Tank Jungle Itemization
Alright, so I'm a little new to posting to forums, but am a long time player of league, and I've mained jungle since season 2, and I'd like to bring up a concept for a pure tank jungle item. Pure tanks in the jungle usually suffer due to a lack of clear speed (Particularly
and
come to mind), and in my experience, tend to be very blue dependent to be able to use
to be able to heal through damage given to them, as spirit stones healing and mana gain scales up with damage. My opinion on this is that this is fundamentally flawed. Why? Because tanks are there to TANK. To throw out CC's and soak damage from the rest of the team, not to throw down tons of damage. My proposed mechanic utilizes damage done to the jungler by a monster camp to deal return damage (Which isnt as weak as the bleeding passive in the defensive tree). This item would essentially replace
in terms of tank items for jungles, while Golem would remain as a more bruiser centric item.
The item would give a large amount of health, and build out of a spirit stone and a giants belt. Once built, the spirit stone passive would transition to a damage return passive- healing the jungler for a % of the damage taken, and returning an amount of mana equal to the damage taken, then dealing the two combined back to the camp. In both cases, the damage % would be calculated before reduction, similar to rammus's defensive ball curl. Conservation could remain on this item, as it does push the user towards ganking rather then staying in the jungle.
I would also love to see scaling similar to feral flare on this item- when it reached a certain # of stacks (Generated from taking towers, assists, Dragon/Baron, and large monster mobs), the passive health recovery would become a % of the junglers maximum health (very low %), the mana recovery would become a % of the junglers max mana (Giving items such as frozen heart more power in the jungle), and dealing return damage based on the two combined. This should seriously not stack with thornmail, because that would probably just become too good. This items passive will not work on minions, or if it did, then it would operate at a reduced effect.
The entire idea of this item is for the tank to feel tanky in the jungle, and then act like a tank all game, instead of trying to get some kind of early damage for clear speed. Additionally, the stack idea is very, very objective focused, instead of wriggles farm farm farm mentality, encouraging early plays to get stacks as soon as the item is obtained.
Another idea regarding jungle itemization would be a health+mana restore when cc'ing a jungle monster, which could deal extra damage to the monster. This is in the same mentality of making a tank in the jungle really feel like a tank instead of a crawling slug moving from camp to camp.
A LOT of jungling in league right now is very early plays, and a lot of tank jungles cant keep up with that. I feel as though some item changes, or even new items, could really help put the tanks back in the jungle, and have them on par with champions such as
and
. Personally, I would love to see changes which allowed very cc oriented champions back into the jungle without having to transition from damage in the early game, to tank in the late game.
Thank you for reading, and I would love to hear some thoughts back on this matter.