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Nocturne The Eternal Nightmare

At a glance:


    Patch 6.13 Rundown: Support Love

    Riot decided to give some love to the Supports on 6.13 including some buffs to Lulu and Thresh and changes to the the ancient coin and relic shield line to make the items feel more powerful. 

    Amongst one of the biggest changes this patch is the new bonus shielding/healing stat present on Forbidden Idol, Mikael's Crucible and Ardent Censer, making the likes of Soraka, Nami, Janna and Karma (just to name a few) that much stronger.

    Check out the full changes below to get ready for the patch that just hit live!



    Blitzcrank is too
    dominant in lane
    so he's getting a few
    nerfs as well as
    some tweaks to
    make him feel
    a bit better.

    What's New:
    • Rocket Grab (Q) now pulls enemies 75 units in front of Blitzcrank rather than directly on top of him.
    • Power Fist (E) duration decreased from 10 to 5 seconds. Basic attack can no longer be canceled.
    • Static Field (R) cooldown changed from 30 seconds to 60/40/20 seconds. No longer hits monsters when out of combat.


    Lulu is getting a few utility buffs to make her more worthwhile as a support without making her solo lane unbearably strong

    What's New:
    • Glitterlance (Q) damage now falls to 70% against targets hit beyond the first, slow duration increased from 1/1.25/1.5/1.75/2 to 2 seconds at all ranks.
    • Whimsy (W) Now also grants 15/20/25/30/35% attack speed.

    Tahm Kench

    Tahm Kench is getting some changes addressing his insane tankiness with two lives and maximum health damage.

    What's New:
    • An Acquired Taste (Passive): basic attacks and abilities deal 1/1.25/1.5% (at levels 1/11/16) of Tahm Kench's maximum health as bonus magic damage. Stacks 3 times vs champions.
    • Tongue Lash (Q) damage up from 80/125/170/215/260 to 80/130/180/230/280.
    • Thick Skin (E) now gives less grey health from 100% of damage taken to 70/75/80/85/90% of damage taken but heals more, from 20/26/32/38/44% to 25/30/35/40/45%. Shield Duration down from 6 to 3 seconds and Cooldown reduced from 16/15/14/13/12 seconds to 6 seconds. Shield no longer decays.
    • Abyssal Voyage (R) channel duration reduced from 15 to 6 seconds, cast delay reduced from 1 to 0.25 seconds, enemy warning time reduced from 1.5 to 1 second and range increased from 4000/5000/6000 to 4500/5500/6500.


    Thresh now collects more souls and souls he collects makes his shield stronger!

    What's New:
    • Epic Monsters now drop two souls.
    • Dark Passage (W) no longer has an ability power but shield strength increases by 1 HP for each soul collected.
    • Quality of life changes to Dark Passage usage with Death Sentence in maximum range.


    Zyra is getting small nerfs to her plants so she can't spawn as many plants.

    What's New:
    • Garden of Thorns (Passive) spawn time increased from scaling changed from 11 - 6.75 seconds to 13 - 8.5 seconds (at levels 1-18).
    • Deadly Spines (Q) bug fix, no longer attack enemy champions if Zyra hasn't damaged them.
    • Rampant Growth (W) ammo recharge time increased from 17/16/15/14/13 seconds to 20/18/16/14/12 seconds.


    Mini Gnar is getting some buffs to he can kite better and duel bruisers better.

    What's New:
    • Rage Gene (Passive) mini gnar bonus range up from 400 - 485 (at levels 1-18) to 400 - 500 (at levels 1-18).
    • Boomerang Throw (Q) return boomerang distance up from 2500 to 3000.
    • Hyper (W) damage up from 10/20/30/40/50 to 15/25/35/45/55


    Irelia was using her ultimate too often due to the increased cooldown reduction on her core Item: Trinity Force

    What's New:
    • Transcendent Blades (R) cooldown up from 70/60/50 seconds to 110/85/60 seconds.

