Cinderhulk alternative changes

DeliciousAsada··1 votes·687 views

I love Cinderhulk as a jungle tank item. It just makes my day as a tank, the damage feels good as well as being a walking meat shield. From my understanding, the damage is being nerfed due to the fact that top lane and support are taking what was meant to be a jungle item. "Our current thoughts on Cinderhulk involve changing it so that it deals more damage to jungle monsters than other units to bias its effectiveness in favor of junglers." - Meddler I feel this is a step in the wrong direction and offer an alternative solution. I propose that instead of directly nerfing the stats on Cinderhulk and increasing it's jungle damage effectiveness, a change is made to the way the item works.

How about the major properties of Cinderhulk are no longer available on the item as is and instead are only active once you have slain a certain amount of Large Monsters, similar to the way the Feral Flare worked. The kill count could be started after your first slain Large Monster. This would allow jungle tanks a unique item that laners would not benefit from unless they actively spent time out of lane slaying monsters in the jungle. Especially with Sunfire Cape being a similar alternative, it would be detrimental to spend the time trying to activate the item outside of the jungle role.

Just my two cents from a JG main. Rammus

2 Comments

Strawberrycocoa1 votes

I don't really understand why Cinderhulk is bad in top lane, but Sunfire Cape is okay. They do the same thing except one give more health and the other more armor.

shalec1 votes

Cinderhulk in general costs less gold than Sunfire. It's only 1400 gold, plus the 850 gold item which gives you significant damage and makes you unduelable in lane. Skirmishers is a big portion of the problem, plus the fact that you become an insane late game tank on top of that.

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