Concept: New Jungle Item and Enchantment!

Mister Sunglow·12/29/2015, 4:43:19 PM·4 votes·1,200 views

I was playing jungle Evelynn this morning when I just realized something. In League of Legends, there is an Attack Damage jungle enchantment, a Spellblade enchantment**, Magic Damage on Hit** enchantment, and an HP enchantment. What's missing? Something that takes both sides of the damage spectrum (AD and AP) and combines them. Long story short, we are missing a Hybrid jungle enchantment. "But there are no hybrid junglers!". I'll name some of then for you: Evelynn (obviously), Malphite (He might be a tank but he can still use AD to his advantage), Ekko (don't tell me he's not a hybrid), Akali ("But she's not a jungler!"... ...But she could be!), Jax ("But devourer's better!"... ...we won't know until we try now will we), Pantheon (has high AD and AP scaling), Shaco (definitely uses AD and AP equally), Xin Zhao (similar argument to Jax), Diana, Mordekaiser (Morde jungle for the win!), Kayle (can use the attack speed that it gives [will get to that in the next Paragraph]), Shen (Shen is highly hybrid), Skarner (Skarner has AD and AP scalings and can use attack speed to his advantage), Udyr (AP Udyr is better than you think. Try combining AD and AP Udyr with Rageblade and it might be very good) Warwick (I don't think there is much to be said except that he is also a hybrid).

Now on to what this item does. Simply put, it implements a simpler version of Guinsoo's Rageblade into a jungle enchantment:

Enchantment: Powerblade http://imgur.com/YgIz7c6 +35 Attack Damage +65 Ability Power UNIQUE Passive - Swift Strike: Your basic attacks generate 1 stack of Power (maximum 6 stacks). Each stack of Power grants +10% attack speed. At 6 stacks of Power, your next basic attack deals (150% Attack Damage + 50% Ability Power) then your Power is reset to 0.

My next concept is a jungle item. In the image above, you can see the colour of it. In League of Legends, we have a damage over time jungle item, a slowing jungle item, and a warding jungle item. In my opinion, what we are missing is a "support" Jungle item. "You expect supports to build smite?!!!"... ...No! I expect junglers to be able to "support" their team. Here is the concept:

Jungle Item: Divine Rod UNIQUE Passive - Divine Blessing: Instead of smiting monsters, you may activate Smite on an ally champion, restoring 5/10/15/20% max health to all allied units within a small radius (healing scales at levels 6, 10, and 18).

And that's all folks! Tell me what you think below! http://media3.giphy.com/media/jYAGkoghdmD9S/giphy.gif

7 Comments

Payne By Vayne12/29/2015, 5:52:10 PM5 votes

Remember everyone, it's just a concept!

I personally think that it isn't a bad idea, excluding the "don't smite monsters" thing, everyone needs that smite for objective control! But, the heal should for sure be reduced down to maybe 100+4%, 200+6%, 300+8%, and 400+10% of their missing health. Much better scaling and a flat heal for the squishies would make it much easier to secure a teammate without slamming tank's hp bars with half their health.

Another option could be item 3113 + item 3123 + the jungler item, a passive could cause the monster to bleed from Wounds for 5% of their missing health per 3 seconds, stacking up to 2 times. It would be less op, with less scaling items and a more open kit for aggresive/passive play!

AyRe CoNteMpT12/29/2015, 5:04:15 PM2 votes
  1. i think we should have more jungle items

  2. i think we shouldnt have "versions of existing items as jungle items". im absolutely no fan of having rageblade'esque or spellblade as jungle items and i can kinda make an exception for cinderhulk because its what tanks need to clear better and also scale better. i can dig that. warriors is kinda unique and even tho we have the attackspeed+onhit magic damage on two existing items, the core component is the stacking mechanic and thats unique.

  3. having more smites will make the jungle alot more complex and this can be a good thing. tho i feel like no smite should have an AoE effect on champions.

  4. i dig the idea of being able to smite your allies, ALOT actually. can you also smite yourself with supportive smites? probably not. tho i feel like a healing smite could be problematic because it is just so hard to balance.

lets say it heals the same amount as chilling smite damages, then it will be super shit and weak but if it heals more, it can quickly turn into a really broken thing. also, it must be able to keep up not only with combat smites but also with the warding upgrade and it doesnt help much with ganks. it DOES help with skirmishes but i feel like its very situational and it only really helps junglers that have tons of utility in their kit and are not damage focused. i'd think it'll be somewhat nunu-exclusive and maybe tanks will be able to use it too.

its gonna be tough to balance tho and i'd probably rather have something like a resistance-smite. for example: smiting an allied champion grants him 30% damage reduction from all sources for 3 seconds and inflicts grievous wounds for the duration. this way the champion will recieve less damage but also cant be healed as much to balance it. otherwise it would be much much much stronger in teamfights if you smite your carries or tanks with this shit. this would make it more situational and have counterplay in itself. could probably change it so that he cannot recieve ANY healing in that duration, depending on how strong it is.

also, there could be a self-smite and even a smite that you can use on towers.

like this: if you smite a tower, the tower is forced to attack you as long as you stay in its range and that tower deals 50% less damage to you. perfect for towerdives and pushes.

you could add quite a bunch of stuff. right now, having only so few jungle items and upgrades makes jungling a bit sad, even tho these jungle items are really good.

LilQuacker12/29/2015, 5:23:59 PM1 votes

That item is broken

Toa Innodence12/29/2015, 10:17:30 PM1 votes

I'm not sure how to feel about these items, but i think they'd work okay. more jungling itemization would definitely be helpful I believe.

so far I'd be interested in seeing all three mage enchantments in the jungle (magus in teal (for champs like fiddlesticks), rune glaive in blue (for champs like diana), runic echos as purple (for champs like brand) (see devourer change for reasoning)),

three variations on tank items (Cinderhulk green (for champs like sion), juggernaut lime [see stonewall's jungle suggestions, maybe add armor](for champs like skarner) and something else yellow [either something to combat magic damage built from ageisitem 3105 ](for more support like tank junglers))

and the AD items (warrior light red(for champs like rengo), and devourer starting maroon shifting to dark red to suggest getting soaked with blood of jungle monsters (for AA champs) wrapped up with this powerblade orange mixed damage ad centric item (balancing needed to distinguish from rageblade (Ie more burst damage with cooldown added against champions a la thunderlords/additionally ranged vs melee adjustments) or some sort of grievous woundsitem 3123 enchantment).

this would put up a sort of color wheel to give a general grouping of jungle items that makes sense. it fills in the niches and creates a little counter-play (am I a tank jungler up against an ap jungler better build item 3105 enchantment/ am I rengar and is the enemy building juggernaut? better build warrior if I'm up against him).

as for other smites I think the removal of trailblazer and it's non-champion/epic enemy stun was unprecedented and should have it's place among the existing ones. the healing smite would be difficult to balance, but not impossible. AyRe CoNteMpT below is definitely on to something with the tower diving smite granted balancing will need to take place.