Let's Talk Devourer and Magus

aceofsween·6/2/2015, 11:03:01 AM·5 votes·1,115 views

This season, we've seen the jungle go through so much fluctuation, more than any season I can think of in recent memory. All of the changes to the various smites early, the instant dominance of Warrior, the advent of Nidalee's rise, and the release of Cinderhulk... All of these phases (if you can call 1 champion a phase) offered completely different playstyles to junglers. You could be a bruiser. You could be a tank. You could be an assassin. It's been a very interesting year, even if learning a new playstyle every couple of weeks could be a little frustrating. Despite all that, there are two enchants that aren't quite up to par with their counterparts, and I think it should really be addressed, so I wanted to take a moment to break down my thoughts on the matter.

Magus Magus is an interesting choice for jungle items. It's so versatile at the moment, which may be a detriment. You can buy it on Diana and feel good, but also on tanks like Amumu. To that end, I'm simply going to say that while it's nice to have options, tanks should primarily want Cinderhulk, not Magus, and limit the focus of the item to champions who should want it: mages. And even that is difficult to quantify. How to you put together an item that can be used on champions like Diana and Elise alike? That is part of what makes Magus difficult to itemize

Now, I actually think that the stats on Magus are pretty good. You're essentially getting Morellonomicon... but without the mana regen and the passive. Frankly, the passive is kind of a nice bonus on Morellonomicon, but it's not the end of the world that it's missing. I think that a much larger issue is the missing mana regen, and for several reasons. In order to combat the mana issue, one of the easiest things you can do is buy Ranger's Trailblazer. Getting back 15% of your missing health and mana... that's just good no matter what your jungle role is. And while I don't want to trivialize the smite choice, other roles are less dependent on their mana (except for perhaps Elise and Diana), making Trailblazer less of a necessity. Therefore, one option to buff up Magus is to give it some way to restore mana to the jungler, introducing flexibility to the jungler. It frees up the jungler to trade off blues without feeling hampered, clear camps faster (which means more higher health out of the jungle) and allows you a way to restore your mana pool beyond simply returning to base. And of course, you can pick up one of the other smites, if you wish. Frankly, I'm partial to the old Spirit Stone passive myself, because it introduces more choice between faster clearing and more mana return instead of just free power. And perhaps most importantly, it really gives the item parity with Morellonomicon, which along with Tear of the Goddess, Athene's Unholy Grail and Rod of Ages, really are defacto first buys for almost every mage and they all provide some form of mana sustenance.

There's other options as well though. For instance, Elise would love some magic penetration on the item, in line with many of the other bruisers. Or simply giving it an offensive based passive would certainly bump it up a little. Introducing some defensive strength as well would work too, but that may encroach upon Cinderhulk's territory. It's hard to find a core item to go with that is acceptable across all mages, but I believe this is close and ultimately providing power in an area beyond offensive capabilities is probably the best option.

Devourer Before we get into Devourer's changes, a long hard look needs to be taken at what the purpose behind the item should be. Frankly, I think the only reason Devourer exists at all is because it is a hold over from the evolution of a once great relic: Wriggle's Lantern, or as most people think of it now Feral Flare. This used to be the jungling item. It gave you damage, sustain, armor, and vision all in one nice package. Now it's a strange item to say the least. The whole premise behind Devourer is that you sacrifice some power early to gain scaling potential later on. It's supposedly geared toward hard farming, auto-attack focused carry junglers. But I'm simply going to state the obvious here: it falls flat on almost all fronts.

Devourer is a failed item. The notion that you sacrifice your early power spike to be stronger later simply doesn't jive with a jungler's role, as a jungler is strongest early in the game when they can make the most impact. It's much harder to make an impact as a jungler later in the game (but not impossible). Not only that, the champions it's meant for (like Master Yi and Tryndamere) are more likely buy Warrior's Enchant because the item is so weak. And the premise of the item is faulty at best because if you want to hard farm the jungle to carry the game later, you don't need to mortgage your early power to do so. End rant. Let's get on to making Devourer more useable, which is a lot easier than it may seem.

If you look at the champions that want Devourer, there's almost always one item that unites them. Think about it, what item does Jax, Trundle, Master Yi, Shyvana, and even Twitch all share? Blade of the Ruined King. And Devourer is already a close match for BotRK. But while it has 10% more attack speed, the lack of in-combat sustain is devastating. To kill two birds with one stone, replace Devourer's scaling passive with one that actually works. On release, Blade of the Ruined King didn't have life steal. It was all bound up in the passive that stole a percentage of health from its target on hit. Give that to Devourer, and your problems are solved. It would scale over time, becoming more valuable as players have gain more health and it has the added bonus of being a strong answer to Cinderhulk from the jungle. Can it be as strong as Blade? No, it costs a whole 1000 gold less. But it can be awfully close. (And the passives would need to be unique, obviously).