    Jarvan IV

    Jarvan is getting some extra tankiness to survive engages in teamfights where he locks down multiple targets.

    What's New:
    • Golden Aegis (W) base shield up from 50/90/130/170/210 to 50/80/110/140/170. Bonus shield per enemy champion up from 20/30/40/50/60 to 20/40/60/80/100. Slow Radius increased from 500 to 600.


    Kindred is getting hit by the nerf bat again to reduce her dominance as a jungler.

    What's New:
    • Base Armor down from 27 to 20
    • Armor growth per level up from 3.25 to 3.5
    • Wolf's Frenzy (W) no longer grants a heal. Instead now reduces monsters attack speed and movement speed by 50% for 2 seconds


    Swain is still doing too much with his ultimate, leaving opponents without windows
    to engage when
    his ult is down

    What's New:
    • Ravenous Flock (R) cooldown up from 10 seconds to 20 seconds.
      Initial lockout on recast up from 0.5 seconds to 2 seconds.


    More Bug Fixes!

    What's New:
    • Force of Will (W) will no longer only grab 2 spheres at max rank at any time and getting crowd-controlled while grabbing an object will no longer put the skill on cooldown.
    • Unleashed Power (R) will now check for spheres during the entire cast, instead of at the beginning of the cast only. Spheres produced by Unleashed Power will no longer ever become impossible to use if her target dies during the cast


    Trundle is still healing
    too much, this time
    from his regen,
    it's being cut down
    so he can't heal
    back up so fast

    What's New:
    • Base Health Regeneration down from 9.4 to 6.


    Twitch was occasionally instantly stealthing, totally unintended and super
    hard to deal with!

    What's New:
    • Ambush (Q) will no longer instantly complete if Twitch kills an enemy champion.


    Vladimir is intended to be
    tanky, but he's getting
    too much damage for
    someone who is mostly
    building defensively

    What's New:
    • Crimsom Pact (Passive) bonus health to AP ratio changed from 1 AP per 25 health to 1 AP per 40 health.
      AP to bonus health ratio changed from 1 health per 1 ability power to 1.4 health per 1 ability power.
    • Transfusion (Q) damage down from 80/100/120/140/160 to 75/90/105/120/135. Ratio up from 0.45 to 0.55


    Volibear has been too dominant in the last patches. He is tanky, deals a lot of damage and clears fast. The last part is being addressed.

    What's New:
    • Frenzy (W) damage down from 80/125/170/215/260 to 60/110/160/210/260. 
      Attack Speed per stack down from
      8/11/14/17/20% to 4/8/12/16/20%



    MOAR bugfixes!

    What's New:
    • Bouncing Bomb will now more consistently explode when bouncing near large units such as Baron and Dragon.

    Ancient Coin

    • Now gives 5% Cooldown Reduction

    Nomad's Medallion

    • Recipe changed to Ancient Coin + Faerie Charm + 375 gold.
    • Now gives 10% Cooldown Reduction
    • Health Regen down from 50% to 25%
    • Mana Regen up from 50% to 75%

    Talisman of Ascension

    • Recipe changed to Raptor's Cloak + Nomad's Medallion + 450 gold
    • Total cost up from 2200 gold to 2500 gold
    • Armor up from 0 to 45
    • Health Regen up from 100% to 150%
    • Mana Regen down from 100% to 75%
    • Now builds up to 20% MS over 2 seconds while near turrets, fallen turrets or void gates

    Relic Shield

    • Minion execute changed from flat 200 health to 195 + (5*level) health

    Targon's Brace

    • Minion execute changed from flat 240 health to 200 + (10*level) health

    Face of the Mountain

    • Minion execute changed from flat 400 health to 320 + (20*level) health

    Eye of the Equinox

    • Minion execute changed from flat 400 health to 320 + (20*level) health

    Forbidden Idol

    • Total cost up from 550 gold to 850 gold
    • Now gives +10% bonus healing and shielding power

