Whatever happened to the Jungle Enchant power spike?

IllllllIIIIlllll··12 votes·936 views

Cinderhulk - 2625 gold, gives 400 health + 15% bonus health and 15 (+.6 per level) magic damage per second to nearby enemies. When you first get this item, you'll get 460 health and 15 (+.6 per level) magic damage per second. Compare to sunfire cape, which for 2700 gold, gives 500 health, 45 armor, and deals 25 (+1 per level) magic damage per second.

Or how about Warrior - 2625 gold, gives 60 AD and 10% cdr. Compare to Caulfields Warhammer and a BF Sword, which for 2400 gold, gives 65 AD and 10% cdr.

Devourer is also worse than its counterpart, giving 40% AS and 30 magic damage on hit while Wit's End gives 40 extra magic resist, 10 more on hit damage, and steals 5 magic resist per attack for only 350 gold more.

The only item that comes close to a power spike is runeglaive which sacrifices 40 AP, 7% movespeed, and 20% AP scaling on sheen for being 525 gold cheaper.

Junglers already have less gold income than laners, and preseason removed the major power spike they get from their jungle enchants. Instead of being something that built into an extremely cost efficient item like last season, item 1041 feels more like an item junglers are forced to buy to clear the jungle. In fact, I bet if the smite requirement was removed on jungle enchants, junglers would still be the only ones buying them.

13 Comments

DarkLordArbitur3 votes

item 1403 literally has a massive power spike if you are playing an auto attack heavy champion in the form of item 3930, which I have been using extensively on my hybrid Evelynn build to proc item 3124 and item 3153. I recently deleted a Zed from full HP to 0 at 50 minutes before he could even move with these items, a item 3151, a item 3078, and a item 3146. Just because you don't see the power in an item doesn't mean the power isn't there. It just means you aren't using it correctly. Plus, comparing item 1403 to item 3091 isn't fair to either item, because even though one starts out weaker, if left alone, it can quickly become an unmanageable mess to stand against in a fight, while the other one loses its' luster as a game goes on.

Best KhaZix Void3 votes

Warrior is an amazing powerspike for pretty much every jungler that uses it. You can't pick up a BF sword through components, that's a solid chunk of gold you have to sit on, meanwhile combined cost for jungle item+caufields is 475 for warrior, you're paying 475 gold (a longsword and a half's worth of gold) for 40 AD. it's hilarious how much value is in that.

You can't work on a BF sword from the start of ther game, but you HAVE you pick up either machete for talisman at the start of the game.

warrior itself is actually way more cost efficient than BF+Caufields

BF-Caulfields is 2400g, the stats it provides gives 2575g worth of stats, it's only 107% cost efficient. the combined cost of warrior is (not including the jungle item) 1575. it's 152% gold efficient.

you can't look at the cost of enchantments with the jungle items, because a lot of those stats don't have quantifiable gold values, they're based on how you use them.

the jungle enchants are some of the most cost efficient items in the game, they're easy to build, have plenty of smaller components, grant extremely nice stats for their cost and also modify a generally useless summoner spell (outside of objective control) into extremely potent alternate versions.

BF Caufields is the worst analogy for warrior, it's plain raw stats, doesn't account for tooth and nail, the smite upgrades, etc. Warrior by itself demolishes BF Caulfields.

Restless Slumber3 votes

But you also have to take out 1,050 gold out of the cost because of the jungle item cost. The enchants are actually extremely cost efficient. On my main champion Elise I build cinderhulk on her because of how well it works with her, the health it gives, and the fact that it's easier to complete than runeglaive.

FantasySniper2 votes

You know, most of their efficiency comes from their end-game scaling.

That said, they still have insufficient stats. If they were standardized at 2500g at completion, they would be cheaper and more efficient.

Shrek Luigi2 votes

Cinderhulk jungle items are already more gold-efficient than Sunfire, and buffing the damage on it would only aid the superfast-clearspeed tanks who are currently wiping the floor with other jungle picks.

Devourer still gives a slight power spike, albeit not as much as it used to. Devourer has always been more of a long-term investment buy since it's synergy is tied mostly to stacking a bunch of On-Hit items.

