5th jungle enchantment

Vesarixx··2 votes·302 views

So I've realized something about item 3716 that might surprise a few people, which is that it isn't actually an AP item.

I know what some of you may be thinking, "but it gives 40 AP, and has a 30% AP scaling in an AOE, of course it's an AP item, it even deals magic damage". It does have AP, but it also scales with 100% bonus AD and 75% base AD(which is getting buffed next patch). So it's actually a Hybrid item, the magic damage even takes critical strike chance into account, meaning a champion that builds high crit chance and AD can build it and have better damage scaling from it than a champion that builds AP.

That doesn't mean that it isn't good on AP champions, item 3146 is a hybrid item as well, but it still gives quite a bit to pure AP champions. However, like any hybrid item, it will not be suited well to every champion, Fiddlesticks for example is better off just skipping the enchantment and building his next item right after item 3706. I like item 3716 and hope it stays in the game, but I think a lot of AP champions would be better off with an alternate jungle enchantment, so why not add one more?

I have a few suggestions of what this could be, and if you have any, feel free to leave them in the comments

Spirit Totem 50 AP 10% lifesteal and spellvamp Unique passive: Basic attacks deal 15(15% AP) bonus magic damage on hit unique passive: Drain: auto attacks and single target abilities vs champions or large monsters restore mana equal to 2-6% of the damage dealt depending on missing mana. DOT and AOE abilities restore 2% of the damage dealt as mana.

builds from item 1039 item + Spirit Gem 8% lifesteal Unique passive: Basic attacks deal 10 bonus magic damage on hit unique passive: Drain: auto attacks vs champions or large monsters restore mana equal to 2-4% depending on missing mana.

item 3508 now builds out of spirit gem + item 1038 and gains 20 magic damage on basic attacks and abilities, Dot effects can only proc bonus damage once.

Arch-Mages Aegis Builds from item 1039 item + item 3191 80 AP 60 Armor Unique Passive: stasis: Put yourself in Stasis icon stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration, but also unable to move, attack, cast spells, or use items during this time. 90 second cooldown

Mercury Orb Builds from item 1039 item + item 3010 400 health 400 mana 40 AP Unique – Valor's Reward: On leveling up, restores 150 health and 200 mana over 8 seconds. Unique -- Hunters Catch: Permanently gains +4 AP per large monster kill, stacking up to 10 times.

Foresters Trophy Builds from item 1039 item + item 3070 +250 mana +50% base mana regen Unique – Mana Charge: Grants +4 mana (max +750 mana) for each spell cast and mana expenditure. (Occurs up to 2 times every 8 seconds). Gains +1 mana every 8 seconds. Transforms into Hermits soulfire at +750 mana.

Hermits soulfire +1000 mana 50% base mana regen Unique – Insight: Gain ability power equal to 3% of your maximum mana. Unique – Mana Shield: Drains 20% of your current mana to generate an Aura for 6 seconds that deals 25 + (1 × level) magic damage and reduces enemy magic resist by 10% each second. Magic resist reduction caps at 30% (90 second cooldown).

4 Comments

3tyson1 votes

item 3108 + item 1039 80 ap and 20%cdr would be totaly usefull and not op at all what about this

Vesarixx1 votes

Figured suggesting just bringing back Magus would be too obvious, they could easily bring it back though, but I don't know if it was really accomplishing what they wanted it to for AP junglers.

50000000000000001 votes

The jungle enchantments are supposed to help the jungler's clear speed or otherwise help the jungler be stronger in the jungle. I see only 1 and 3 do that. (I think 1 is overly complicated, though)

For 4, maybe make the mana stacking faster when hitting jungle monster?

Vesarixx1 votes

2 was less about helping the clears directly and more about helping junglers reach other core items faster, since a lot of them might get Zhonias for the active effect.

4 should stack pretty fast in the jungle as is, but with tear items, they tend to be really good once stacked, so the stacking time is there as a way to balance them out in terms of power.

More from Gameplay

More by Vesarixx