4 months ago
2
Patch 7.3
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CoreSaga - NA

Main Build
Build Section
Starting Build
Assassin's Blessing

Assassin's Blessing

+7 Power +100 Health +30% Damage vs. Jungle Monsters +8% Health and 25 Mana Restored on Killing a Jungle Monster ROLE QUEST: JUNGLE Kill or Assist Jungle Monsters or Enemy Gods to gain stacks. Jungle Monsters are worth 1 stack and Enemy Gods are worth 5 stacks. At 50 Stacks Assassin's Blessing Evolves, gaining +5 Penetration, and 5% Movement Speed.

Mace

Mace

+15
Physical Power

Hand of the Gods

Hand of the Gods

This consumable deals 200 True damage to Jungle Monsters around you. This only affects Monsters on your side of the Jungle.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Notes

Mace gives you the best clear early game, and you desperately need that. your goal is to get boots as fast as possible, HoG and a mana pot means you aren't really going to fight, but you probably shouldn't be anyways, focus more so on farming until you have more relevance. Most junglers will still be able to outclear you, so you need to make sure you're going as quickly as you are able, taking advantage if an opponent decides to focus less on their farm. You will want to dump full rotations into camps; use your decoy to enable your passive and throw aimed strike and/or vanish into the backs of the largest minion. Use the mana potion to sustain long enough for your first back, your mana usage is higher than most assassins and you are more dependant on it.. If your duo is getting out pressured, you can show up and put some damage onto their ADC, but generally, your team fight is weak, especially before you can abuse aimed strike's low cool down, so don't waste too much time doing so.


Generally, you want to split the first few camps and waves with your mid, more so than some other jungles. being together can dissuade a stronger jungle from trying to fight you or you gank your mid, and decoy can boost some midlaners clear by grouping minions, making both of you function more efficiently.

First back
Assassin's Blessing

Assassin's Blessing

+7 Power +100 Health +30% Damage vs. Jungle Monsters +8% Health and 25 Mana Restored on Killing a Jungle Monster ROLE QUEST: JUNGLE Kill or Assist Jungle Monsters or Enemy Gods to gain stacks. Jungle Monsters are worth 1 stack and Enemy Gods are worth 5 stacks. At 50 Stacks Assassin's Blessing Evolves, gaining +5 Penetration, and 5% Movement Speed.

Mace

Mace

+15
Physical Power

Warrior Tabi

Warrior Tabi

+40
Physical Power
+100
Mana
+18%
Movement Speed

Sentry Ward

Sentry Ward

This is a ward that allows you to see enemy movements and other wards within 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed. Can only carry one at a time.

Ward

Ward

This is a ward that allows you to see normal enemy movements with 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed.

Notes

You should try to first back with about 1720 gold. If you need to back earlier because you were forced into a fight early, go ahead, but make sure you are backing as soon as you have boots gold after that.
1600 gets you boots, but staying for an extra camp or two to get a sentry as a jungle is huge. early sentries give you a huge advantage in enabling ganks, particularly on the duo side, by avoiding wards.

Normal Build
Assassin's Blessing

Assassin's Blessing

+7 Power +100 Health +30% Damage vs. Jungle Monsters +8% Health and 25 Mana Restored on Killing a Jungle Monster ROLE QUEST: JUNGLE Kill or Assist Jungle Monsters or Enemy Gods to gain stacks. Jungle Monsters are worth 1 stack and Enemy Gods are worth 5 stacks. At 50 Stacks Assassin's Blessing Evolves, gaining +5 Penetration, and 5% Movement Speed.

Warrior Tabi

Warrior Tabi

+40
Physical Power
+100
Mana
+18%
Movement Speed

Jotunn's Wrath

Jotunn's Wrath

+40
Physical Power
+150
Mana
+10
Physical Penetration
+20%
Cooldown Reduction

Transcendence

Transcendence

+35
Physical Power
+300
Mana
+10
Mp 5

PASSIVE - You permanently gain 15 Mana per Stack, and receive 5 Stacks for a god kill, and 1 Stack for a minion kill (max. 50 stacks). 3% of your Mana is converted to Physical Power. At 50 stacks this item Evolves, gaining 10% Cooldown Reduction.

Arondight

Arondight

+75
Physical Power
+10%
Cooldown Reduction

PASSIVE - When your Ultimate ability has finished casting, reveal all enemy gods within 120 units for 8s. While moving towards revealed enemies gain 30% Movement Speed. When first striking a revealed target they take an additional 40 + 30% of your Physical Power. This can only occur once every 45 seconds.

Heartseeker

Heartseeker

+65
Physical Power
+200
Mana
+20
Mp 5
+10
Physical Penetration

PASSIVE - Your abilities deal an additional 3% of the targets maximum Health as Physical Damage. If you have over 200 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 6% Maximum Health damage at 400 Physical Power. Subsequent hits on the same target do 75% bonus damage for the next 3s.

