Why is Devourer more cost efficient than Warrior ON PURCHASE?

Dr Poro··99 votes·6,171 views

At 0 stacks, Devourer brings 2100 gold worth in stats. Warrior, the only other enchantment without unique passive, has a cost efficiency of 1877.

Meanwhile, Devourer only gets stronger as it stacks and gets an additional power boots at 30 stacks. Warrior, however, only falls off as the game goes on.

http://leagueoflegends.wikia.com/wiki/Devourer http://leagueoflegends.wikia.com/wiki/Warrior

105 Comments

kcStranger22 votes

First of all: I agree with you totally, it makes sense for Devourer to start out a little weaker than Warrior and scale up to surpass it. (Rito, give us back our 5 AD...) There was a Warrior rework up briefly on the PBE and while it was taken down quickly and I haven't seen it again, it does offer some indication that the item is being looked at.

The only thing I wanted to mention briefly to mitigate your point is that Devourer will generally be the first major item completed (for obvious reasons), but attack speed is not generally a stat that is desirable to build early. Generally, you want to buy early damage or penetration and only build attack speed afterwards.

disregardable12 votes

Attack speed is the best way to increase your clear time, especially on auto attack champions...It suits its purpose perfectly.

kcStranger8 votes

True, but it's still generally a bad first stat for PvP purposes, which is likely to be relevant at some point between your first and second major item purchases. It's great if you're just AFK farming though ;)

RocketRelm6 votes

"The Item that scales up to an extreme in the late game has a weak pvp stat as it's core stat, making it weaker on purchase"

"Let's give it insanely overloaded stat values for gp to start with, to mitigate this weakness in pvp"

"But still have it scale up into the Late Game insanely"

Noam Braumsky1 votes

Attack speed already synergizes greatly with the champ who buy devourer, like XinZhao Jax MasterYi .

Llanite1 votes

Not as much as AD which also affects abilities.

Ramuhdo3 votes

you want to buy early damage

Doesn't Devourer give bonus damage anyway? It's 30 on-hit magic damage versus 40 physical damage and 10 armour penetration. It'll only be very slightly weaker, right?

Erockandroll4 votes

{quoted}

Doesn't Devourer give bonus damage anyway? It's 30 on-hit magic damage versus 40 physical damage and 10 armour penetration. It'll only be very slightly weaker, right?

Keep in mind the Attack speed. 50% AS is 50% increase in your DPS. That being said, your early DPS is pretty lame unless your shyv. In some respects, Devourer gets away with being stat efficient as they are poor stats to rush.

But in Warrior's case, it's not just about Auto attacks. It's also about spells. A good spell slinger would make use of their spells as an Auto Attacker would of that AS.

Though I would agree that Warrior does not give enough for being an early game item.

Zhugan2 votes

That's not exactly true. It only effects the base attacks speed, not the scaling attack speed of a champion.

So, a 50% a-speed boost is actually less than a 50% increase in damage.

Caeler1 votes

It's a 50% dps boost if it's the only thing giving you AS.

Zhugan4 votes

No, because every champion in the game has scaling attack speed which is unaffected by item attack speed increases.

At best, it is likely to be something around a 30% dps increase, but ONLY for autos.

Which is part of why, in spite of it being less gold efficient, Warrior still being a better early item on champions that rely on their spells even a little bit.

Häßlich2 votes

Yep.

LeeSin Rengar Riven

ArkenStorm1 votes

{quoted}

Keep in mind the Attack speed. 50% AS is 50% increase in your DPS. That being said, your early DPS is pretty lame unless your you're shyv.*

or master yi, or xin zhao, or aatrox, or jax, or udyr, or kayle....

Zeus Jukem1 votes

Udyr

ArkenStorm1 votes

what do you mean I totally said udyr. see it's in my post :P (edited heh)

Count Buffon1 votes

Yeah, I don't really buy that the fact that it's attack speed is really such a big deal. AS is only a little sub-optimal and it self-synergizes with its own base on-hit damage and only improves with stacks. Even if AS were such a junk stat that it's effectively worth 200 gold less on purchase, Devourer would still start out on equal footing and only get better from there.

