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Cinderhulk (Item)

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Cinderhulk
Enchantment - Cinderhulk.png
Passive
UNIQUE - Immolate: Deals 12 - 29 (based on level) magic damage per second to nearby enemies. Deals 300% bonus magic damage to minions and monsters (325 range).
Statistics

Health
300

Bonus HP
15%
Additional Information
Map AvailabilitySR, TR, NB
TierEnchantment
Item CodeN/A
Recipe
Jungle Item.png Stalker's or Skirmisher's + 600 Goldcurrency.png
Total Cost: 2500 Goldcurrency.png
Sold For: 1750 Goldcurrency.png
Builds Into
Stalker's Blade - Cinderhulk.png Skirmisher's Sabre - Cinderhulk.png

Notes

  • The aura increases in size if their users increase in size.
  • Cinderhulk is inactive while out-of-combat.
  • The Immolate aura does not do lethal damage to large jungle monsters with buffs (i.e. Blue Sentinel and Red Brambleback). This is so that the burn does not accidentally steal a buff that's being donated.
  • Health gained through SionSquare.png Sion's Soul Furnace or ChoGathSquare.png Cho'Gath's Feast will be increased by the passive. However, there can be a delay in the tool tip updating, so it will not appear straight away sometimes.

Trivia

Gallery

Stalker's Blade - Cinderhulk.png Skirmisher's Sabre - Cinderhulk.png Tracker's Knife - Cinderhulk.png Poacher's Knife - Cinderhulk.png Ranger's Trailblazer - Cinderhulk.png

Similar Items

Patch History

Patch 9.8

Minion and monster aura damage increased.

We changed the tooltip in 9.7, but didn't actually apply the change… Fixed it now, woops.

GRILLED RAZORBEAK : Deals [200%] 300% bonus magic damage to minions and monsters


Patch 9.7
Minion and monster aura damage increased.

We're helping tank junglers feel a more meaningful power spike upon completing Cinderhulk and bringing it closer to the other jungle enchants in clear speed.

GRILLED RAZORBEAK : Deals [200%] 300% bonus magic damage to minions and monsters


v8.5
Bonus health multiplier decreased.

As the meta has grown more favorable to tanks—especially jungle tanks—Cinderhulk has gained in popularity, to the point where non-tanks like Jax are picking it up.

PERCENT BONUS HEALTH MODIFIER : [20%] 15%


v7.18
Health reduced.

Similar to the cost change in 7.16, this is a small nudge to continue bringing Cinderhulk’s power spike in line with options available to non-tank junglers.

HEALTH : [325] 300


v7.16
Combine cost up.

As tanks continue their return to jungle prominence, we’ve been keeping an eye on Cinderhulk. The strength Cinderhulk offers isn’t off the mark, but it’s coming online a little too early, getting tank junglers rolling faster than their non-Cinderhulk competition. Delaying Cinderhulk by a camp or so is just enough of a push to get tank scaling to a similar pace as other junglers.

 

COMBINE COST : [525 gold (2425 total)]
600 gold (2500 total)


v7.13
Total cost down. Health down. Bonus Health scaling up. Breakeven point is 1500 bonus health.

HEALTH : [400] 325
BUILD PATH : [Jungle Item + Bami’s Cinder + 525 gold (2625 total gold)] Jungle Item + Bami’s Cinder + 525 gold (2425 total gold)
BONUS HEALTH MULTIPLIER : [+15%] +20%
BASE MANA REGEN IN JUNGLE : [+180%] +225%


v7.9
Burn radius down. Burn damage down versus champions, up versus non-champions.

Higher burn damage to monsters should help tank jungler clear speed without overtuning their dueling potential. It also now matches Sunfire’s burn numbers, which is nice from a symmetry standpoint.

BURN DAMAGE : [9-43 (at levels 1-18)] 12-29 (at levels 1-18)
BONUS DAMAGE VS MINIONS/MONSTERS : [+100%] +200%
BURN RADIUS : [400] 325


v6.9
Aura scales better with levels.

For an item meant to help tanks scale into the lategame, Cinderhulk’s been all but forgotten next to the shiny base damage of Runic Echoes. With Cinderhulk’s intended role as an investment toward a tank’s endgame statline, it didn’t make much sense for it to end up weaker than Sunfire Cape’s aura (considering they don’t stack). We’re fixing things to break even with old Cinderhulk at level 6, around when most junglers are completing it anyways.

