Item idea for on-hit junglers

SlashStriker··1 votes·1,049 views

item 1419 Enchantment Thunder = item 3715 + item 2015 Kircheis shard + item 1042 dagger 50% attack speed unique: basic attacks does 20 (+20% attack speed) bonus magic damage on hit (based on your level) unique: moving or attacking grands charges. At 100 charges next basic attack releases a lighting which does 100% attack speed as bonus magic damage up to 5 enemies in a chain


This item concept is for on-hit champions that allow them to make some impact early game while allow them to scale late game. It's damage benefits from attack speed so items like Wits End, Rageblade, Triforce and many more attack speed item will be great for the item and on-hit based junglers

The issue is that current Bloodrazor is pretty bad early game because the damage at this point does not exists and Warrior is an example that outclasses it. Because of the lack of damage on-hit junglers are forced to stay in the jungle and farm rather than applying pressure to the enemy lane opponents. For 10 minutes you can lose a laner therefor farming the jungle becomes far harder and sometimes impossible.

8 Comments

TL Carnage1 votes

Because triforce rageblade junglers aren't r%%%%%ed enough already?

Ralanr1 votes

Shouldn’t on hit champions be weak early to make up for late game full build impact?

SlashStriker1 votes

{quoted}

Shouldn’t on hit champions be weak early to make up for late game full build impact?

why? How is it justified losing 3 lanes to khazix at 15 minutes mark?

Ralanr2 votes

Because Kha’zix is an assassin that does his best when he’s fighting targets without back up and he’s an assassin, assassins are generally strong early due to lack of items present on others.

While on hit champions are much more reliant on items to scale hard and thus end up power farming to get to where they go. They give up their early to scale.

SlashStriker1 votes

{quoted}

Because Kha’zix is an assassin that does his best when he’s fighting targets without back up and he’s an assassin, assassins are generally strong early due to lack of items present on others.

While on hit champions are much more reliant on items to scale hard and thus end up power farming to get to where they go. They give up their early to scale.

do you even realize how stupid it sound to lose 3 lanes in 15 minutes mark? Also a champions like Khazix are viable from early to late game. I dunno a point in the game where he does bad and you are saying on-hit junglers should be good only lategame.

Ralanr1 votes

Kha’zix is only viable late if A) he got really fucking fed and keeps steamrolling people or B) if people keep separating and/or not peeling.

If Kha’zix is consistently taking three lanes by 15 minutes, then he needs to be nerfed rather than boosting everyone to his level. At least a late game Kha’zix won’t burst a tank, whereas an on hit champion will destroy durable and squishy champions with little difference. That’s why they only work on late game builds. Giving them strength early doesn’t really give them a weakness.

SlashStriker1 votes

So in your opinion balance is not to have jungler early game at all? This is not how it suppose to be at all especially in team based game like the league.

I am not talking about boosting everyone to his level. I am talking about allowing on-hit junglers to do something early game. Not everyone on-hit jungler wish to stay in the jungle for 15 minutes farming while the opposing jungler keep camping your teammates. When your teammates get hard camped you pretty much lost the game.

It is not because khaZix ridiculous. It's because on-hit junglers spend too much time AFK farming not being encouraged to do something else where and with item like Bloodrazor is pretty much impossible to help your temmates. Securing drakes doesn't help either cause enemy team already have huge gold lead therefor have way better items than your team which pretty much means the game is lost for your team.

Ralanr1 votes

Why does a jungler need an early game? Many roles have champions with weak earlies that have good late games, that’s how hypercarries generally work. Since most if not all on hit junglers are hypercarries of some kind, then they should be bound by the same rules: Weak early, strong late.

The very fact that on hit junglers spend too much time farming is the sacrifice they make for their late game. Your complaint about how they’re too weak compared to early game junglers is more a result of the meta favoring early game junglers more than power farmers.

Though, I would like to know what the intended weakness of an on hit jungler is supposed to be if it’s not a weak early.

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