@Riot Poacher's Knife and Jungler Viability

Chortle··2 votes·519 views

Currently the least coveted addition to the jungle itemization is item 3711 .

Many people argue that the measly 20g and movement speed buff you get from successfully counter-jungling is not worth the risk of invading. Risk>Reward

What are your thoughts on this item compared to the usefulness of item 3713 item 3715 item 3706 ?

We have seen a recent resurgence of sustain-oriented junglers that has been rather refreshing; however, the tanky cc junglers are proving to have a rather rough go in the harshness of the new jungle. Any buffs/changes you guys are looking at to combat these issues or are things working as they are intended to?

6 Comments

Rustling Bush2 votes

ranger trail blazer is by far the best out of the 3. providing you with a aoe monster stun and 15% hp/mp allows me to stay in jungle for as long as i want after i back at level 2-3 to get it.

iamthegoatofwar1 votes

is that the one that adds magic damage on hit as well every auto attack to champs ect? cause if so that thing is OP on warwick more so than feral flare was.

Rustling Bush1 votes

is that the one that adds magic damage on hit as well every auto attack to champs ect? cause if so that thing is OP on warwick more so than feral flare was.

no, thats devourer which most udyrs and ww's get for the FF passive, on most champions however, the ranger trailblazer is the item to go with for the reasons i provided.

Rebonack1 votes

Poacher's should have higher Smite damage than the other three items simply because it's supposed to be the item for securing/stealing buffs and objectives. If it did 50% bonus Smite damage then it would be amazing for snagging Dragons and Barons. Right now it's basically a trap option and not much else.

shindaiwa211 votes

Poachers knife has several issues:

No sustain: Sustain junglers need mana (trailblazer provides this.) Most manaless junglers do not sustain well and need health (trailblazer provides this.) If one is going to gank or invade, one would typically rather be topped off on health and mana, a huge disadvantage to everything except rangers.

Can't smite your own jungle: While constantly counterjungling is nice idea, you simply cannot be in the enemy jungle all the time. You hop in, grab a camp here and there when it's safe and available, then go back to your own. Poacher's knife basically means you don't want to use smite in your own jungle since it will go on a longer cooldown. This is the same issue with the two items that turn smite into a combat summoner, it's never attractive to smite your own damn jungle.

If you take runic affinity, and the corresponding summoner cooldown in utility, smite has a 54s cooldown. The smite time difference is then 41s smite for trailblazer and 27s smite for poacher's knife, only a 14 second difference.

The gold bonus of poachers is pitiful, counterjungling a camp gives you the same ammount of gold as lane-taxing a single minion. How many camps can you expect to counterjungle in game, 15~ if that's the majority of what you're doing all game? 300G aught to pay for all the health and mana pots you need cause you didn't buy a trailblazer :)

P.S. One thing that might increase its viability is if you didn't have to kill the camp to get the smite cooldown and buff. IE if you're in the enemy jungle all the time you can just smite something every 30s to get the buffs whether you take the camp or not, and run around all stack with buff. See a blue buff, smite it and get a bunch of mana, etc.

Cindikle1 votes

What if it gave vision of nearby monsters? Mainly the stronger ones. Not the little ones.

This would also be a debuff visible to the enemy team so they know you're around. But it lowers the risk quite a bit if you go in and already know if it's dead. Or see if the enemy is fighting it. Would also make needing a form of vision to see if Baron/Dragon just to have that vision removed less of a problem. But again it'll be visible that you can see them. They will know you are there.

Another idea could be that killing a target with smite will allow your next basic attack to deal a % of smites damage to the next monster you attack within 30 seconds.

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