18 Comments

Rebonack6/2/2015, 7:56:06 PM2 votes

Just give Devourer the old passive that Bloodrazor used to have.

That would cement it as the jungle-objective control option while doing away with the stilted scaling system.

Darth Pixy Misa6/2/2015, 1:22:37 PM1 votes

Wits End has 42 mag damage per hit on it and it is not broken. Devourer's base mag damage can be increased to 35 mag damage per hit.

I agree that Magus could use some mana regen. 50% base mana regen should be on Magus.

Panwar6/2/2015, 8:01:34 PM1 votes

I think part of the problem with devourer is that Riot has said repeatedly that they do not want a jungler to be be able to farm in the jungle and then come out at 15-20 mins and pwn folks.

The issue with this, and I think one of the issues with the jungle in general for the past couple seasons is that it messes with what has historically been balanced trinity of jungler types.

Farming Junglers beat out ganking junglers by providing a carry later in the game unaffected by the heavy jungler presence from the other team.

Control Junglers beat out farming junglers by removing their ability to farm.

Ganking junglers beat out control junglers by snowballing the his own lanes.

Feral flare was a nod at farming junglers, but Riot decided to go with the above policy of not wanting farming junglers. So now Devourer simply doesn't scale that well, making it a bruiser item(a cheap damage item that is decent early game, but lacks scaling), unfortunately both warrior and Cinderhulk are better bruiser items.

WarlockLaw6/2/2015, 9:15:11 PM1 votes

You ant change devour to what you are suggesting because it is meant to be a farming tool. However riot decided that they don't want afk farmers to be jungling thus it's series of nerfs. I think riot should make even greater rewards for ganking. What if getting a kill gave 3 stacks and assists gave 2? That way a jungler that has am active role can still be rewarded for taking time to help his lanes but his goal remains to farm. It lends itself to a high risk high reward item as it is fairly hard for yi, trynd and Warwick to get a lot of free kills early in a game.

azrolator6/2/2015, 9:33:11 PM1 votes

Devourer requires that your laners can handle themselves because once their turrets are gone, your stacking time is pretty much over. It's just too high risk/low reward item. You aren't healing off it, it is nearly half the damage of wits end, without the mr and passive and no cdr. And it requires that your laners are letting you farm your jungle and that you don't get invaded much. at 25 starting you need 17 just to get it to wits initial damage and much more to compare to it after 5 hits. Just very rarely worth buying, but you often don't know when you buy it whether it will be the right game for it.

Randomonium6/2/2015, 11:34:33 PM1 votes

Well done.

I agree Magus needs some mana regen to compete with Warrior and Cinderhulk.

I also like your solution for Devourer. Allows it to be useful early game but not crazy overpowered late game.

B3ER6/2/2015, 11:57:02 PM1 votes

When it comes to Magus, I don't think it should just get straight up mana regen, as this would really thin the line between Morellonomicon and Magus. If anything, I'd prefer a % resource return on spell hit on monsters. So if you use a damaging spell that costs mana/energy/fury, you get a portion of the spell cost back.

This requires agency and can't be abused outside of the jungle. Furthermore, the resource sustain doesn't scale with damage like the Spirit iterations, which Rito considered problematic.

McAllister6/3/2015, 3:46:45 PM1 votes

I like Devourer's stacking. If there were anything I'd change about it, I'd give it many more stacks on kill/assist, and make it deal its damage to towers. I think it might be fun to try to run champs like Udyr Jax Warwick as farm>carry junglers by stacking a lot of magic damage on hit, but carry junglers need to be able to kill towers, and that's what magic damage on hit is useless at.

Arsames6/2/2015, 11:20:32 AM1 votes

What are you talking about? Magus is OP. Devourer is decent.

Abyssphere6/3/2015, 4:37:44 PM1 votes

Magus is just tremendously uninspired as an item. Two stats, that's literally it. Cinderhulk came into existence because Juggernaut was nothing but a bunch of random stats that tanks liked and it is such an interesting item between the Sunfire passive and the % bonus health that opens up some real questions about what you're building. But Magus is still there as a poor man's Morellonomicon that at end game just makes you wonder "Can I afford to lose upgraded Smite to get Morello instead?".

It needs something to make it interesting/unique and a mana sustain passive like Essence Reaver would be exactly that. I really hope they go for it, I fear Nidalee will be the only AP jungler seen all season until they do.