Titan's Bane

Titan's Bane

+40
Physical Power
+20
Physical Penetration

PASSIVE - Your first ability cast gains 20% Physical Penetration. This can only occur once every 10 seconds.

Notes

Until Loki gets his hit chain back (which will come with a rework anyways), hydra's in generally a weak option. Most of its value is in the passive which scale poorly on Loki's current hit chain. Look to Abuse ability procs from heartseeker and arondight instead. Jotuun's is strong for Loki as he highly values the additional CDR both for clear and fighting.
Your team fight depends on how many aimed strikes you can put into a carry's back. The Slow is usually enough to get most or all of your AA chain off as well. Use another ability to AA cancel the final 1.5x hit.

Anti Heal build
Assassin's Blessing

Assassin's Blessing

+7 Power +100 Health +30% Damage vs. Jungle Monsters +8% Health and 25 Mana Restored on Killing a Jungle Monster ROLE QUEST: JUNGLE Kill or Assist Jungle Monsters or Enemy Gods to gain stacks. Jungle Monsters are worth 1 stack and Enemy Gods are worth 5 stacks. At 50 Stacks Assassin's Blessing Evolves, gaining +5 Penetration, and 5% Movement Speed.

Warrior Tabi

Warrior Tabi

+40
Physical Power
+100
Mana
+18%
Movement Speed

Jotunn's Wrath

Jotunn's Wrath

+40
Physical Power
+150
Mana
+10
Physical Penetration
+20%
Cooldown Reduction

Transcendence

Transcendence

+35
Physical Power
+300
Mana
+10
Mp 5

PASSIVE - You permanently gain 15 Mana per Stack, and receive 5 Stacks for a god kill, and 1 Stack for a minion kill (max. 50 stacks). 3% of your Mana is converted to Physical Power. At 50 stacks this item Evolves, gaining 10% Cooldown Reduction.

Brawler's Beat Stick

Brawler's Beat Stick

+40
Physical Power
+15
Physical Penetration

PASSIVE - Enemies hit by your Abilities have 40% reduced healing and regeneration for 8 seconds.

Arondight

Arondight

+75
Physical Power
+10%
Cooldown Reduction

PASSIVE - When your Ultimate ability has finished casting, reveal all enemy gods within 120 units for 8s. While moving towards revealed enemies gain 30% Movement Speed. When first striking a revealed target they take an additional 40 + 30% of your Physical Power. This can only occur once every 45 seconds.

Heartseeker

Heartseeker

+65
Physical Power
+200
Mana
+20
Mp 5
+10
Physical Penetration

PASSIVE - Your abilities deal an additional 3% of the targets maximum Health as Physical Damage. If you have over 200 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 6% Maximum Health damage at 400 Physical Power. Subsequent hits on the same target do 75% bonus damage for the next 3s.

Notes

Loki's application of beatstick is generally pretty bad, but sometimes you need to buy it. You should usually still prioritize your items and let the mage handle applying Divine ruin early. Hunters probably don't have as much relevant healing early, and you aren't killing solo in most situations. much of the healing you are concerned is probably coming from the mid+jungle+support roaming core. eventually, you still want to be able to pick off healers in end game, and beatstick lets you do so with less help from other roles. ADC healing isn't going to be as relevant to you since you can usually play around life steal by fighting them when hey aren't near the teamfight or by using your own abilities to burst them down before they can get AAs off, or using your utility in kit to avoid that damage. In the late, if you can flank the you can vanish and aimed strike them, and use the ult while they are reacting. this should give you a solid amount of time before you need to worry about life steal. in the event you need to, use decoy to block them. ability healing is more difficult to deal with for you since most of it does not require any targets. In that situations, putting decoy down and then ulting with both vanish and Aimed strike to get the burst is generally preferred.
if you can accomplish a kill without assassinate, that's generally preferred, since its effectively a get out the fight free card. or even allows you to eliminate another damage character.

Selling Boots
Titan's Bane

Titan's Bane

+40
Physical Power
+20
Physical Penetration

PASSIVE - Your first ability cast gains 20% Physical Penetration. This can only occur once every 10 seconds.

The Crusher

The Crusher

+30
Physical Power
+20%
Attack Speed
+15
Physical Penetration

PASSIVE - Enemies hit by your damaging Abilities take an additional 20 Physical Damage + 15% of your Physical Power over 2s.

Brawler's Beat Stick

Brawler's Beat Stick

+40
Physical Power
+15
Physical Penetration

PASSIVE - Enemies hit by your Abilities have 40% reduced healing and regeneration for 8 seconds.

