Item was removed in Patch 10.23. | |
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Stalker's Blade | |
Passive | |
UNIQUE - Chilling Smite: Upgrades Smite to Chilling Smite which can be cast on enemy champions, dealing 28 - 166 (based on level) true damage and stealing 20% of their movement speed for 2 seconds. | |
UNIQUE - Tooth / Nail: Basic attacks against monsters deal 40 bonus on-hit physical damage. Damaging a monster by any means set it aflame, dealing an additional 80 magic damage over 5 seconds while causing you to restore 6 health per second for every enemy you're burning. Healing provided by this item is increased by 50% when below [+30% max]. While in the jungle or river, regenerate 0 - 8 (based on missing mana) mana per second. | |
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 | Advanced |
Recipe | |
+ + 300 | |
Total Cost: 1000 | |
Sold For: 700 | |
Builds Into | |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Notes[]
- Chilling Smite doesn't actually steal or transfer movement speed, rather the user is sped up by 20% of their own movement speed.
Gallery[]
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.
Inheriting the changes to Talisman and Machete.
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
v6.1
Cost down.
Just some slight tuning to make these a bit more attractive/easy to upgrade compared to just buying the component of your enchantment (Caulfields, Aether Wisp, etc).
We just covered this! Just re-read that one, but imagine this icon in your head. Just like new.
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
- "See above!"
- BONUS GOLD ON MONSTER KILL :
20 bonus gold⇒ 30 bonus gold
Chilling Smite steals movement speed rather than just slowing for a heavy amount.
- "Chilling Smite's a little too effective at what it does, so we're looking for ways to reduce its power without making the ganker feel bad about the decisions they've made. Switching Smite's slow from a straight 50% kneecap to a movement speed steal means the smited champ can still dodge skillshots or get under the tower, rather than hobbling along eating all the Ezreal Mystic Shots in the world."
- CHILLING SMITE :
50% movement speed slow⇒ 20% movement speed steal
v4.20
Stalker's Blade (NEW)
- RECIPE : Hunter's Machete + 350 gold
- PASSIVE - CHILLING SMITE : Smite can be cast on enemy champions, dealing 28-164 true damage and reducing their movement speed by 50% for 2 seconds
- PASSIVE - JUNGLER : Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters
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