Jungle Enchant Rework Concepts for Champion Diversity
The jungle enchantments were originally added in season 5 as a replacement to the spirit stone items (they gave increased regeneration and bonus gold for jungle monsters, with stat buffs such as tenacity, true damage burn and AP stacking) in order to promote more diversity and remove abuse cases in a system that was intended to allow champions other than gold-efficient utility tanks to be viable (see seasons 1-2). Today, jungle enchantments have reached a relatively stable state and each appeals to a decent scope of champions. However, off-meta picks have always had trouble being viable (obviously, otherwise they'd be meta) because their kits don't synergize with the stats/effects as well as the tier 1-2 champions who, incidentally, usually maintain their dominant positions due to the nature of their kits regardless of what changes are made to the items (provided the champions themselves aren't nerfed).
The following concepts are a creative exercise intended to make jungle enchantments appealing to a wider variety of champions, while also rebalancing them to keep their power in line with each other.
Cinderhulk: No changes needed. This enchantment already appeals to virtually every tank jungler by providing a boost to their defenses and ambient damage
Bloodrazor: 50% attack speed >>> 45% attack speed Unique Passive: 4% max HP on-hit >>> 5% max HP on-hit dealt over 2 seconds, and any remaining damage will carry over if reapplied
It's current problems are that, while incredibly gold efficient when accounting for the passive (100%+ efficiency while the passive deals at least 55 bonus damage, achieved when the target has 1375 max HP), bloodrazor doesn't FEEL impactful. Everyone knows about the difficult-to-balance condition of on-hit champions -- they are either OP as heck or completely underwhelming, and their power is determined by how quickly they can scale from sustained tickles to sustained burst. These changes are aimed at delaying the "overwhelming damage" in snowball cases (hooray for counterplay), which allows for a slight increase in strength to the item and potentially the champions themselves without completely breaking them. The carry-over damage is to keep the power intact AND add a more visible impact (you can clearly see their HP melt).
Runic Echoes: +60 AP (unchanged) +7% movement speed (unchanged) Unique Passive: 60 (+10 AP) trigger damage, x2.5 against monsters (150 + 25% AP) >>> 54 (+18% AP), x2.5 against monsters (135 + 45% AP)
Currently, this enchantment is well suited for AP bruisers such as
and
because of the strong early base damage, which affords them the ability to follow up with defensive items without sacrificing much damage. In addition, those types of champions already have typically faster jungle clears than champions like
and
. This change is intended to allow AP carries to scale harder and earlier with their AP purchases, while requiring AP bruisers to buy an additional AP item mid-game to keep the same damage.
Warrior: Caulfield's Warhammer + 525g >>> Sheen + Longsword + 225g +60 AD >>> +20 AD +250 Mana +10% CDR Unique Passive - Spellblade: trigger damage increased from 100% base AD to 125% base AD Unique Passive - Battle Hardened: Each time spellblade's bonus damage is dealt to an enemy, you permanently gain +1 bonus AD, up to 20
This item has always had a lot of problems -- it's notorious for being the most cost efficient enchantment of the bunch, it provides no unique effects and no visual impact other than a spike of AD upon completion. These changes are intended to make the item appeal to the more mana-intensive AD junglers like
, allow new jungle picks who would otherwise be unviable like
by allowing them a cheap pseudo-triforce interaction (which also happens to fix fringe cases like Hecarim or Vi with Warrior's + triforce for incredible burst). The scaling component is to restrict the item to have similar gold efficiency as the other enchantments early game, allowing it to reach a similar strength to the current Warrior as time goes by. This change causes the build path to be a little less appealing to non-mana users like
, but the spellblade passive still allows them similar damage output.