Fadedpf11 votes

Rip 5 AD because that is too strong. Meanwhile devourer...

Dr Poro7 votes

I think the change was good at that time. However, all 3 other jungle items got buffed in the meanwhile (well, Magus got changed, it was already strong for certain champs). Right now, Warrior is horribly inferior to the others in such extend that none of the top 10 junglers build Warrior.

Crowe Stalker8 votes

item 3709 is getting an incoming nerf of -10% Bonus Health in exchange for 100 more on purchase, if anything it's becoming more efficient on buy but very inefficient as the game progresses.

Ignis04 votes

{quoted}

item 3709 is getting an incoming nerf of -10% Bonus Health in exchange for 100 more on purchase, if anything it's becoming more efficient on buy but very inefficient as the game progresses.

Pls tell me they arent nerfing cinder hulk... they don't need to.

Squidblimp6 votes

If I recall correctly, they're adding 100 more base HP to the item, but the %HP scaling is down to 15% instead of 25%. They said that if you're below 1000 bonus HP, the item is buffed, but if you're above 1000 bonus HP, it's nerfed. Basically, it's a buff to early game of tanks, while nerfing their late game a bit. It's kind of a good thing, since tanks struggle more in the early game anyway, and have always been strong late.

Jungle Lux God1 votes

I feel the same here.

The difference between the new and old Cinderhulk is that the old Cinderhulk made tanks super strong in the late game at the expense of power in the early and mid game, while the new Cinderhulk is making tanks pretty decent in the early-mid game while making them strong in the late game.

It helps out tanks where they struggle at the expense of an area where they were already good, and by that I think Cinderhulk is buffed.

Sasogwa1 votes

[{quoted}](name=Dr Poro,realm=EUW,application-id=3ErqAdtq,discussion-id=rX7AjMfI,comment-id=00000000,timestamp=2015-08-11T20:47:41.471+0000)

I think the change was good at that time. However, all 3 other jungle items got buffed in the meanwhile (well, Magus got changed, it was already strong for certain champs). Right now, Warrior is horribly inferior to the others in such extend that none of the top 10 junglers build Warrior.

None of the top 10 junglers RekSai LeeSin JarvanIV would build warrior? You're a bit exagerating on that one

AtheosisX10 votes

Warrior needs 10% life steal. Then it will be competitive.

Dr Poro1 votes

10% lifesteal for free would probably over the top. It doesn't have to be the dominant item again, just a little buff would probably be enough. Or... A rework, not sure why rito didn't go through with the rework on the PBE.

CubedJustice1 votes

You mean the extra attack true damage burn on hit? Because a certain girly man champion would abuse that.

Lupxel1 votes

Could you say who? Sorry but I really don't know but I'd like to

Ariel the Cruel4 votes

a certain girly man champion would abuse that.

Based on popular perception, that would narrow it down to Taric, Ezreal, or Draven.

  • Draven is draven. And things are always draven when your Draven. So. . . Draven.
  • Taric Doesn't jungle particularly well even with [current] warrior.
  • That just leaves Ezreal.

I don't follow PBE too closely though and don't know what the buffs were. So I'm just taking a guess.

Dextix LT2 votes

Well if something like devourer can exist and be "healthy" for the game then i do not see a problem with 10% lifesteal.

Diananmen Square4 votes

Or maybe give revert the very game-changing 5 AD nerf.

Kappa

Tsohgder6 votes

Flat armor penetration is a VERY undervalued stat in this game.

30 flat armor penetration is worth the same gold as 10 AD, yet you get WAY more damage from 30 arpen.

The reason is that brutalizer is a really cheap early game item for the damage it gives (arpen efficiency is taken from this item).

But you can't really get a lot of flat arpen in this game. Only two items build from brutalizer.