    Ardent Censer

    • Total cost up from 2200 gold to 2400 gold
    • Ability Power up from 40 to 60
    • Mana Regen down from 100% to 50%
    • Now gives +15% bonus healing and shielding power

    Mikael's Crucible

    • Total cost up from 2300 gold to 2400 gold
    • Now gives +15% bonus healing and shielding power

    Ruby Sightstone

    • Total cost down from 1800 gold to 1600 gold
    • Active item cooldown reduction up from 10% to 20%

    Hextech Protobelt

    • Protobelt's dash now disables spellcasts and channels for the duration



    Catch-Up Experience

    • Catch-up experience now scales continuously with percent missing level, rather than remaining at a set value from level to level
    • You now get more catch-up experience at 2.5 levels behind than 2.3 levels behind than 2 levels behind, etc.
    • To accommodate the new continuous growth, catch-up experience kicks in earlier but scales less strongly


    Post-Death Kill Experience

    • Champions now continue to gain experience from nearby champion kills for ~10 seconds after death, even if they didn't participate




    • Channel Duration up from 3.5 seconds to 4.5 seconds
    • Teleport now drops its caster on the side of the target closest to the caster's nexus (ex: always behind towers)
    • Teleport visuals are ALWAYS visible even through Fog of War
    • Teleport now issues a "On My Way" Ping at target location

    Dragons and Rift Herald

    • Dragons and Rift Herald now wait to level up until they've been out of combat for 30 seconds


    If you want to read the official patch notes, click here

    Ryze's Rework: The Rune Mage

    Ryze is amongst the League's oldest champions and if you've played for a long time you probably know that it's not the first time the Rune Mage is reworked. After a huge set of adjustments trying to fix a very problematic champion, Riot is reworking him once more and his update is now on the PBE to test out!

    Read on to check our analysis from our team here at LolKing as well as see his skins and abilities.


    LolKing Analyzes

    Ryze is all about combos and with the rework, Riot wanted to keep that as part of his identity, giving him more versatility with combos in laning, skirmishes and teamfights. Overall he's still going to be the mana stacking blue champion that we all know so well, but without his old passive and ultimate his power will no longer revolve around those windows of time where he can stack them up and burst an enemy down where he stands.


    The centerpiece of his new kit is his E, Spell Flux. While it retains similarity to the old version, starting combos will always be done with this skill, as it unlocks bonus effects on his 3 basic skills, which you can check below on the ability preview.

    Q, Overload, is the same line skillshot that we had in the last rework, however, now Ryze can gain the shield that his passive used to give and the movement speed the old ultimate used to give. There's a catch though, in order to get this buff you need to fully charge a rune and to fully charge a rune you need to cast two spells that are not Overload to get the empowered Overload that will buff you up so much.

    His W, Runic Prison is the ability that is completely unchanged from the last rework, it remains as a simple point and click Root, but its duration can be increased if Spell Flux precedes it.


    Lastly, his ultimate Realm Warp is similar to Twisted Fate's Destiny/Gate albeit its range being much lower. Ryze opens a portal to a short distance and after a short delay all allied units are warped to the target location.

    This ability is not about teleporting from one lane to another as the range is too low, instead its use will be mostly for escaping or simply instantly finding a flank in a teamfight. The ability to reposition himself and his team in the middle of a fight can be huge and swing fights in your favor, but it will take great practice and careful decision making in order to use it correctly.


    As a side note, it's important to mention that it teleports any allied unit, meaning you can teleport minions with you. If in some situation this might just look like a needless addition, when the waves are crashing into the enemy base or still inside your own, where the distance between lanes is smaller, Ryze can simply teleport minions from one lane to another and immediately siege in another lane instead.

    So in essence, the Rune Mage can even teleport some of those nasty siege minions from one lane to another so you can focus on the lane that still has inhibitors up with a stronger wave.




