Ideas for Jungle Runes-/Alternative Ways to Buff Niche Jungle Champs

Geo1576·2/26/2020, 12:17:52 AM·1 votes·1,956 views

I've been having with Zed in the Jungle lately, cause, unpopular opinion, I think it is great to find some new fun for a champion in every role. However, I have noticed, that with his buffs, he is actually even better as a champion in general, since he does a ton of damage when helping with early leashes and can help take dragons way faster. I think that these buffs, while good in concept, can create balance problems in practice.

The easiest way (off the top of my head) to fix these problems is to buff jungle items and nerf all champions who have a really healthy early jungle clear to compensate, however, I think the jungle could use some new life on the champion side of things, opening up new oppurtunities for unique playstyles and make jungle a more rewarding experience.

Main Runes: Draconic Gift: if you have smite and control more dragon kills, your other summoner spell is upgraded Flash-> Fiery Passage: Leaves a line of fire through your enemies. Teleport-> Dragonflight: Instead of teleporting, gain a huge burst of movement speed and fly to a location. Ghosting-> Lightning Talons: Every strike against an enemy while ghosted further increases your movement speed. Barrier -> Earthscales: Doubles armor and magic resistance while sheilded Heal -> Consuming Wave: for 10 seconds, Killing an enemy restores half of your health, refreshed on kill. Ignite-> Firebreath: Becomes an AOE burst. Cleanse -> Windform: Your Champion is also untargetable for the duration of Cleanse. Exhaust -> Sundering Claw: All attacks are critical hits for 3 seconds.

Circle of the Land: When you use a jungle plant, you instead save it's use for later in your trinket slot for a short amount of time.

Trophy Hunter Getting a kill on a unique enemy champion grants special items (like neat things you would get from Kleptomancy). The more kills on different champions, the better item is received. The final item is extra special.

Sub-Runes Stalker Set, focuses on jungle specfic vision and rewards good vision: Watcher: Your wards expire slower when you view them with the camera and have increased vision. Bugged: Enemies revealed by scuttlebug are dealt more damage by you. Combined Vigilance: If your ward is placed next to a teammates ward, the ward is consumed and the teammates' duration is doubled.

Ambusher set, jungle movement and ganking: Pounce: You get a very short burst of movement speed buff toward enemies when leaving brush or stealth. Dive: Smiting a tower disables it from firing at you, but will deal max damage when it returns fire. Scavenge: If there is an enemy champion nearby, your smite deals double damage to monsters below 25% HP

The Hunt -> Improves/rewards jungle clears: Invasive: Killing monsters in the enemy jungle rewards extra gold in the early game, and stolen enemy buffs last longer. Extinction: When your jungle is fully cleared, restore health & mana and gain a burst of movement speed. Survival: Gain increased damage and lifesteal against monster while your health is low.

Thoughts? Better ideas? I'd like to know!

2 Comments

Najjaa2/26/2020, 12:43:49 AM1 votes

I'd love for these sub-runes to be a thing, for what conditions would call for upgraded summ's I don't have a clue. The runes could maybe be secondaries that can only be assessed when you have smite, like the jng item though so it can't be abused in lanes adn the only critique I can think of is the Watcher sub-rune, maybe make it so wards last 50% longer the first x amount of time in game with a small increase to sight range, either way it'd be fun since I've had wards expire on drag or enemy buffs what feels like seconds before I'd see someone.

tl;dr: Love the idea, jng needs new life

Elite4Runner2/26/2020, 1:49:49 AM1 votes

Honestly, the only issue for ANY champion to be successful in the jungle is within their first, possibly into their second full clear. Once a champion has made it past this point, literally anyone can be an effective jungler.

They might not be great at certain aspects of jungling like objective control, ganking, invading .. but they will have the damage / sustain / durability to clear jungle camps for the farm they need to reach late game.

So really the only thing that off-meta junglers really need is help early on.

Why not bring back Hunter's Potion https://vignette.wikia.nocookie.net/leagueoflegends/images/6/63/Hunter%27s_Potion_item.png/revision/latest?cb=20171221190014 ?

But, have it give the bonus experience like Hunter's Machete and Hunter's Talisman, and buff it so that the healing is increased by the amount of health you are missing.

Personally, I would even like to see this work as an alternative component for building a jungle item. Have it pair with Machete OR Talisman to create a third and fourth jungler item that can be enchanted like Skirmisher's Sabre and Stalker's Knife.

I would say the consumable function of Hunter's Potion would either drop off or at least change so that it is no longer a health potion. Again, at the point where they can buy a jungle item, they shouldn't need potions anymore. Potentially it could become a warding item or a sweeper that works in a similar way to the support items, but with less charges after leaving base. ... or it simply isn't a consumable anymore. ..