On a side note, if you have full AD marks, you get 8,5 AD, arpen parks give you 11,5 arpen.

8,5 AD = 306g 11,5 arpen = 138g

you can see AD marks are worth more gold, but you will still deal way more damage on most AD champions with the arpen runes once you get to lvl ~6 or so, when you have enough AD to make it worth, or your abilities have enough base damage.

Just because it's cheaper, it doesn't mean it's worse. But yeah, I would gladly get a warrior buff, (or a new brutalizer path), but we can't have that because of one guy that would abuse it every single game.

Fucking LeeSin

TL;DR gold efficiency =/= actual damage efficiency

Terchio2 votes

To be fair, I don't think it's undervalued, I think it's merely worth more than is calculated from leagueoflegends.wikia.com. Their process leaves some stats less valuable than they should be, including both Armor Pen and Cooldown Reduction (since both of those are calculated off of items that have other stats crowding the value, Brutalizer and Kindlegem).

bad manner kid5 votes

Warrior is a waste. Any champ that I would make warrior on I build a Pickaxe item or BORK and then eventually make a cinderhulk when my AD spike isn't as valuable.

Like they literally just added item 3134 to the jungle item and said "Have fun."

Every other jungle item offers a unique effect, if anything they should give you a discount on brutalizer for wasting an item slot on item 3707

Count Buffon6 votes

Even before the incoming nerf, it already feels really bad to buy Cinderhulk. Its aura is only 60% of a Sunfire Cape passive. If you used to buy Spirit of the Ancient Golem and Sunfire Cape, then too bad - you have to buy a jungle item, or else you won't clear camps. Have fun doing 40% less Sunfire damage forever.

All of this is because jungle items have to be OP because jungler cry when ADCs poach their camps. And junglers cry when laners play with their toys, so they're not allowed to actually be all that good items outside of the jungle, either.

When you use DRM as game design and force each jungler to buy one of 1-2 items, that's not strategic diversity. It's a hostage situation.

If Smite came with a passive that took over the unique role of Machete items, then we could get rid of gimped Lich Bane/Sunfire Cape/Youmuu's Ghostblade item design. Just give it a patch or two and Runeglaive will literally be 60% of a Lich Bane, because that's how the jungle item balance cycle of pain works.

bad manner kid4 votes

[{quoted}](name=Count Buffon,realm=NA,application-id=3ErqAdtq,discussion-id=rX7AjMfI,comment-id=00020000,timestamp=2015-08-11T21:39:20.964+0000)

When you use DRM as game design and force each jungler to buy one of 1-2 items, that's not strategic diversity. It's a hostage situation.

I think this is one of the best things said about the state of "jungle items."

Initially they were designed to help many champions in the jungle succeed with low cost items that make them more sturdy against jungle camps.

At some point it became, "Each jungler should be able to impact the game with these awesome unique items"

After abuse, "Only champions with smite can use these, let's make them stronger now!"

Now they are stuck in their own cesspool, and their only out is nerfing the jungle items. What we will end up with is expensive item slots that junglers are forced to buy because they've already committed to a jungle item helper.

I think they should go back to the design board and make the Tier 2/3 Jungle items MIRROR popular items with "jungle helper stats" or just go back to when junglers eventually sold the tier 1/2 machete items.

Count Buffon3 votes

Honestly, I just want Smite to have a free Machete built in, and I want to be able to upgrade Smite like a trinket (and for similar level/gold costs, because it's not tied to anything else anymore in this scenario; maybe the Smite variants themselves should cost 400 or so, idk). Then I can actually buy items and have the much-hyped "strategic diversity" experience.

If the free Machete smite passive is too good, then a small nerf to account for the extra 475 gold worth of stats/potions at the start of the game could be in order, and/or the passive could level-scale. Level scaling is a pretty good solution IMO, because it's mostly irrelevant outside of the jungle anyway, and the whole point is that they want Smite to be the barrier of entry to jungle poaching.