Bloodforge

Bloodforge

+75
Physical Power
+15%
Physical Lifesteal

PASSIVE - Killing an enemy god forges a shield from their blood with Health equal to 200 + 10 per Player Level for 20s. While the Blood Shield is active you gain +10% movement speed.

The Sledge

The Sledge

+40
Physical Power
+300
Health
+150
Mana
+20%
Crowd Control Reduction

PASSIVE - For each enemy god within 55 units of you, you gain a stacking buff that provides 10 Magical Protection and 10 Physical Protection. Stacks up to 3 times.

Mantle of Discord

Mantle of Discord

+60
Physical Protection
+60
Magical Protection
+10%
Cooldown Reduction

PASSIVE - If you take damage below 30% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and gain CC immunity for 1s. This effect cannot trigger more than once every 90s.

Notes

If the game goes long enough that you can sell boots and afford an elixir and a 6th item, the listed "in order of priority) are all solid options. Titan's gives you a huge spike from penetration that will mean you're less reliant on your ADC's Executioner, gives you a lot more value in prolonged fights vs tanks, and is still very relevant against lower protection targets. for example, most of your targets (mages and hunters) are going to have 90 physical protections. 60-70 from base and 15 and 10 from sovereignty and Thebes respectively. this gives you ~20% penetration vs that target, before your flat penetration. all told, against a 90 prot target that's a difference of 250 damage more on a full rotation of all 4 abilities if you have 375 power and 35 flat pen. it's an even larger difference on higher prot targets.

Beat stick is here again because even if healing isn't a concern, the base stats on this item are exceptional.

Crusher has a similar stat line, with a bit of attack speed to get your full chain out faster, and a little extra damage on your abilities.


Bloodforge is a strong power item as well as a survival tool. The health shield and movement on the passve mean you are more likely to be able to get out after finding a kill.


The last two items are two of the more potent defensive options.

Mantle gives you a lot of protections and can fill in the CDR if you decide to not purchase one of the CDR items in the core. Jotuun's is the most likely to be skipped as the CDR can be found on mantle+Potion of might, after which it gets outclassed by other pen items.

Masamune gives you additional power as well as respectable bulk and a bit of movement speed to escape or overcome opponents in a fair race, not that you fight those fairly.

Avoid
Hydra's Lament

Hydra's Lament

+40
Physical Power
+10%
Cooldown Reduction
+10
Mp 5

PASSIVE - For 8s after using an ability, your next Basic Attack will deal an additional 40% damage. Abilities that function like basic attacks do not benefit from this. PASSIVE - This item grants 2.5 MP5 per 10% of your missing Mana.

Deathbringer

Deathbringer

+40
Physical Power
+25
Critical Strike Chance

PASSIVE - Critical Strike bonus damage dealt is increased by 30%.

Rage

Rage

+20
Physical Power
+30
Critical Strike Chance

PASSIVE - Killing or getting an assist on an enemy god gives you 1 stack. Each stack provides 3% Critical Strike Chance. Stacks are permanent and stack up to 5 times.

Malice

Malice

+40
Physical Power
+25
Critical Strike Chance
+10%
Cooldown Reduction

PASSIVE - Successfully Hitting an Enemy God with a Critical Strike will subtract 3s from all of your abilities currently on Cooldown, except your Ultimate ability. This effect can only happen once every 5s.

Poisoned Star

Poisoned Star

+35
Physical Power
+10%
Attack Speed
+15
Critical Strike Chance

PASSIVE - Critical hits on enemy gods afflict them with poison for 2s. This poison slows them by 15% and reduces their damage output by 15%.

*Asi

*Asi

+15%
Physical Lifesteal
+25%
Attack Speed
+10
Physical Penetration

PASSIVE - If you drop below 35% Health, you gain an additional 25% Physical Lifesteal for 5 seconds. Can only occur once every 15 seconds.

The Executioner

The Executioner

+35
Physical Power
+25%
Attack Speed

PASSIVE - Basic Attacks against an enemy reduce your target's Physical Protection by 7% for 3 seconds (max. 3 Stacks).

Qin's Sais

Qin's Sais

+40
Physical Power
+20%
Attack Speed

PASSIVE - On Basic Attack hits, deal Physical Damage equal to 3% of the target's maximum Health. If the target has over 2000 Health, the bonus damage scales up. This effect reaches a maximum of 5% of the targets Maximum Health at 2750 Health.

Hastened Katana

Hastened Katana

+25
Physical Power
+15%
Attack Speed
+7%
Movement Speed

PASSIVE - Hitting an enemy with a Basic Attack grants Haste for 1s, causing you to be immune from Basic Attack Movement Penalty.

