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A new way for tank junglers?

Creator: NicknameMy February 28, 2015 5:36am
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NicknameMy
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So, Riot again tries to make tank junglers better. This time, they remove Enchantment: Juggernaut again and bring back the other form of it with more glory. For that, this happens:



Gromps bonus damage now scales with bonus HP.

Also, many tanky junglers recieved a buff, like Nautilus being no longer so dependent on his W, Gragas dealing more damage with W to monsters and Volibear now halving the cooldown of Frenzy if used on a monster.

Let's see if Shen jungle will finaly reign the competetive scene.

Also, one thing to note, it costs less gold actually to make up for the enchantment switch cost, so tanky junglers can switch freely.
He is gonna kill you!!!
Jimmydoggga 2.0
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So it's a Sunfire Cape for junglers, because they weren't getting that anyway, apparently.
I really like the change though it's probably going to be broken as all hell.
Sej, Hecarim, Amumu....
The list goes on.

Basically MOBAFire.
OTGBionicArm
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Tanks arent bad at clearing the jungle due to lack of AoE damage. they are bad at clearing due to lack of single target damage. Lol. Riot's going about this in the wrong way, and removing juggernaut entirely for this is a weird change imo. Do like the Bami's Cinder building into sunfire though. This is actually a top lane buff.
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So it's a Sunfire Cape for junglers, because they weren't getting that anyway, apparently.
I really like the change though it's probably going to be broken as all hell.
Sej, Hecarim, Amumu....
The list goes on.

Actually the only jungler that currently buys sunfire often is Amumu, unless he's some bastardized AP mummy.

I've already seen tests with the item and it doesn't actually improve your clearing speed by much if at all, but does help your team fighting and skirmishing (Something tanks actually needed a buff to early on). I think Nautilus is actually slower in the jungle now due to the other changes they made specifically to him.
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I think I like the item (would have to look closer at the stats and the costs). On tanky junglers I often hold off on the Enchantment: Juggernaut and rush a Sunfire Aegis because I feel that an early clear time boost more important than the extra CDR and Tenacity...but sometimes I feel that I need to build Magic Resist over Armor.

BTW...what classifies as "in combat"? Just taking/receiving damage from enemy champions...or do minions and/or jungle camps count?
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Everything counts for that aspect, it doesn't matter what you fight.

Also, dat Voli jungle, 6K HP confirmed. Dat W is gonna do massive damage and he is unkillable. Also Thundering Smash + Chilling Smite + Turbo Chemtank + Ghost + Boots of Swiftness - Distortion = GG.
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NicknameMy wrote:
Everything counts for that aspect, it doesn't matter what you fight.

Also, dat Voli jungle, 6K HP confirmed. Dat W is gonna do massive damage and he is unkillable. Also Thundering Smash + Chilling Smite + Turbo Chemtank + Ghost + Boots of Swiftness - Distortion = GG.

That's a bit overkill on the MS. He'd do fine with Mercs and a normal build. No need to build silly items like Righteous Glory in the name of MS. Also I still hold that flash is better than Ghost for champions like Volibear.
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That should help tank junglers do some more damage and help them scale into late game easier. RIOT is also nerfing top tier junglers in the same time, so that should help them even more. I'm more worried about not so popular strong junglers that might evade nerfs.

It's interesting idea, I'm curious about the way it will affect meta and meta champions. I think we'll see more protect the carry team comps with addition of 1 more peeler from jungle, instead of regular bruiser.

I can't wait changes, everyone is getting bored of jarvan, lee sin, vi, reksai and rengar in every game, without any other picks.
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That's a bit overkill on the MS. He'd do fine with Mercs and a normal build. No need to build silly items like Righteous Glory in the name of MS. Also I still hold that flash is better than Ghost for champions like Volibear.


Why not get an item with 650 HP and 300 Mana that also makes your initiation easier? Also, it is important to stay close for 3 attacks so you can use your damage of doom.
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NicknameMy wrote:


Why not get an item with 650 HP and 300 Mana that also makes your initiation easier? Also, it is important to stay close for 3 attacks so you can use your damage of doom.


Problem being is that Volibear is not an initiator. He has very pool tools to actually do so, and building a **** ton of MS is only adding more of a stat that doesn't actually help him initiate. He gets kited anyway. That's I think Flash is almost necessary to use Thundering Smash on carries.


I say this only because you seem to get overly excited about SYNERGY, but usually on the parts of a champion that don't need item synergy. IE; MS on Vbear, Attack-Speed/On-hits on Cho, etc.
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