    Abilities Preview

    Passive: Arcane Mastery

    Ryze’s spells deal additional damage based on his bonus mana, and his maximum mana is increased by a percentage of his ability power.


    Q: Overload

    Passive: Casting Ryze's other spells resets the cooldown of Overload and begins charging a Rune. Cast another spell (not Overload) within this window to fully charge the Rune, or cast Overload to cancel the charge.

    Active: Fire a runic blast in a direction, dealing magic damage to the first enemy struck. If Ryze has a Rune fully charged when he casts Overload, he is shielded and gains a temporary movespeed boost.

    W: Rune Prison

    Instantly root a target and deal magic damage.


    E: Spell Flux

    Deal magic damage to a target and marks it with Flux. Ryze's next spell on targets marked with Flux will deal bonus effects:

    • Overload deals bonus damage and bounces to nearby enemies marked with Flux.
    • Rune Prison root duration is doubled.
    • Spell Flux applies Flux to all nearby enemies.

    If a target marked with Flux is killed by any champion, Flux is applied to all nearby enemies.


    R: Realm Warp

    Open a portal to a location a short distance away. A couple of seconds later, all allied units within the portal's sphere are warped to the target location.





    Skin Previews








    For more information, including video previews of Ryze's abilities, make sure to check out the Champion Reveal!


    Retrospective: Skarner

    Despite not being amongst the oldest champions, Skarner is one of the best examples of a champion who has always been a problem in Riot's eyes and has been reworked and changed several times. He was champion release number 81 and was released on the 9th of August 2011.

    It's now season 6 and we are on Skarner's fourth iteration and after so many changes it seems that Riot still doesn't know if this will be the final version of The Crystal Vanguard.



    Throughout hundreds of balance changes and multiple reworks, let's take a look at where Skarner started and where he is now:



    Release Kit

    While most of the abilities on his kit retained their visuals, the abilities have been tweaked around multiple times.

    Skarner's initial release made him a very binary champion. His passive incentivized power farming to reduce his ultimate's cooldown and his Q had a powerful slow attached. The problem was that he was either feast or famine. If ahead, he could close in on targets and perma slow them, if kited successfully, he would be essentially useless.

    Passive: Energize

    Basic attacks reduce the cooldowns of Skarner's abilities by 1 second against champions and 0.5 seconds against non-champions.

    This passive was what made Skarner so feast or famine. If he could stick to champions in teamfights he would constantly get cooldowns back to keep doing damage and tanking with his shield.

    Q: Crystal Slash

    Skarner lashes out with his claws, dealing physical damage to all nearby enemies and charging himself with Crystal Energy for several seconds if a unit is struck. If he casts Crystal Slash again while empowered by Crystal Energy, he deals bonus Magic Damage and slows all targets hit.

    Skarner Q's has always been Crystal Slash, but it was a very different ability back in his first iteration. If he hit two Q's in a row he'd start slowing everyone in a small area around him making him extremely sticky once he closed the gap. With the Energize passive he could constantly spam Q, even if with little to no cooldown reduction.

    W: Crystalline Exoskeleton

    Skarner gains a shield and while the shield persists his movement speed and attack speed are both increased.

    Crystalline Exoskeleton retained most of it's identity throughout the reworks but back in release it used to give him attack speed. This made him extremely strong if he wasn't being focused, but popping his shield was devastating as Skarner would lose his gap closer and his way of swift sheen procs in between his Crystal Slashes

    E: Fracture

    Skarner summons a blast of crystalline energy which deals damage to enemies struck and marks them. Any further damage dealt to marked targets by Skarner will allow him to consume the mark to heal himself.

    Fracture was essentially useless back in the day and unless you were playing him in lane for some reason and needed the sustain, chances are you would always max this skill last, in fact, a lot of people didn't even take a point in this skill until level 13, maxing out Crystal Slash and Crystalline Exoskeleton first as more damage and tankiness were a much better bet than a meager heal on an extremely slow line skill shot that also slowed his movement.

