Item was removed in Patch 6.9. | |
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Devourer | |
Passive | |
UNIQUE - Devouring: Takedowns grant Devourer stacks, increasing on-hit magic damage by +1:
Sated Devourer at 30 Devourer stacks. | |
Statistics | |
AS | 40% |
Hit | 30 (Magic) |
Additional Information | |
Map Availability | SR, TR |
Tier | Enchantment |
Recipe | |
Stalk, Skir, or Trac + 400 | |
Total Cost: 2450 | |
Sold For: 1715 | |
Builds Into | |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Note[]
- While stacking Devourer, you are accompanied by a Ghost Dog who will grow with each Devourer stack. At 30 Devourer stacks, the Ghost Dog merges with the wielder and Devourer transforms into
Sated Devourer. - Monsters can only be Devoured once.
Trivia[]
- This enchantment was removed for multiple reasons:
- It caused balance issues on otherwise balanced champions like Master Yi, Kayle, and Shyvana (due to their extremely powerful on-hit effects), forcing Riot to nerf them and rebuff most of them once Devourer was removed.
- The fact that it could trigger on-hit effects twice when stacked allowed champions like Fizz and the aforementioned Master Yi to build tanky after completing this item and an additional on-hit item, since they only needed the on-hit effects to do damage, and could afford to build tanky thereafter; building tanky was not their intended playstyle and negated an intended weakness of them being squishy, causing further balance issues.
- Devourer was encouraging junglers into a playstyle of AFK farming, which was considered toxic since it forced your team to be at the mercy of the enemy jungler (assuming they weren't also a Devourer jungler) in addition to rewarding junglers for not interacting with the rest of the players.
- Devourer was replaced by
Bloodrazor in patch v6.9, and the Phantom Hit effect was moved to a new incarnation of
Guinsoo's Rageblade. The latter doesn't need to be stacked with jungle monsters/champion kills, and can be purchased by champions which do not have Smite. However, it is significantly more expensive, and needs to be stacked in combat first.
- Devour worked very similarly to
Wriggle's Lantern transforming into
Feral Flare, back in Season 2014.
Gallery[]
Similar Items[]
Patch History[]
Goodbye, Ghost Dog.
For years we’ve tried to provide junglers an item that helps them burn through the jungle, but despite multiple seasons of iteration we’ve failed to find an incarnation of ‘stacking jungle rewards’ that wasn’t problematic. While Devourer is an incremental improvement over past incarnations (shout-outs to those who remember Feral Flare’s insane healing and vision control), the primary problem with ‘farming junglers’ is that you don’t see them for half the game. Junglers are an integral part of how teams in League operate, and incentivizing them to AFK for the 15 minutes is too high a cost to be healthy long-term. We still want to support junglers that like high attack speed and on-hit builds, but this isn’t the way to do it.
v6.5
Enchantment - Devourer
Rift Herald grants less stacks.
It’s that time of year again, when auto-attackers rampage through the jungle, farming until the 20-minute mark and coming out stronger than the rest of their team. When we first released Devourer, we gave devourer junglers extra stacks for two types of monsters. Contested objectives - like Red Buff, Blue Buff, and Scuttle Crab - became worth two stacks, while team objectives like Dragon and Baron yielded five stacks. When we added Rift Herald to the game, we tagged it as an epic monster. Rift Herald, while contested, has not consistently drawn team pressure, and as such we’re aligning its stack reward with other contested objectives.
In addition, Devourer junglers were merely trading Dragon for Rift Herald, or vice versa, giving opposing teams no clear plan for shutting them down. With this change, Devourer junglers will still be able to stack up, but their opponents will feel better about denying them dragons.
v5.24
where are my stacks, harold
Devourer users were pretty excited about a new Epic monster joining the Rift, ready to sink their teeth in and combine with their ghost dog for maximum wreckage - until they found out it was only giving 1 stack on assist. You may now Devour the Herald in peace.
v5.18
Magic damage per stack down.
As far as the Jungle Enchant Quartet is concerned, Sated’s settled into the top spot which is a little off for how much of a gamble the item should be. High highs and low lows are key tradeoffs for the item, but its general level of success seems to be slightly warping the game at most levels of play. We don’t want to harm the cool synergies that champions have with Phantom Hit, but lowering the raw on-hit damage the item has as it grows to dominance should keep Devourer junglers off the Warrior’s early-game turf when it comes to the ‘Rock-Paper-Scissors-Runeglaive’ of jungle power-spikes.
v5.13
No longer scales infinitely. Now gains stacks on takedowns (kills and assists) and eventually transforms. Also, Ghost Dog.
