Item was removed in Patch 10.23. | |
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Hunter's Machete | |
Passive | |
UNIQUE - Nail: Basic attacks against monsters deal 35 bonus on-hit physical damage. Healing provided by this item is increased by 50% when below [+30% max]. | |
UNIQUE - Monster Hunter: Killing large or epic monsters grants +60 bonus experience. The first large monster killed grants +150 bonus experience. If your gold earned from minion kills is greater than 50% of your gold earned from monster kills, lane minions will reward 13 less gold and 40% less experience per kill. This restriction is removed at 20:00 game time. | |
Statistics | |
LS | 10% vs Monsters% |
Additional Information | |
Limitations | Limited to 1 Gold Income or Jungle item. Can only purchase if you have Smite. |
Map Availability | SR, TR |
Tier | Basic |
Recipe | |
Total Cost: 350 | |
Sold For: 245 | |
Builds Into | |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Notes[]
- Even though you are limited to one jungle item, you can also purchase
Hunter's Talisman when you have a Hunter's Machete.
Trivia[]
Tooth and
Nail reference the eponymous expression.- The Monster Hunter gold penalty passive is a counter to gold-funneling strategies.
Similar Items[]
Patch History[]
Funneling continues to be present in solo queue at all parts of the ladder. We're going harder on the restrictions so that laners are more motivated to keep their gold and XP. Those who are playing the lane as is and not funneling an ally will essentially never run into this condition.
After the 2019 preseason jungle changes, we nerfed junglers through their EXP
UNIQUE - Monster Hunter
Patch 9.1
Unenchanted jungle items reduce gold received from minions if their owner has too much minion gold.
When preseason shipped, we pulled out the Monster Hunter gold penalty to see if other changes would naturally discourage gold funneling (higher tradeoff via turret plating, higher risk via minion and monster bounties). Funneling's made a small comeback, so we're adding a new version of Monster Hunter that's more graceful than last season's check on who had the highest CS.
v8.23
Monster Hunter gold penalty removed.
Other preseason changes increase the risks (farm bounties) and tradeoffs (turret plating) of the gold funneling strategy that originally caused us to introduce the Monster Hunter penalty, so we don't need it anymore.
v8.15
Monster Hunter restriction now applies if the champion has the highest minion kill score, not the most gold.
The previous Monster Hunter had the effect of inhibiting the snowball of a jungle who got ahead with kills, not just a champion who was duo-farming the jungle. We're changing the mechanic to only restrict champions who have the highest minion score, not the highest gold.
v8.14
If you have the most individual total gold on your team, lane minions kills grant less gold.
Jungle funneling tends to be a very passive and unengaging strategy, largely rooted in avoiding conflict. This is subverting a lot of normal laning patterns, so we're looking to significantly nerf the strategy. We'll be pursuing cleaner system solutions to the problem in preseason, but for now we're just trying to decrease the viability of funneling.
Hunter's Machete /
Hunter's Talisman
We’re removing the attack speed buff given by Hunter’s Machete and providing power elsewhere on the item. We initially gave it attack speed so junglers wouldn’t be forced into the Precision tree, but this has become less of a problem after the introduction of rune set bonus splitting. We'll be watching to see if any junglers are hit hard by these changes and try to compensate as necessary.
v6.22
On-hit damage up. Lifesteal up.
With Krug and Gromp Smite bonuses gone, we’re upping both the damage and sustain on Hunter’s Machete (and its upgrades) to compensate.
v6.9
Monsters grant more experience to junglers but less to non-junglers.
The tactic of a solo player abandoning lane to farm monster camps with their jungler (we call it 'buddy jungling') evolved in response to the 2v1 lane swap. Rather than sit under tower, zoned out of experience, top laners ditch their lanes for safer prospects. Buddy jungling is enabled by the 'comeback' mechanic, which increases monster experience for lower-level champions. Though the jungler and top laner are both constantly underleveled due to splitting camps, comeback experience softens the punishment by adding net experience versus a solo clear.
The casualty of this technique is the early game itself: buddy jungling puts eight of the ten players on the Rift into a pure PvE situation. That leads to an incredibly stale opening phase of the match and eliminates the lane dynamics many of League’s early-game champs (Renekton!) rely on to make their impact.
We're putting a damper on buddy jungling by removing the experience efficiency granted to the buddy. That’s not to say it isn’t still situationally viablhaving two people in the jungle can offer strategic valuwe’re just ensuring it’s a
v5.22
it's dangerous to go alone
One of the two items necessary to make your tier 2 jungle items, Machete's carving out an identity as the more basic attack-focused of the jungle starting items, providing the on-hit damage and sustain necessary to cleave the cute woodland beasts of the Rift. It's lost all of its mana regeneration in return for offensive power, so consider starting at the Blue Sentinel if you're reliant on abilities to clear!
v5.14
Mana regeneration up.
- "Riot Games: helping mages with their early clears since 5.14. While Runeglaive unlocks a lot of potential for mage junglers in the mid game (with these changes, RG will probably trivialize the jungle post-purchase, but that's a Good Thing), we've heard your feedback that those mage junglers have to get there in the first place.
- It's worth highlighting here: that's not +1 mana per 5 seconds, that's +1 mana per second, which is actually a significant buff for mana-hungry junglers in the early game. This has the secondary effect of also buffing other spell-based junglers like Pantheon and Wukong, which is also something we're looking forward to."
- MANA REGENERATION :
3 mana per second while in combat with monsters⇒ 4 mana per second while in combat with monsters
- MANA REGENERATION :
- "Back in patch 4.21 we added extra gold to Hunter's Machete and all tier 2 / tier 3 jungle items, but noted that we might have gone a little light."
- Well, now that we've seen the impact of the changes, we can go just a little harder. So here we are. Design levers!"
- BONUS GOLD ON MONSTER KILL :
10 bonus gold⇒ 15 bonus gold
- COST :
325 gold⇒ 400 gold - [REMOVED] STATS : +10 attack damage vs. monsters / +5 damage reduction vs. monsters
- [NEW] PASSIVE - JUNGLER : Deal 30 magic damage on hit to monsters over 2 seconds and gain 7 health and 3 mana per second while in combat with monsters
- [NEW] OH THANK GOODNESS : Hunter's Machete can now only be purchased if you have Smite as a summoner spell
- PRICE:
300 gold⇒ 325 gold - NEW DAMAGE REDUCTION: +5 Damage Reduction vs. Monsters
- NEW BONUS DAMAGE: +10 Attack Damage vs. Monsters
- REMOVED MAIMLESS:
No longer has the UNIQUE Passive: Maim- REMOVED BUTCHERLESS:
No longer has the UNIQUE Passive: Butcher
- REMOVED BUTCHERLESS:
- UNIQUE Passive - Maim
- Health return on hit increased to 5 from 3
- Now also grants 3 health on hit versus monsters
- UNIQUE Passive - Rend changed to UNIQUE Passive - Maim
- Now deals 10 bonus magic damage to monsters with every basic attack
v1.0.0.152
Hunter's Machete added
- Unique Passive - Butcher: Damage dealt to monsters increased by 10%
- Unique Passive - Rend: Basic attacks deal 10 bonus true damage to monsters.
- Cost: 300
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