The other two I almost never buy. Armorpen was a crappy stat to tie to the AD jungle enchant but it was sure a hell of a lot better than just dumping a whole bunch of AD in it outright and hoping it would pan out better--part of the reason AD assassins out of the jungle are struggling is because the few items they are able to buy by midgame are overshadowed by the amount of crap pegged onto the obligatory ADC earlygame buys, or the sheer stat value from items purchased on a solo-laner's income. Junglers are already pressured for gold as-is, and the items they should have available to them should be geared toward giving them a certain degree of utility, not locking them into snowbally stat-reliance in the hopes that their win rate settles at a certain spot.

The AP jungle item is borderline useless--the few AP junglers that do grace the field more-often-than-not just grab Cinder and usually are a lot better off in the long-run for it. Riot has been struggling with the AP jungle identity-crisis for ages now, and trying to create a single item that is universally effective across all AP Champs has never worked. It definitely needs to be looked at.

DorkunedAuras1 votes

Warrior does beat its comparable items, as it has the jungler passive, and a smite enchant, while having nearly identical stats.

Devourer destroys wit's

Cinderhulk will scale up

Runeglaive...

MunchCrunchLunch1 votes

Devoure is the best item in league of legends. champions like jax. xin zhao. warwick. just get massive boosts when they finish it. sated that is. other champions too. its just GOD MODE.

Warrior is at a good spot.

cinderhulk. -> garbage. no armor. poor mans passive of an alrady weak sunfire cape passive. on average people get like what. 400 + 300 health. no armor. or a good passive. why not just buy warmogs. or better yet start with sunfie cape or dead mans plate that give you way more armor and health actually when you buy them and make you tankier. even late game.

runeglaive. well. its pretty garbage. 40 AP. seriously. where AP items give on average more AP then AD items give AD. runeglaive needs to give 80 ap to be worth it. even the new jungle enchant. its a step in the right direction. but it needs to give 80 ap instead of 60. why not get morellos instead.

blkKalameet1 votes

The only jungle item that it can be considered advisable to postpone completing it is item 1401

its better to not get the enchantment and grab an item like item 3742 or item 3065 and then grab the enchantment. This is only because health isnt worth much with no armor or mr, and item 1401 scales with bonus health so is more cost effective to by after you have another health item that gives resistances

Spoofghoul1 votes

cinderhulk just sucks

less damage then sunfire and untill you complete a second hp item its also outclassed in hp And id rather have 45 armor then that stupid bonus hp passive which only comes into play very late game and by then doesn't even outclass the 45 armor sunfire gives.

Lately i just get devourer on most tanky junglers because it helps me clear faster gives the same sustain and allows me to actually hurt squishies in fights. It also synergises well with titanic hydra. Then with defensive boots for me usually ninja tabi because its passive is op and another 3 tank items makes me tanky and an actual treath to deal with for the opponents carries.

Shrek Luigi1 votes

This is the general attitude I try to avoid when matching up with junglers. People who think that Devourer+Titanic+Tabi is an acceptable substitute across the board for the hard-tanking items like Randuin/Frozen/DMP and speed boots/mercs early on are not the type of 'tanks' I want on my team. Opting out of tank items, on a tank, to buy something that 99% of tanks don't even scale with is ridiculous, the tiny exception being bruisers that actually have AA-OnHits. Cinder is also more gold-efficient than Sunfire, and has way more of an impact early on than Devourer does.

Opting for Devourer+Hydra+Wits on Tahm might work as a cheese-build to pubstomp your way though blind-pick games, but it's a really selfish way to queue up when your team might be looking for a hard-tank in particular.

Spoofghoul1 votes

Well the thing is you don't build this on everyone and you are free to build whichever item you want after the jungle item. There isn't a need to rush hydra.

Devourer gives better clearspeed then cinderhulk so you can farm & ganks instead of just gank or farm. Health from runes and the strenght of ages keystone will make your health grow quite quickly so you can go devourer tabi into spectre's cowl, you just take armor quints and reds and with tabi you get quite abit of defense vs physical damage spectre gives some mr along with your runes and then you also got quite a decent amount of health. Its not as bad as it seems because you will still get 4k hp with decent resistances come lategame but now you have some damage to make yourself a threath aswell.

AATTRROOXX1 votes

There is a new enchant replacing runeglaive called runic echoes that is a weaker luden's.

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