    R: Impale

    Skarner suppresses an enemy champion and deals magic damage to it. During this time, Skarner can move freely and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt additional damage.

    Skarner's Impale never had any significant changes apart from Cooldown and Damage adjustments. This is the skill that made Skarner so feared back in Season 2, the fact that he could surpress a target and there was little one could do.

    One year after release Riot nerfed impale so it would no longer finish casting if the target escaped the range during the cast time.


    Season 4 - Patch 4.2

    On Patch 4.2 Skarner's first rework was finally introduced. The attack speed buff was moved to Crystal Slash and the Slow moved to Fracture. This was Riot's first attempt at rebalancing the Crystal Vanguard's kit, where one of his skills was overloaded and the other virtually useless.

    With this rework, Riot aimed to:

    We’re giving Skarner a moderate rework to bring him slashing and impaling into the modern day. Our goals are to improve his overall counterplay, make Fracture a more useful skill and bring him up to current jungle standards. These changes shouldn't have a dramatic effect on Skarner's overall play pattern but they should make his kit feel more cohesive overall.




    Q: Crystal Slash

    When a target is hit, Skarner gains an 8/10/12/14/16% attack speed buff that stacks up to 3 times

    The big change to Skarner in this patch was the loss of the perma slow on this ability, prompting many players to pick up Iceborn Gauntlet to retain the stickiness that the champion once had.

    W: Crystalline Exoskeleton

    • Cooldown down
    • Movement speed ramps up over the first 3 seconds.
    • Bonus MS up from 15/17/19/21/23% to 16/20/24/28/32%
    • Base Shield strength and Ability Power Ratio went up from 70/115/160/205/250 (+60% AP) to 80/135/190/245/300 (+80% AP)
    • No longer grants Attack Speed
      Probably he best part of the changes for Skarner, a more durable shield that sped him up more would allow him to close the gap with more ease.

    E: Fracture

    • Cooldown up
    • Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds
    • Width and speed reduced
    • Range increased
    • Heal mark Removed

      Initially it seemed like a good change, but the skillshot was extremely unreliable and slow, making it extremely hard to hit. Buffs were immediately given after on patch 4.3 and 4.4, increasing width, speed and slow percentage but overall Skarner's kit felt weaker, even though his kit was now more balanced and cohesive.



    Season 4 - Patch 4.10

    Ultimately, the first rework wasn't successful and Riot quickly addressed it in the same season.

    With these changes, Riot intended to "give him a stronger identity without bringing back his old gameplay issues" meaning to make him closer to a crowd control focused champion instead of a duelist.

    The big change in this patch was obviously the introduction of a new passive for Skarner.

    Passive: Crystallizing Sting

    Skarner's damaging spells apply a 'Crystal Venom' debuff to enemy Champions and large monsters for 5 seconds.   If Skarner lands a basic attack on a target with 3 stacks of 'Crystal Venom', he will deal an additional 20-105 magic damage and stun the target for 0.5/0.75/1 second   Energize was finally removed and cooldowns were adjusted to make up for the change. With Crystallizing Sting the pattern of play was simple. To tag enemies with Fracture and then multiple iterations of Crystal Slash in order to stun targets, similarly to Braum's Winter's Bite system.      

    Q: Crystal Slash

    • Basic attacks reduce Crystal Slash's cooldown by 0.5 seconds (doubled against Champions)
    • Crystal Energy now additionally grants +3/4/5/6/7% movement speed per stack (up to 3 stacks)
    • Base Damage down from 25/40/55/70/85 (80% AD)  to 20/32/44/56/68 (40% AD)
    • Bonus Damage down from 24/36/48/60/72 (+40% AP) to 20/32/44/56/68 (+20% AP)
      Energized's passive was moved to Crystal Slash in order to keep it a low cooldown ability and while the damage was heavily hit in this rework, Skarner now had more utility to close the gap and stick to his target.

