Runeglaive Rework suggestion

Lichmeister·1/9/2016, 9:32:31 AM·1 votes·313 views

Alright, so, I have been talking with several of my friends who main jungle roles. Each of them loves playing AP champions in the jungle, yet they agree to hate one thing. Runeglaive. And, for the record, they think the new "charged" runeglaive is going to be even worse.

So, we went through each AP jungler, and weighed pros and cons, trying to build a new item revolving on their needs as jungle champions.

Here's what we decided. Rather than gimmicky spellblade or charge passives, we need something more stable. And mana regen.

Then, we put it to paper, and over several days of debate, figured this.

Enchantment - Soulfire

+60 AP +10% Cooldown Reduction

UNIQUE - Soul Burn - When damaging a target, deal an additional (1.5% maximum HP) damage per second over 3 seconds. This effect is doubled vs small and large monsters. (Capped at 100 per second vs Epic monsters) UNIQUE - Soul Font - When damaging a target, regenerate 3% missing mana per second, over 3 seconds.

Build Path - Simple, as it remains the same cost as Runeglaive is currently.

Soulfire Enchantment (1625gp) = Haunting Guise (1600) + 25gp combine cost

1 Comments

Sett up 4my gank1/9/2016, 10:18:05 AM2 votes

the mana sustain is way to broken in that format, there'd be no way to ever run oom. Also the build path doesn't work as so many stats on haunting guise are just magically missing, you buy a ruby crystal but the final item has no health, on top of that the magic pen from guise suddenly disappears. The effect also misses huge on most of the ap jungler's it really only fits bruisers / tanks "which would pickup cinder anyways". Fiddle doesn't need that max health damage he wants to kill squishies, Ekko is the same way. Neat idea but burning over time damage doesnt really work for junglers. aside from tanks.