- "Ah, Devourer. A remnant of that one time we did the fastest design u-turn in the history of League of Legends development (a trophy potentially shared with Season 3's Black Cleaver).
- It appears we have returned to the fight.
- Let's start with the current Devourer and its infinite stacking. Initially, our assumption was that y'all were really invested in the concept of infinite stacking (and infinite power!!!), but as we've tried to iterate around this ‘must have' mechanic, we've come to realize it just doesn't jive well in a PvP game. Either you're stuck in that Always Be Farming mentality, or you're so far behind the enemy jungler that you regret many of the decisions that brought you there in the first place. Nobody likes lagging behind in the stack marathon.
- So some goals: first, since this enchantment has always been the "I want to farm the jungle" pickup, we decided to keep the transformation-via-blood-of-my-enemies while taming that Always Be Farming mentality. A hard cap means if you're behind in the Devourer race, you're not just perpetually behind the curve - you can double down your farming efforts to catch up. Additionally, once that transformation does take place, you're not just daydreaming about your next meal - you're sated and ready to rumble.
- Second, we've also updated the way this thing builds stacks in the first place. A simple change is that Devourer builds on monster takedowns (assists or kills), rather than just kills, so you don't feel bad when you give away that blue buff, or when Kallista secures the Dragon with a mega-Rend. Also, speaking of Dragon, we're really trying to incentivize Devourer junglers to focus on contested jungle objectives, like the Rift Scuttler or Dragon, as it gets them out into the sunlight (can't be playing League all day) while also giving enemies clear ways to slow your Devouring roll.
- Third: for that Sated Devourer on-hit buff, we were going for some natural synergy with Devourer's on-hit damage, but are very aware of the potential craziness that can come from it. Things like Blade of the Ruined King's passive proc, or Master Yi's Wuju Style come to mind, but we're hoping you can exercise some real creativity in this space.
- Go forth.
- Devour."
- General
- STARTING ON HIT MAGIC DAMAGE :
25⇒ 30 - LARGE MONSTERS :
1 stack per kill⇒ 1 stack per takedown (kill or assist) - EPIC MONSTERS :
1 stack per kill⇒ 5 stacks per takedown - CHAMPIONS :
2 stacks per takedown⇒ 1 stack per takedown - RIFT SCUTTLER :
1 stack per kill⇒ 2 stacks per takedown - [NEW] GHOST DOG : While stacking your Devourer, you are accompanied by a Ghost Dog who will grow with stacks
- [NEW] WE'RE GONNA COMBINE : At 30 stacks, Ghost Dog merges with the wielder and the Devourer transforms into...
- STARTING ON HIT MAGIC DAMAGE :
- Sated Devourer
- I HUNGER : Takedowns no longer grow Devourer's damage
- PHANTOM HIT : Every other basic attack triggers on-hits twice
- " Build path betterment."
- [NEW] RECIPE :
Dagger + Dagger + 500 gold⇒ Recurve Bow + 300 gold - TOTAL COST : 1400 gold for the enchant, 2250 including jungle item cost (unchanged)
v5.2 All tier 2 jungle items have been increased by 100 gold, all tier 3 jungle item enchantments have been reduced by 100 gold.'
- "Thus far, jungle items have gotten a little snowbally - particularly for those who can snag a few kills on an early invade to get their upgraded Smite before camps have even spawned."
- ALL TIER 2 JUNGLE ITEMS :
350 gold⇒ 450 gold - ALL TIER 3 JUNGLE ENCHANTMENTS : Costs for all tier 3 jungle enchantments have been reduced by 100 gold
v4.21
Sliiiiiightly overtuned.
- "Kind of reminds us of launch Feral Flare. And nobody wants that."
- Magic Damage On Hit :
40⇒ 25
v4.20
Enchantment - Devourer (NEW)
- RECIPE : Dagger + Dagger + any upgraded Hunter's Machete + 600 gold
- TOTAL COST : 2250 gold
- ATTACK SPEED : +50%
- MAGIC DAMAGE ON HIT : +40
- PASSIVE - DEVOURING : Killing large monsters increases the magic damage of this item by +1. Champion kills or assists increase the magic damage of this item by +2.
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