My Jungle Enchantment Idea, Divers' Renown.

HyperTechno·2/15/2019, 11:42:06 PM·1 votes·1,777 views

So, I tried my best not to make this too insane. The idea behind Divers' Renown is for tanks with CC to be better off in the jungle, especially when diving. I wanted to make sure champions like Jax, Yi, or any attack speed needing champions would get the lesser effect.

Divers' Renown - Enchantment:

Unique Passive: After immobilizing an enemy, gain Jungle Fury for 6 seconds.

Jungle Fury: Basic attacks and abilities deal 50 - 125 (Depending on Level) (+ 10% of Max Health) (+ 20% AD) (+ 15% AP) as bonus mixed damage. If damaged or CC'ed during Jungle Fury, negate all CC and gain 15% damage reduction for 2 seconds. Jungle Fury can be extended, by an extra 2 seconds. Attack speed itemization will decrease all gains of Jungle Fury by 80% and makes Jungle Fury unable to repeal CC. [Damage towards Monsters, is doubled.]

Smite Effect: Target smitten enemy will not make smiting champion targetable to turrets or aggroing turrets for 4 seconds, unless if Jungle Fury is not active and if ally minions are not under enemy tower.

.+ 50 Armor .+ 50 Magic Resist

This item, if implemented, would require some nerfs to champions (Rammus). I think, that the item would serve as a good addition to the Tanks in the Jungle.

Please, do leave feedback and criticism.

GL HF

[vlad-salute]

1 Comments

NewAndBlue2/16/2019, 9:27:24 AM2 votes

Negating CC is too strong of an ability to add as an afterthought, so I'd certainly remove that. I see why you added it, and a little tenacity might be fine instead. As far as the attack speed part, you can't really nerf interactions by saying "you can't build items with this", especially when it can just be worked around by some champions. You could just state that Jungle fury only enhances the next three autos for a much simpler way of making it worth less on auto attackers, especially compared to red smite, then Jax couldn't abuse it, and champions with multiple CCs (Rammus, Zac) could reset it if they need more.

But I hate to tell you, none of that really matters because you messed up in the basic idea. This isn't an enchantment if it has a smite effect, it's the basic jungle item. In that case it should have tooth and nail and monster hunter, it's unique should be the smite effect, and no stats besides 10% life steal on monsters. If you scrap the smite effect and roll jungle fury into a separate enchantment, it would stack with red smite and just end up used by Jax.

In this case I think the optimal would be to roll it up into an enchantment with the passive that CCing an enemy champ gives you 50% damage reduction from turrets, since typically it's a tank jungler's job to tank the turret for the laner while executing the dive, so you WANT the aggro. Then it also punishes you for missing your CC, giving more outplay.