Warrior is the only pure stat stick Enchant Left. Let's bring back Elder Lizard! (sorta)
So what made Lizard good? It applied a DoT that allowed every Physical Damage oriented champion to clear at relatively the same faster speed, much like Cinderhulk and Runeglaive do now, and provided a way to deal with Armor stackers without just outright giving you Penetration.
It also gave Health and Mana back by clearing, but that was far too powerful and made the top percentage of AD Junglers better than literally everyone else.
Amping up the DoT and removing the sustain would allow us to bring this item back.
Enchant: Dragon Hunter (for best results use
Dragon Slayer skins)
Builds out of Wyvern’s Bane http://i.imgur.com/MRz5STD.png + 300g
http://i.imgur.com/MRz5STD.png gives 30 AD, builds out of 2 Longswords and costs 1100g
WB passively deals 2.5%+1.25%*Level AD True Damage over 4 seconds upon dealing Physical Damage. This amount is doubled against Monsters and cannot stack but will refresh.
Dragon Hunter gives 50 AD
DH passively deals 5%+2.5%*Level AD True Damage over 4 seconds upon dealing Physical Damage. This amount is doubled against Monsters and cannot stack but will refresh.
procs.
is a significant improvement over its predecessor, which was a stat stick, and still catered to all tanks while being really strong. I personally dislike stat sticks because they don't expand on gameplay in any way: becoming statistically more powerful is something already innate to all itemization, and specializing in high-end items should also allow you to tailor and refine your power towards specific goals (e.g. choosing between Cinderhulk or
as
for better AoE damage and tankiness or better on-hit synergy).
needs to expand into something more interesting, I'm not sure if Spirit of the Elder Lizard's old passive is the way to go. So far, the new souped-up enchantments have been implemented to address the issues with the classes who picked those items (tanks cleared too slowly and didn't feel tanky enough, mages have serious mana and clear problems, autoattackers on live don't have a clear endgame fantasy and don't transition well from farming the jungle to contributing more widely to the game), and I think it would be worth doing the same for Warrior. Imo, the big issue with both Warrior and most AD junglers (namely bruiser and assassin junglers) is that their power curve is heavily lopsided: champions like
and
are brutal in the early game, and Warrior's flat penetration just exacerbates that by adding another heavy early power spike, yet both those champions and the enchantment fall off heavily later in the game. It would be nice to have an AD enchantment that still encourages an aggressive playstyle, but that also shifts some of that power later on, so that assassin- and caster-type AD champions would still be encouraged to actively seek out champions to kill or expose for their team.