IMMOLATE DAMAGE : [15 + 0.6 per level] 7 + 2 per level


v5.22

TOTAL cost : [2250 gold] 2625 gold
BUILD path : Bami's Cinder + Tier 2 Jungle Item + 475 gold


v5.16
Higher up-front health, but lower multiplier

While no longer the dominant pickup it once was, Cinderhulk is a late-game focused item for a class of champions that already flourish at the end of the game. While this nerfs the 6-item health pools of Cinderhulk users, the boost upon completion represents a stronger mid-game to keep from being totally eclipsed by their Devourer and Runeglaive brethren on the way to full-build

HEALTH : [300] 400
BONUS HEALTH MULTIPLIER : [25%] 15%


v5.12
No longer turns ‘on' until you deliberately enter combat.

"We implemented a version of this change with the original Cinderhulk, where it would only start dealing aura damage to jungle monsters when you entered combat. With all other units (minions, champions, etc), Cinderhulk was just perpetually dealing damage. This change now toggles all of that off - unless the Cinderhulk wearer enters combat (by being attacked or attacking something), they won't deal fire aura damage. So now you can pass by a clashing minion wave without de-toggling your Boots of Mobility, unless a minion happens to whomp you in the face."
  • STEALTH HULK : Cinderhulk now only turns ‘on' its damage aura when the champion deliberately enters combat (or is attacked)

v5.9
Cinderhulk no longer ramps up in damage while in combat and deals less base damage. HOWEVER, it now deals double damage to monsters. Which is nice.

"It's clear that Cinderhulk's got two big strengths - a scaling defense component (+25% bonus health) and a lot of ramping ambient damage against champions. After our initial investigations, we realized we didn't want to reduce the defensive component of Cinderhulk, so we instead tackled its offensive potential. This is a slightly designer-y way of saying we want Cinderhulk to keep its tanky identity, but is probably overtuned in its champion-mauling capabilities. That said, we're trying to not just straight nerf it, so re-clarifying Cinderhulk as a jungle clearing pickup seems like a good idea."
  • [NEW] TECHNICALLY WE'RE PROMOTING FOREST FIRES : Now does +100% bonus damage to monsters
  • [REMOVED] FIRE CONTROL : Cinderhulk's Immolate passive no longer increases in damage while in combat
  • BASE DAMAGE : 16 (+1 per champion level) magic damage scaling up to 24 (+1.5 per champion level) magic damage 15 (+0.6 per champion level) magic damage

v5.7
Health down, gold cost up to parity with other enchants.

"Two nerfs, one very much intended (base health reduction), one technically a bug fix that's in line with what we want anyway (+50 gold cost). We don't think anyone should be surprised by these power reductions, but additional context goes like this: an item doesn't need to be a "one stop shop" of core stats for it to be ideal. It might seem counterintuitive that we're reducing Cinderhulk's tanky stats while saying we want to preserve its identity as a tanky jungler item, but that's because Cinderhulk incentivizes its wearers (users? holders?) to further itemize down an intended path (health for more scaling, tanky stats to stay in the battle longer, etc) so we can rely on those second, third, and fourth items to round out the build. Making an item that does everything just encourages off-role champions to pick it up because they get 'everything' they need rather than having to commit to a playstyle to support it.
This is a very long context to say that Cinderhulk doesn't kill champions, champions building the health to support Cinderhulk kill champions. "
  • HEALTH : 350 300
  • COST : 2200 gold 2250 gold

v5.5
Juggernaut has been replaced by Cinderhulk.

"See above with our point regarding a tanky item that also boosts clear speeds. This is that item all grown up. It's also important to note that +25% bonus health stat. Note it. Appreciate it. "
  • RECIPE : Tier 2 Jungle Item + Bami's Cinder + 350 gold (2200 gold total)
  • HEALTH : 350
  • UNIQUE PASSIVE : Grants +25% bonus health
  • UNIQUE PASSIVE : Immolate - Deals 16 (+ 1 per champion level) magic damage to nearby enemies. Increases with time in combat up to 24 (+ 1.5 per champion level).


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