ElJanitorFrank4 votes

In terms of raw efficiency, I see your point, however...Warrior gives you very efficient stacks right off the bat that will immediately help you in combat. The pure attack speed from Devourer, however, is NOT comparable to warrior. You'd have to have a champion with procs ever X auto attacks, very very high base damages, on-hit effects, etc. to make devourer more worth the purchase than Warrior, up front.

This is a case of simply looking at statistics and not analyzing them first.

bad manner kid2 votes

{quoted}

In terms of raw efficiency, I see your point, however...Warrior gives you very efficient stacks right off the bat that will immediately help you in combat. The pure attack speed from Devourer, however, is NOT comparable to warrior. You'd have to have a champion with procs ever X auto attacks, very very high base damages, on-hit effects, etc. to make devourer more worth the purchase than Warrior, up front.

This is a case of simply looking at statistics and not analyzing them first.

Upgrading to Warrior from jungle item + Brutalizer gives you 15 AD. Is 15 AD a stat that is really valuable for more than 5- 10minutes? Why not just build the item 3134 into a item 3142 and gain AS, Crit, and a sprint?

The real problem is the enchant offers nothing past a quick AD spike from purchasing item 3134 + 63g. If you buy it and don't immediately succeed in ganking/dueling, you've basically wasted an item slot because end game you better sell your jungle item to be efficient.

Karn Bishop3 votes

Warrior: Stats +40 attack damage +10% cooldown reduction +10 armor penetration Unique passive warriors fervor: Gain stacks of warriors fervor on auto attack, at 100 stacks each additional auto attack heals for 2 hp + 5% of damage dealt. ( this effect does not work on tryndemere )

Durzaka3 votes

While I do agree, when Warrior was strong, we had junglers like Vi or Lee or Jarvan completing it and being able to 100-0 someone as soon as they did. It was very strong on a subset of champions.

Devourer is strong, but not when you first buy it, despite it being more gold efficient.

Treyen2 votes

I just find it funny that after all the crying and nerf-calling on feral flare..they basically improved it and re-released it and thought it would be somehow more balanced.

#ritologic

Partholonian1 votes

It IS more balanced. They removed the infinite scaling and the sustain. And they also made it specifically not work with FF's worst abuse case, WW ult. (And old Fiora ult, but that's gone now anyway.)

Jamener2 votes

I watch the Youtuber Stonewall008 who gives this formula for damage:

Burst damage beats Sustained damage Sustained damage beats Tank stats Tank stats beat Burst damage

I agree with him that Riot should balance things with this in mind, so if a Warrior jungler goes up against a Devourer jungler early on they should have a 60/40 chance of out-dueling or out-ganking that Devourer and delaying that Sated power spike long enough for the rest of his team to build enough items to fight against it.

Right now, I feel like in solo queue, Devourer outperforms all the others because teams aren't coordinated enough to actively invade the enemy jungle, secure river camps, and coordinate ganks together to delay those stacks. Maybe in higher level play they are?

Personally, I feel like when I pick Warrior, I still get outdueled by a Devourer because my burst is no where near strong enough to kill them before they kill me. So much so that I've deleted all my tank, AD assassins, and mage jungle runes and masteries and just left one Attack Speed jungle page because a Devourer with one other damage item and the rest tank items will always out-sustain and out-damage any other jungler. The damage is diversified too with both AD and Magic on-hit damage.

Minuano2 votes

Because attack speed by itself is a shitty stat early on.

junglerboy162 votes

I think the best way to nerf Devourer is to make it start at 25 on-hit damage and take 35 stacks. That makes it less effective as a stand alone item and takes a bit longer to stack to give you more of a window of time to try and shut down the devourer stacker.