    R: Impale

    • Impale consumes all stacks of Crystal Venom and deals 50/75/100 magic damage per stack consumed
    • Cooldown Reduced

    A bit of extra damage was added to impale to make up for the loss of damage on Crystal Slash and while the Cooldown Reduction seemed good, it was not comparable to the reduction you could obtain by abusing the old Energized Passive.


    Eventually on Patch 5.16 Skarner was reworked once more, being part of the Juggernaut update. When released he was amongst the highest win rates and an extremely oppressive champion once more, but he was quickly adjusted to reduce how oppressive he was.

    At the season 5 World Championship he was seen seldomly seen and was quickly disregarded as a viable meta pick for Competitive play.


    Currently, he's amongst the top win rates in ranked and while only Clearlove from Edward Gaming had the audacity of picking him in pro play, he still remains as a strong champion in the right hands. If you are inspired by his past and want to get in some games with the current Skarner, head on over to our guides and learn what you need to master The Crystal Vanguard.

    LolKing's League Tips - Episode 8 - Wave Manipulation Basics

    Welcome to LolKing's League Tips!

    Each week we’ll be giving you a tip that you can use in your games to have an edge over your opponent.


    Last time we looked at some tips to help you as a jungler and the week before at how to roam from the support position


    Today we are looking at the basics behind wave manipulation. It's important to understand how minion waves work to be able to manipulate waves in your favor. In this video we look at how to freeze a minion wave and its benefits, how to break an enemy freeze and how to reset a minion wave.



    Watch the video below to learn more about the basics of Wave Manipulation




     Be sure to subscribe to LolKing's YouTube channel for upcoming stat videos, and other League of Legends coverage!




    Delaying your Jungle Enchantments

    Jungle Enchantments have been a part of League of Legends since pre-season 5 and for the jungler.

    For a jungler, the enchant defines what type of jungler they are and what role they’ll fit in a team as some junglers are viable with more than one enchant.

    Most junglers get their enchants right away, as a first item, but what about delaying the purchase? How viable is this?


    Patch 6.9 - Changes to jungle experience


    Prior to patch 6.9, both Hunter’s Machete and Hunter’s Talisman gave bonus 15 experience per each large monster killed. With this in mind, most junglers picked up both jungle items early on to get the maximum experience out of the jungle and keep up with the solo lanes.

    With 6.9 came the changes to jungle experience.


    Patch 6.9 changes:

    • Hunter’s Machete and Hunter’s Talisman grant 15 50 bonus experience on large monster kill
    • Stalker’s Blade, Skirmisher’s Sabre, and Tracker’s Knife grant 30 50 bonus experience on large monster kill


    With these changes in mind, you no longer need both items to get extra experience off of camps.


    In the LCS and all other leagues around the world, this small change quickly showed adaptation from players, grabbing their Bami’s Cinders and Caulfield's Warhammers before grabbing their second jungle item component.

    But what about going one step further and skipping the jungle enchant entire, even if temporarily?


    This is exactly what Reignover did on Gragas in Immortals’ match against Echo Fox.

    Reignover rushed a Rod of Ages and only after that did he finish his Tracker’s Knife and his Cinderhulk Enchantment.

    The idea here is simple. Rod of Ages is a fantastic item on Gragas as he gets to itemize for health and simultaneously grab ability power for his four skills that all have relatively good ratios. This means he can effectively build a mixed item that gives him some defensive stats and also bolsters his damage and clearing.


    Gragas isn’t a jungler that relies on auto attacks to clear, he can clear extremely fast if he can use spells often. With Rod of Ages, he gets exactly this. The flat mana makes quite the difference and using spells means he can heal back up, so he can sustain himself even better inside the jungle.

    Picking up the Rod of Ages early on means it can start stacking immediately, whereas picking it up second would mean much later scaling, which is often not an option in professional play. Most players would never grab a Rod of Ages second because it’s so late into the match and 10 full minutes are needed to stack it up.

