Item was removed in Patch 10.23. | |
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Hunter's Talisman | |
Passive | |
UNIQUE - Tooth: Damaging a monster by any means set it aflame, dealing an additional 60 magic damage over 5 seconds while causing you to restore 6 health per second for every enemy you're burning. While in the jungle or river, regenerate 0 - 8 (based on missing mana) mana per second. Healing provided by this item is increased by 50% when below [+30% max]. | |
UNIQUE - Monster Hunter: Killing large or epic monsters grants +50 bonus experience. The first large monster killed grants +165 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. | |
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 Machete when you have a Hunter's Talisman.
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.
Patch 9.10
Champions' pets' attacks now also apply burn.
Since pets feel like a champion's ability and abilities trigger Hunter's Talisman's burn, we're making it so that pets also apply that burn.
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
Hunter’s Talisman has been relatively weak and we’re looking to buff it. These changes should also help expand the jungle roster to include champions that have mana problems in their first clear.
Hunter's Talisman Upgrades
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
v5.23
Damage increased.
Primarily for ranged champions that like to kite (or spellcasters of any variety), Talisman just wasn't cutting it against larger monsters, so we're giving it a bump.
v5.22
*(Knowing that Brand can finally jungle... It fills you with determination.)
The other half of the essential Hunter's gear, Talisman provides an option for those tanks and mages lacking the sustain to survive their early clears,. Massive boosts to mana regen and the health drain on monsters make it less specialized than Machete, increasing the number of would-be adventurers who can hold their own the jungle. As a pro-tip, consider starting at the Red Brambleback to take advantage of red buff's health regen to safely power-clear with Talisman's mana battery at your disposal!
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