Dr Poro1 votes

I would like this. They say Devourer is a lategame powerhouse. That means making it a little weaker early and make it take a bit longer (is 20 minutes lategame???) to get sated would be a nice way to keep this lategame dream true.

junglerboy162 votes

Well, mid game usually starts at around 12-15 minutes, and most would argue late game doesn't really start until 30 minutes or later. Most power farmers that I see can get stacked by between 20-25 minutes with ease, and adding an extra 5 stacks is just one more epic monster kill or one more jungle clear, at most it would delay a stacker by about 3-5 minutes. The main point of the change is that it isn't as gold efficient right out of the box, while still allowing the champ to scale into their late game.

Kwikdraw1 votes

Along these lines. I have a couple of separate, independent ideas on how Devourer could be nerfed (i.e. not all of these should be done, but individually, any of them could be potential ideas for nerfs)

  1. Start at 0 magic damage on-hit. Or remove the magic damage on-hit entirely.

Does an item that increases the efficiency of on-hit effects by 50% REALLY need to have it's own on-hit effect, when the champions that use it already have on-hit effects in their kit and will build items with more on-hit effects?

  1. Remove the ability to gain stacks from champion takedowns entirely, or make it only grant stacks on kills.

Right now, the champions that use Devourer are having their cake and eating it too. (Want to power farm the jungle for your stacks? Awesome. Want to continuously gank and never touch the jungle again? Perfect! Either way, here's your Sated! :D)

  1. Remove (or more likely, reduce) the AS%.

For those of you saying that AS is a sub-optimal stat to rush, you're right. On MOST champions. But if you think a champion having an on-hit effect doesn't change that, well, let me direct you to last week's LCK matchup, where SKT Bang on Vayne had Doran's/Berserker's/Long Sword in lane against SSG Fury on Lucian with Doran's/Doran's/Avarice. Compare the combat stats: 70HP/17AD/3%LS/25%AS on Vayne vs 140HP/14AD/6%LS/10%CritChance on Lucian. Yet Fury couldn't even begin to trade with Vayne in lane.

Cenobite Azaziel2 votes

{quoted}

  1. Remove the ability to gain stacks from champion takedowns entirely, or make it only grant stacks on kills.

Right now, the champions that use Devourer are having their cake and eating it too. (Want to power farm the jungle for your stacks? Awesome. Want to continuously gank and never touch the jungle again? Perfect! Either way, here's your Sated! :D)

Sated jungler's aren't really good for ganking. (Except for Udyr and xin (and xin isn't broken with it) I guess. Kayle has a puny slow and no mobility, shyv no CC, YI no CC, WW cc only at lvl 6. The main problem with "feral flare" was that the jungler got stuck in the jungle and wouldn't gank. Removing the stacks for assists brings back that problem again.

  1. Remove (or more likely, reduce) the AS%.

For those of you saying that AS is a sub-optimal stat to rush, you're right. On MOST champions. But if you think a champion having an on-hit effect doesn't change that, well, let me direct you to last week's LCK matchup, where SKT Bang on Vayne had Doran's/Berserker's/Long Sword in lane against SSG Fury on Lucian with Doran's/Doran's/Avarice. Compare the combat stats: 70HP/17AD/3%LS/25%AS on Vayne vs 140HP/14AD/6%LS/10%CritChance on Lucian. Yet Fury couldn't even begin to trade with Vayne in lane.

You are kind of comparing oranges and apples. Avarice blade isn't cost efficient because of the passive. It will give you critical. Something that has a % of doubling your damage. Anyway, you shouldn't compare the stats based on a lane situation. DPS junglers won't clear as fast as gank junglers based on the principle of scaling. When you gank someone as a dps junglers, part of your DPS is wasted if you can't stick to him, and it makes tower dives very difficult to pull of, since you have a small time window. Add up to that DPS junglers generally have one skill that is good with ther ASPD. KAyle Q is worth nothing in the jungle. MAster Yi W is worth nothing and E takes a lot of damage if you want it to escale.

A gank jungler with warrior will just burst you, having more CC and skills that are synergic with the damage. They skills are great with devourer, stacking a lot of damage and sometimes, clearing faster the camps.

More from Gameplay

More by Dr Poro