Breaking down Cinderhulk vs. Warrior

kcStranger··2 votes·5,248 views

There was an interesting stat on Primetime League tonight (3/25/2015). The most played jungler in last week's LCS was Rek'Sai...and her W-L was 1-8. Now, this is only 9 games so I don't want to read too much into it, but certainly Cinderhulk has been a massive buff to tank junglers, and that 5 AD reduction to Warrior certainly isn't helping the Rek'Sais of the world (180 gold value reduction). I'm not here to comment on whether this is a change for the better or for the worse, but I do want to throw out some numbers so that junglers can think about what this means for the game.

Warrior enchant gives 40 AD, 10% CDR, and 10 APen (armor penetration), for a total gold value of 1877. If we view the upgraded Machete as sunk cost and just look at the enchantment (1400g), that's a very good gold efficiency of ~134%. (Of course, it's not very good if you consider the upgraded Machete, which gives no stats.) Cinderhulk gives 350 health, plus 25% bonus health (so, 427.5 health on its own). It's actually gold inefficient on its own, if we ignore the passive (costs 1350g and gives 1167g of stats). For what it's worth, I think the passive is probably worth that extra 183g, but that's just my opinion.

Now let's look at how Cinderhulk would fair in some typical builds. Only items that give health matter here, so let's imagine our bruiser jungler will be getting health from The Black Cleaver (+200), Locket of the Iron Solari (+400), and Randuin's Omen (+500). For a tank jungler, we'll replace The Black Cleaver with Warmog's Armor (+800). At full build, Cinderhulk will be worth 1904g for the bruiser and 2172g for the tank jungler, not considering the passive (or the Smite abilities from the upgraded Machete). For what it's worth, the break-even point for Cinderhulk to be worth as much as Warrior (without considering the passive) is 1060 bonus health.

What does all this mean? Once you've completed two major health-granting items, the gold value of Cinderhulk will be very close to that of Warrior; considering the passive, it's likely to be slightly better at this point, in general. At three other health items (or two with one being Warmog's), it's significantly better. Let's say you're playing Jarvan IV and building Ravenous Hydra/Black Cleaver/Locket/Randuin's/Merc Treads. Unless you really want the CDR, Cinderhulk is very likely better at full build than Warrior. So, if you build Warrior, you're looking to take advantage of a window earlier in the game when you have 1-4 items and it gives you a bigger power spike.

This leads me to the following practical advice: If you're playing a bruiser jungler and building ~1000 bonus health, you may want to consider trading Warrior for Cinderhulk once you get to full build; it's just a better item at that point. The main option this is competing with is building a non-Machete 6th item (like a Last Whisper/Guardian Angel/whatever), which may be a better value but does lose your upgraded Smite and also costs more gold to pull off. For a tank jungler, Cinderhulk is fully competitive with other legendary items in terms of gold value and is probably worth keeping.

Tacked-on balance rant (because this is boards): The enchant most similar to Warrior is Magus. Magus gives 80 AP and 20% CDR for a gold value of 2373g. That's about 500g higher than Warrior enchant (for the same cost). I think the 5 AD nerf to Warrior enchant was completely unnecessary. The problem wasn't that bruiser junglers as a class were overpowered; it was that other options weren't being sufficiently well-supported, and the Rek'Sai/Jarvan/Vi's of the world were probably slightly overpowered early in season 5. (Note: slightly.) Given that those individual cases received targeted nerfs, I don't understand why the Warrior enchant itself needed a nerf. Why, Rito, why is this enchant so much worse than Magus? Rant ended.

8 Comments

Otter4Blue3 votes

i agree, that the nerf to warrior was unnecessary, considering the other nerfs. it seems like magus and warrior are intended for early/mid game cinderhulk and devourer are for late game, which seems somewhat balanced tome, but i would still give warrior those 5 attack back.

Hard4Hamsters1 votes

I was just going to touch on that. Warrior is all about the early game, and that's why you see the early game pressure junglers JarvanIV RekSai Vi build it so they can help make plays and help snowball their laners. You'll see most of these champions go for defensive items after they finish their Warrior enchant as their damage potential falls off as the game progresses. Now Warrior enchant is very strong in the early game as flat penetration is incredibly powerful at early levels when champions don't have a lot of armor but is less useful later in the game when many champions have over 100 armor (honestly the gold value of flat penetration is skewed because of this). The addition of 40-45 AD and 10% CDR is great for an item that costs 2200 gold. The build path is smooth as well, building out of Brutalizer, which is a strong early game item to get after your second back.

Cinderhulk is a scaling item that gets stronger as the game goes on. It gives 350 (+~80-90 hp due to the 25%) and an immolate passive. Initially, it is less gold efficient than a Warrior enchant, but it becomes more than gold efficient after a few health items are built. Tank junglers don't have the same pressure that fighters do in the early game, but they become very strong later in the game due to the HP bonus from Cinderhulk (bonus if you have a health scaling damage source Sejuani ). If the Warrior building junglers don't snowball a lane or themselves, they will become weaker than the tank junglers in the late game. If they are successful, there won't be much of a late game for the tank.

AtheosisX1 votes

Are you actually arguing that Warrior isn't good? Am I understanding you correctly? lol

kcStranger1 votes

Ha, I was kind of long-winded I guess XD

I'm not arguing that it's bad, but I am arguing the following:

  1. Cinderhulk is a better endgame item even on bruisers, so you'd better be using your Warrior enchant to good effect prior to that point.

  2. Warrior gives a lot less value than Magus for the same price (in general; Warrior is of course better on some champions), and I don't understand why.

I think the reason it seemed like Warrior was OP was because the setup of the jungle and the tuning of the specific champions led to the dominant junglers mostly being bruisers who built Warrior. I don't think the problem was ever that the Warrior enchant itself was too good.

AtheosisX1 votes

Warrior has the biggest early power spike of any jungling item though, and you are failing to account for the diminishing returns of health late game due to % damage items and abilities. Warrior's bonuses do not lose value in the same way late. In simpler terms don't get carried away with your theoretical gold values for bonus health as they are really not constant in practice.

kcStranger1 votes

Sure, that's why I just said to consider swapping the item out late, not that you should definitely do it. It will of course depend on a lot of in-game factors.

Sightless661 votes

Warrior gives a lot less value than Magus for the same price (in general; Warrior is of course better on some champions), and I don't understand why.

It's because the champions that need Magus are typically very poor junglers, and need a cost-efficient item to allow them to compete with other classes. I mean, think about who gets it and is actually good in the jungle. Fiddle is good. Amumu can build it. I hear some people still do Karthus jungle successfully. Aside from that, almost every other mage jungler kind of sucks. Even AP bruisers like Diana are pretty mediocre as junglers. Because those champions are not really equipped to jungle in the way tanks, bruisers or some assassins are, they need something to improve their chances (and it can't just be buffs, because those help laners as well, and the champions do fine in lane). The best option is changing the item that only they get.

kcStranger1 votes

Well, Nidalee is a notable exception, but I understand your point. I personally think that a 500g differential is a bit extreme; Magus still had a theoretical gold value ~320g higher before the Warrior nerf. To be honest, though, it's probably hard to make a firm conclusion without accounting for a lot more data then I care to wade through at the moment. It can also be hard to distinguish the value of the item from the strength of the champions who build it.

I still think the difference in the gold values is a bit extreme, but I could be wrong.

More from Gameplay

More by kcStranger