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.
UNIQUE - Monster Hunter :
MINION GOLD PENALTY : [13 less gold] ⇒ 13 less gold and 50% less XP from lane minions if more than half of your farm is from minions; removed at 14 minutes
After the 2019 preseason jungle changes, we nerfed junglers through their EXP
UNIQUE - Monster Hunter
LARGE MONSTERS EXP :  ⇒ 60
FIRST LARGE MONSTER BONUS EXP :  ⇒ 150
MINION GOLD PENALTY : [10 less gold from lane minions if more than half of your farm gold is from minions; removed on item completion] ⇒ 13 less gold from lane minions if more than half of your farm gold is from minions; removed at 14 minutes
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.
MONSTER HUNTER : Hunter's Machete, Hunter's Talisman, unenchanted Stalker's Blade, and unenchanted Skirmisher's Sabre now reduce minion gold earned by 10 per minion if their owner's gold from minions is greater than half their gold from monsters
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.
MONSTER HUNTER Owning Hunter's Machete, Hunter's Talisman, or an un-upgraded Stalker's Blade or Skirmisher's Sabre no longer reduces gold granted by lane minions if you have the highest minion kill score on your team
Inheriting the changes to Talisman and Machete.
CHOP CHOP Attacking jungle monsters no longer grants 15% bonus attack speed for 2 seconds
DAMAGE ON-HIT VS MONSTERS :  ⇒ 40
BASE MANA REGEN 225% while in the jungle
MAGIC OF THE JUNGLE Up to 40 mana per 5 seconds based on missing mana while in the jungle or river
NAIL (PASSIVE) : Now additionally grants 15% attack speed for 2 seconds after basic attacking a monster.
TOOTH (PASSIVE) : Burns for an additional 50 magic damage over 5 seconds (still steals 30 health over 5 seconds)
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.
ON-HIT DAMAGE :  ⇒ 25
LIFESTEAL : [8%] ⇒ 10 %
PAY IT FORWARD : These changes apply to Hunter’s Machete upgrades as well
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
ONLY FOR THE WORTHY : Non-epic jungle monsters now only grant experience to their killers
CATCH-UP Jungle monster experience rewards no longer increase when you’re lower level than the slain monster
FARM RAZORBEAKS All Jungle items now grant 30 bonus experience on monster kill for each level higher the monster is than you
TIER 1 JUNGLE ITEMS : Hunter’s Machete and Hunter’s Talisman grant  ⇒ 50 bonus experience on large monster kill
TIER 2 JUNGLE ITEMS : Stalker’s Blade, Skirmisher’s Sabre, and Tracker’s Knife grant  ⇒ 50 bonus experience on large monster kill
HUNTING GROUND : Based on the above changes, total jungle experience rewards have been adjusted. Overall, junglers now get slightly more experience per clear while non-junglers get slightly less.
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).
COST : [1050 gold] ⇒ 1000 gold
MANA REGENERATION IN JUNGLE : [150%] ⇒ 180%
We just covered this! Just re-read that one, but imagine this icon in your head. Just like new.
TOTAL cost : [850 gold] ⇒ 1050 gold
BUILD path : Hunter's Machete + Hunter's Talisman + 350 gold
LIFEsteal : 10% vs monsters
mana REGENERATION : 150% while in jungle
MORE PROBLEMS No longer grants 30 bonus gold on large monster kill
JUNGLER No longer burns monsters or gives regeneration when hit by monsters.
UNIQUE passive Tooth / Nail: Basic attacks deal 20 bonus damage vs. monsters. Damaging a monster steals 30 health over 5 seconds. Killing a large monster grants +30 bonus experience.
SIDEGRADE cost : [255 gold] ⇒ 200 gold
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
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