An idea for spirit of the ancient golem; Bringing tank/supp junglers back in the game.

Tortunga·6/1/2014, 12:44:41 AM·4 votes·1,450 views

Hello,

Everyone knowes supp/tank junglers need some love; They are underplayed, with low winratio and have some mayor problems mainly in the early game. They are amazing late game with close to a full build but getting there is often a nightmare for them. The main problems supp/tank junglers have are:

  • Low clearing speed (mainly the wight and the golems)
  • Low ganking potential (lacking the damage to secure a kill before the often slippery laner gets away)
  • vulnerable to counter jungling (they won't die but they can't get the enemy jungler out of your jungle)
  • Mana issues (is more champion specific but a lot of supp/tank junglers have this problem).

All of these problems (except the mana one) can be narrowed down to one aspect; The damage of there abilities is to low. This is a well known problem and many suggestions to improve the damage of the tank item has been made. The most common one is adding a damage aspect which scales from defensive stats. The problem with this is if it isn't implanted right it could be a buff to a lot of champions it wasn't ment for.

And this is the place my idea jumps in. If you make a list with every jungler that might want to build spirit of the acient golem and the amount of cc-abilities+slows they got you will find out that most popular junglers only have 1 cc or slow ability, champions that could use a slight buff got 2 and that the junglers that could use some larger buffs have 3 or more:

Most popular junglers

  • 1 Eve: Slow on ult (Get's a lot from the AD-item)
  • 1 Elise: Stun on cocoon
  • 1 Pantheon: a stun (Get's a lot from the AD-item)
  • 1 Wukong: Knockup on his ult (Get's a lot from the AD-item)
  • 2 Lee-sin: A slow and a knock-up on his ult (Get's a lot from the AD-item)
  • 1 Kha: A slow (Get's a lot from the AD-item)
  • 1 Jax: A stun (Get's a lot from the AD-item or feral flare)

Junglers that could use a slight buff

  • 2 Vi: small knock up on Q and ult (often gets the AD item)
  • 2 Voly: Knock-up on his throw and a slow
  • 2 Jarven: A knock-up and a slow (often gets the AD item)
  • 2 Rammus: A knock-up and a taunt
  • 2 Malphite: A slow and a knock-up on his ult
  • 2 Hecarim: A knock-back on his charge and a fear on his ult.
  • 2 Amumu: A stun on his q and a stun on his ulty (often gets the AP item)
  • 2 Nunu: A slow on his E and a slow on his ult

The junglers that requires more then a slight buff.

  • 3 Maokai: Slow and knock-back on his Q and a root (they are all no ult)
  • 3 Sejuani: A knock-up on her charge, a slow and an ult stun (needs the least help of these three).
  • 5 Nautilus: Root from passive, Stun from his hook, slow on his E and a stun+knock-up on his ult

Because of this i would like to discuss my idea to add a new passive to spirit of the ancient golem

Everytime you cc or slow an enemy with an ability you will deal 20+20% of your armor+magic resist as true damage. Numbers can be tweaked.

This passive is focused on increasing the strengt of the supp/tank junglers (and even some tanky bruisers that could use a little love) with there damage, which should increase there clearing speed (more damage -> faster clearing), there ganking potential (more damage -> higher change the enemy will die before getting away) and getting counter jungled (extra damage -> might be able to push the enemy jungler back in there jungle) and hopefully bring them back in the jungle.

Edit: The numbers can be tweaked ofc and the damage can be switched from true to armor or magic if that is preferred (I would stick with the true damage because supp/tank jungler often lack the penetration which could easily reduce the damage by 30/40% from just basis stats/runes). This post was more about the concept of adding a new passive that deals extra damage everytime you slow or cc an enemy then about the actual numbers i provided.

Thanks for reading (and sorry for my english it's not my native language)

18 Comments

Silverclaw6/1/2014, 2:13:52 AM2 votes

I don't think tanks should be dealing true damage - at all (but that's my personal preference - also, that's 60 true damage per CC with 200 Armor/MR ALONE, which is 300 true damage from Nautilus). Maybe make it physical damage instead? That would allow counterplay by building armor to counter it.

Also, I think that the ratios needs a hard nerf - most tanks sit on 350+ total Armor/MR in a game - that's 90 true damage per hit. Think about how long it takes twitch or darius to do 90 true damage!

Dax Ayrton6/1/2014, 6:58:40 AM1 votes

This idea is... actually very interesting..

Water of Eden6/1/2014, 9:21:36 AM1 votes

I kind of disagree with this. The reason being that tank junglers fill a different role than carry/bruiser/assassin junglers; when they gank, they're supposed to leave the kill for the laner. Basically, the problem is that even though tank junglers are less gold-hungry, they don't have a reliable way to get said gold in the early game when their carry counterparts are taking kills, pushing towers, applying lane pressure and getting farmed up. So the problem isn't a lack of damage to enemies, it's that they're too slow and too irrelevant early. Try picking Nautilus into something like Xin or Lee. You will have an awful time. The only good time to pick a jungle tank is when your opponent is picking one as well. I wouldn't pick Malphite against Lee Sin, but I'd pick Nasus against Zac.

deltateam1016/1/2014, 8:02:35 PM1 votes

lol

Jamener6/4/2014, 6:05:11 PM1 votes

I like the thought that you put into this. 90 true damage per CC in the late game isn't something to make a fuss over. The people making a gripe over this need to compare the damage that current meta junglers bring to early ganks vs the CC+true damage that this change has the potential to add. If their worth comes out somewhat equal then we may be getting somewhere with bringing tank/support junglers back into the game.

Eliowyn6/6/2014, 3:13:51 PM1 votes

No. What you would have is everyone building tanks if you improve there damage. What's the point of building a glass cannon when a 400 armor Rammus will crap on your entire team?