including the relevant changes of the items, any item stats not listed remain the same.

item 1039 +15 gold and 6% XP on large monster kill Jungler - Deal 20(+20% AP) magic damage on hit to monsters over 3 seconds and gain 2%(+1% for every 5% missing health) health and mana per 5 seconds while in combat with monsters. Monsters who attack you bleed for 3% of your maximum health over 3 seconds (maximum 150 damage), Cannot deal lethal damage. Attacking jungle monsters doubles their number of soft resets.

item 3715 item 3713 item 3706 item 3711 +30 gold and 6% XP on large monster kill Jungler - Deal 30(+25% AP) magic damage on hit to monsters over 2 seconds and gain 4%(+2% for every 5% missing health) health and mana per 5 second while in combat with monsters. Monsters who attack you bleed for 5% of your maximum health over 3 seconds (maximum 150 damage), Cannot deal lethal damage. Attacking jungle monsters doubles their number of soft resets.

item 3711 New: Active - Madred's eye - places a visible 1 health vision ward with a range of 350 that lasts for 15 seconds and does not count towards warding limit. 90 second cooldown.

item 3713 New: Active - Wriggle's Beacon - sends out a beacon in a line that reveals the surrounding area for 3 seconds upon landing, 1100 range. 90 second cooldown.

item 3706 New: Active - Hunter's Ward: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown - 600 range).

item 3715 New: Active - Brush Knife - Line skill shot, throws a knife that deals physical damage to the first enemy or neutral unit hit equal to your total AD, healing for 20% of the damage dealt. 90 second cooldown.

summoner 11 Starts with 2 charges at the beginning of the game

10 Comments

Stacona1 votes

No- to create diversity make Spirit Stone, Quill Coat, and Madred's Razors as the jungle item options (only one jungle item at a time) and then can be stat enchanted later so that you may pick the jungle item that aids your champion the most and get the stats that you want-- more diversity is just make smite a combination of blue and purple smite - purple smite effect when used on minions/monsters and blue smite effect when used on champions - this will actually create more options and strategy on how you want to use smite rather than pigeon holding yourself into one choice

Vesarixx2 votes

Combining blue and purple smite would kind of leave red outclassed, and white smite would be even worse off, quill coat is meant to just offer more options to tanks when clearing early. Also having blue and purple smite combined would be a buff to the top junglers as well.

Stacona1 votes

no- it be Smite just does those things, forget the whole buy your smite sht, everyone just goes blue or purple anyways-- enhanced smite would be you have to have machete item tier for it

IwfiKe3qjM1 votes

So If I guess right it's like...

Spirit Stone--->Warrior/Magus--->Smite Option

Quill Coat--->Juggernaut--->Smite Option

Madred Razors--->Devourer--->Smite Option

maybe it's a good idea but...

Machete now have problem because the passive now only work with Quill Coat... (Health/Mana regen against monsters)

except they remove Machete and made those three items like STARTING Support Items... (or totally reduce Machete price and remove all Machete passive except bonus damage against monster and bonus gold)

Stacona1 votes

except that you can get any of the 4 enchants on your jungle item that you chose- so you choose for your jungle clear that caters to your play style and champion and then the stats that you want--- what machete does is irrelevant, it will just change to those effects based on what you buy, all stats are jungle only stats- enchantments are combat stats

IwfiKe3qjM1 votes

So maybe what you mean the jungle items going back like Season 4 with some reworked passive (new passive like blue or purple smite) and maybe some stat changes (like Enchantment stats) if I get it right???

Stacona1 votes

Take the season 4 jungle items, and the season 5 stat enchantments - and any of the three paths of jungle items enhances your smite, which all three paths can buy the same stats

Erockandroll1 votes

I'm going to say this right now. The Jungler passive is fine. It's transparent, and it does what it is suppose to be doing.

Poacher's knife and Skirmisher's saber, are far outclassed by the other two items. Though I fear that they may be on a knife's edge and would be pushed over the top if buffed.

My question is the Juggernaut Enhancement. Is it doing enough for Tank Jungler's later in the game? I would probably say no. I feel like their is something that could be done to make Tank junglers more threatening once they have their Jungle enhancement.

Vesarixx1 votes

Part of the problem for tanks is getting to the juggernaut enchantment, the jungler passive does a lot better at what it's supposed to for AD bruisers, AP and tanks kind or get left behind, especially on early clears, and counter jungling hurts them even more than it did before, making the passive magic damage scale partially with AP should help AA based AP junglers like Diana without effecting the ones that already work, like fiddlesticks.

IwfiKe3qjM1 votes

After come back and forth in this forum and also researching the jungle item from this season and last season... I conclude that MAGE (not all AP are Mage, they could be Assassin and Bruiser too) is hurt more than Tank and Bruiser also Assassin... and Tank is hurt more than Bruiser... like on Tier is mostly Bruiser/Assassin>Tank>Mage

Jungler passive from S4:

Elder Lizard+Wraith: Deal % more damage against monsters and restore Health and Mana based from damage dealt (IDK only AA or spells included since I never build those two items)

SotAG: Health and Mana regen like current passive jungler, and monsters must attack you to be bleed (not far from current jungler, just the regen and monster bleed seems weaker today)

Feral: AA against monsters deals bonus damage and restore Health (not far from current jungler)

and I miss % Bonus Health from SotAG... (maybe that is the reason the Tank jungler weaker now... as other Health items purchased after jungler item couldn't grant more Bonus Health anymore)

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