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.
FINALLY SATED Enchantment: Devourer has been removed from the shop
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.
STACKS ON RIFT HERALD :  ⇒ 2
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.
DEVOURED : Now properly gives 5 stacks for assists on Rift Herald (kills gave 5 stacks, but assists were giving 1)
TOTAL cost : [2250 gold] ⇒ 2450 gold
BUILD path : Recurve Bow + Tier 2 Jungle Item + 400 gold
ATTACK speed : [50%] ⇒ 40%
SATED ON-hit MAGIC damage :  ⇒ 60
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.
BONUS MAGIC DAMAGE PER STACK :  ⇒ 0.67
SATED DEVOURER DAMAGE ON-HIT :  ⇒ 50
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.
- 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...
- 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)
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
- "Kind of reminds us of launch Feral Flare. And nobody wants that."
- Magic Damage On Hit :
40 ⇒ 25
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.