I'd like to take this moment to give an analysis of the support item Spelltheif's edge and its viability on mana-hungry jglers as a first back item. I will also be going over how its passive effects play a major role in the Knights of the Reform vs the Streamer Trio game of Poki/Lili/Destiny.
Part 1: Spelltheif's edge and its alternatives.
Spellthief's edge is the 350gld item that provides 10ap, 25% base mana regen, 2gld per minute and the bandit, along with the tribute passive.
In previous seasons, the mana hungry jungler would buy the 250gld hunters potion in order to keep a healthy mana pool in the jg. 400gld if one chose to take 3 potions into the jg instead of the standard refillable, which was situational in certain matchups like Amumu vs Lee sin.
With the advent of preseason, Riot has given a new tool in the mana jglers arsenal in the form of Manaflow band. Manaflow band refunds the cost of the next ability used every 60 seconds and restores 8% of missing mana or energy. This mitigates the need for mana in the jg somewhat, but in my experience with a multitude of jglers, this doesn't completely fix the issue of running of mana. But combined with the scaling effect of the Edge, mana issues become must less of an issue.
Let us first observe the benefits of running hunters potion, and the statistics it provides. Hunters potion provides a total of 300health and 175mana in all 5 charges over 40sec. The passive recharges every time to kill a large monster.
Compare this to the 150gld refillable potion which restores 250health in 2 charges over 24 seconds. This means for an extra 250 gld, you gain 175+35/camp mana but sacrifice health regeneration speed of 10.24hp/sec for 7.5hp/sec. This may not seem like much. But keep in mind that the hunters potion IS 250gld more expensive than the refillable potion.
For 100 more gld compared to the hunters potion you gain the following stats.
-25% base mana regen
-10ap
-Bandit passive (3gld per ranged attack on champs/10gld per melee on a 5sec cd per champ)
-Tribute passive (Damaging spells and attacks on enemy champions with an attack or spell grants 10gld per hit on a 1.25 sec cd. Up to 3 charges, recharging every 10 sec. Killing enemy
minions will put this on cd for 8sec per minion. Hitting champions and buildings will also deal
13dmg with the use of 1 charge.
-Finally, 2gld/min.
In raw stats alone, it is 98% gold efficient, without its passives.
Let us try to understand the mentality of a jgler who is on the first back. They will usually be lvl 4-5 after clearing 5 camps and and will have tried to attempt a gank at one of their lanes. In 70% of my games where the gank has failed I still end up with around 900~1050gld, depending on crabs and camps. Here they have options.
A. Complete smite, grab boots and control ward (1025gld)
B. Bami's cinder, control ward (975gld)
C. Complete smite, grab tier3 jg component (950-1000-1050-1085gld depending on BR,WR,CH,RE)
As a mana hungry jgler that may not run Manaflow band (warwick etc) there is often a
D. Complete smite, Hunter Potion, Control ward (975gld) or
E. Get T2 jg component,boots,Hunters potion,Control ward (975gld
Here I would like to introduce the presence of a 5-6th option, taken right around the 4:50 to 5:30 mark of
F. Spellthief's edge, Complete smite (1000gld) and
G. Spellthief's edge, boots,T2 jg component (1000gld)
At level 5, (with or without Manaflow band), Spellthief's edge grants you a range of ~2.5 to 2.8 mana per 5sec, and it scales into the game (more on this later), 218gld worth of ability power and the passives mentioned above.
WITH EVERY GANK, STARTING NOW, you will be able to make back at LEAST 20gld if you hit an enemy champion just once, up to 60gld if you proc all your charges of edge and bandit applies twice (melee assumed). In my ganks, I never had an instance where the gank failed to provide at least 2 procs granting me about 40gld or about 1/3gld of a camp gold value at this point, AS WELL AS
26 additional mg dm, which can also amplified by our favorite rune, sudden impact. Mind you these values will not include any additional dmg the 10ap from the item will have given you, but even with the 20ap amplifying tome,
unless you have a bonus ap ratio of 1.3, you will not deal an extra 26 on avg (assuming magic dmg ap ratio) mg dmg.
Now normally, I would end there. But we have one crucial component to Spellthief's edge that we haven't covered yet. The upgrade to Frostfang.
Part 2: Frostfang.
I've already explained the potential benefits of the Edge. Let's run the stats on Frostfang.
-10% Cdr
-10ap compared to edge
-additional 25% base mana regen.
Without ANY of the previous aforementioned passives, the
Frostfang is a whopping 112% gold efficient, and is 500gld more than the edge.
For this 500gld, you gain a total increase of 609gld of stats, AND an additional 5gld and 5dmg off every tribute proc. This is incredibly amazingly gold efficient and a medium power spike for a low low price.
WHAT'S MORE YOU ASK???
The Queen's Tribute questline is unlocked when you buy the Frostfang. If you have made 750gld on the combined collection of the bandit mastery/tribute procs/and the passive gld per 10, you unlock the following ability.
-50%. That's right
50% of BONUS movement speed for 1 second with a tribute proc, with additional procs of tribute extending the duration. It's essentially a mini phase rush that you can proc with 1 attack. How valuable is
sticking power in a gank to a jgler? How good is that 50% ms with
celerity?
Given a base ms of 300, 5% is 15 Ad, while 8% is 24 ap, or a
475gld/522gld value for 1 sec that you can extend, after every proc (Celerity only)
All this value on a 850Gld item is just…amazing. And an early game Spelltheif's edge is necessarily to hit these values ASAP.
Part 3: The Knights of Reform
As soon as I learn how to send replay files properly I will deliver multiple games as a source.
Let us observe (Newt,Talents,Calvero can confirm my values in their own replays as well) the Knights of the Reform game vs The Stream Trio+2 Masters.
At 5:30, I make my first back and buy Spellthief's edge. My gold lead to kindred at this point is 140gld. Observe how that changes as I make my first gank with the new item. At 5:58, I run into Callie with a gold lead of a measly 30gld. Right before Marie is slain, my gld lead has jumped to 70gld, due to the effects of the passives mentioned above, without having to farm. At 7:14, I have a gold lead of around 408 gld thanks to the kill up top lane. I have not yet procced the edge passive within this time. Right before Draven is slain by me, this gld lead increases to 430 thanks to the single tribute charge and bandit passive.
5 min post edge buy, at 10:30, I have made a total of 217gld with Spellthief's passives alone. At 12 min, I upgrade to Frostfang.
At 15:30, The gold I have made from Frostfang's passive is a whopping 518gld.
At 19:55, I have gained the passive, Queen's Tribute. Which allows me to gain celerity stats and Hecarim passive stats.
At 27:50, as I sell the item, I have gained an incredible total of 1379gld from Frostfangs passives and it has helped me in a multitude of ganks/teamfights/and objective control. Thanks to the passive damage and the stat boosts mentioned earlier.
Compare this to Talentz' Morgana who has made 1560gld with HIS edge line passives around this time.
Part 4: Conclusion
In conclusion….The Spelltheif Edge into Frostfang combo as a jgler is a very efficient and almost broken gold investment for the early damage in your ganks early on that scales well into the late game. However, the gold it provides is not nearly efficient enough for a manaless jgler as a first buy item. I believe I best demonstrated the potential power of this item in the KoRM game vs the Streamer Trio.
Not only does it assist with mana problems in the jg, but scalers far better than the alternative, Hunter's Potion
Special Thanks for Newt,Calvero,Talentz for giving me such a great opportunity to demonstrate the power of this item
Mention to Stone Ocean for bringing the topic up in the first place, allowing me to experiment and get data.