    Aside from this, we can even compare Bami’s Cinder and Catalyst of Aeons as they even have the same cost.



    Bami's Cinder Cost: 1100
    +280 Health

    Unique – Immolate: Deals 6-23 (based on level) magic damage per second to nearby enemies. Deals 50% bonus damage to minions and monsters (400 range).

    Total Gold Value = 746.66 gold
    Gold Efficiency = 67.88%  



    Catalyst of Aeons Cost: 1100
    +225 Health
    +300 Mana
      Unique – Eternity: 15% of damage taken from champions is gained as mana. Spending mana restores 20% of mana spent as health, up to 15 per cast (toggle spells heal for up to 15 per second).
      Total Gold Value = 1020 gold
    Gold Efficiency = 92.73%  



    As you can see, Catalyst gives slightly less Health, but grants the much needed 300 Mana from Gragas, not to mention the Eternity passive, constantly fueling Gragas’ sustain in health while he jungles and mana pool when in combat.

    One can argue that Bami’s Cinder has strong AoE damage to help clear jungle monsters, but as mentioned before, Gragas doesn’t really need it, he already clears very fast if he can keep using spells.


    The advantages of delaying an enchantment


    There are two other advantages behind delaying an enchantment:

    First off and for Cinderhulk users, delaying the enchantment means you’ll get more out of the purchase later on. Cinderhulk is a bit like Deathcap, the more HP you have, the more efficient it is, so rushing it early won’t give you as much of a benefit as it would to purchase it as a second or third item.


    Secondly, delaying your enchantment lets you chose. If you are playing a jungler who can use more than one enchantmentthen delaying it just means you will have a better idea of which to pick up when you decide to do it.


    Who can do this?


    It’s important to preface this by saying that this is mostly applicable for Cinderhulk junglers than anyone else as Warrior is an extremely strong purchase and most Runic Echoes users buy the item to enhance clearing and damage without running out of mana.

    That said, let’s have a look at some junglers who could delay their enchantments until later into the game.


    AP Tanky junglers - Sejuani, Gragas, Amumu



    These subset of champions usually chooses between going for Cinderhulk and Runic Echoes, depending on playstyle and the role they want to have in a team.

    For all of these, grabbing a Rod of Ages can mean a healthy balance between offensive stats and defensive stats. Alternatively, rushing defensive items such as Locket of the Iron Solari can also work. For the Sad Mummy, an early Rylai’s Crystal Scepter could also be an option.


    Other Tank Junglers - Volibear, Olaf, Rek’sai



    Other tank junglers have a lot of defensive options they can pick up instead of getting the enchantment. These three junglers all have very good clears with abilities and don’t need to rely on the AoE from Bami’s Cinder to clear camps.


    Instead, going for items to cover their weaknesses in ganking and skirmishing could be more helpful. Dead Man’s Plate can help them close the gap, Sterak’s Gage or Titanic Hydra are good offensive options with the health component from Jaurim's Fist and even Righteous Glory has a strong active that can be terrifying on Olaf or Volibear.


    Bloodrazor Junglers - Kindred, Warwick, Master Yi



    Currently, the standout Bloodrazor jungler in competitive is Kindred, but many other options such as Master Yi, Warwirck, Xin Zhao and Jax also build Bloodrazor in ranked games across all divisions.

    While attack speed is a key factor for these champions to both clear camps and fight, the percentage maximum health physical damage component only really kicks in from mid game onwards, when champions have finally itemized for health items and naturally have more health from levels they have acquired.

    That said, while it might seem that Bloodrazor is just a 50% attack speed item and other stats are more important, the extra damage also applies to monsters, making it extremely strong for clearing.


    Overall and especially for Cinderhulk Junglers it can be worth to delay the jungle enchantment purchase in favor of a stronger early game item, either to bolster defensive stats or grab an item that shores up a champion's weakness.

    As mentioned before, Cinderhulk is a more efficient buy later on, when the bonus health given is more relevant.

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