Notes

You may notice a trend. most of these items fit into either crit or attack speed. Loki has a negative hit chain, with the first AA doing less damage than it's swing time. this means he doesn't do well with crit or hydra's since they scale directly off the damage on the basic attack. Hydra's is still better than crit because of how easily he procs it, and is the reason his hit chain was nerfed from 1x/1x to 0.5x/1x on the first hit.

Life steal is not going to be as potent either because his basics don't hit very hard on their own.

Items like executioner and qin's really want you to be hitting a lot of basic attacks, when you generally don't want to be having prolonged fights.

Since most of your damage is front loaded on abilities, the pen from exe won't take effect until after most of your damage has been applied.

Haste is generally unnecessary since you won't find yourself wanting to A more than a few times off of your slow or ult, and the remaining stats on fatalis are pretty mediocre, even on characters that value them higher.

Final Build recommendation
Jotunn's Wrath

Jotunn's Wrath

+40
Physical Power
+150
Mana
+10
Physical Penetration
+20%
Cooldown Reduction

Transcendence

Transcendence

+35
Physical Power
+300
Mana
+10
Mp 5

PASSIVE - You permanently gain 15 Mana per Stack, and receive 5 Stacks for a god kill, and 1 Stack for a minion kill (max. 50 stacks). 3% of your Mana is converted to Physical Power. At 50 stacks this item Evolves, gaining 10% Cooldown Reduction.

Arondight

Arondight

+75
Physical Power
+10%
Cooldown Reduction

PASSIVE - When your Ultimate ability has finished casting, reveal all enemy gods within 120 units for 8s. While moving towards revealed enemies gain 30% Movement Speed. When first striking a revealed target they take an additional 40 + 30% of your Physical Power. This can only occur once every 45 seconds.

Heartseeker

Heartseeker

+65
Physical Power
+200
Mana
+20
Mp 5
+10
Physical Penetration

PASSIVE - Your abilities deal an additional 3% of the targets maximum Health as Physical Damage. If you have over 200 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 6% Maximum Health damage at 400 Physical Power. Subsequent hits on the same target do 75% bonus damage for the next 3s.

Titan's Bane

Titan's Bane

+40
Physical Power
+20
Physical Penetration

PASSIVE - Your first ability cast gains 20% Physical Penetration. This can only occur once every 10 seconds.

Elixir of Speed

Elixir of Speed

This consumable increases your Movement Speed by 18% permanently. This effect disables Movement Speed from Boots or Shoes.

Bloodforge

Bloodforge

+75
Physical Power
+15%
Physical Lifesteal

PASSIVE - Killing an enemy god forges a shield from their blood with Health equal to 200 + 10 per Player Level for 20s. While the Blood Shield is active you gain +10% movement speed.

Brawler's Beat Stick

Brawler's Beat Stick

+40
Physical Power
+15
Physical Penetration

PASSIVE - Enemies hit by your Abilities have 40% reduced healing and regeneration for 8 seconds.

Potion of Power

Potion of Power

+
+
Unlocks At Level 10

This consumable increases your Physical Power by 40, Magical Power by 70 and Cooldown Reduction by 10% for 5 minutes or until you are killed.

Elixir of Defense

Elixir of Defense

This consumable increases your Magical and Physical Protections by 50 and decreases damage taken from Structures by 25% for 6 minutes. This effect persists through death.

Elixir of Power

Elixir of Power

This consumable increases your Magical and Physical Power by 25% and increases damage done to Structures by 25% for 6 minutes. This effect persists through death.

Notes

Bloodforge or beatstick can be considered. if you didn't get a beatstick earlier, and find yourself needing one., it should be prioritized. With Power pot's CDR, you may also elect to sell Jotuun's for the other for the increased utility in the extreme late game. for elixirs, prioritize elixir of defence over elixir of power. The extra survivability is usually more advantageous.

Leveling Order
Skills Section
Primary Order
Vanish
Vanish
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Decoy
Decoy
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Aimed Strike
Aimed Strike
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Assassinate
Assassinate
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Notes

Decoy is bad. the only reason people level it first is because in a lane they need to rely entirely on it for clear or risk getting bullied out. In the jungle, you are using it to enable your passive rather than the damage on the ability itself, which allows you to level your other abilities, and play the role of a mid game assassin more effectively. aimed strike gets level over vanish since the cool down is lower, and you are likely using vanish more for movement at that phase of the game. if assassinate sill has a long time before it comes back up at 9 and 13, you could put the points into aimed strike and vanish first.

In the mid game, you don't outright kill most characters, look for opportunities to turn duo into a 2v3 or mid into a 2v1 when the opponent is unprepared. engage with vanish to get behind the target, and use aimed strike. hold assassinate if you can, it will allow you to either confirm a kill on a target that has movement, or to enable you to stay in a fight longer and escape. Err on the side of risky when you haven't seen how well your opponents track you. since many players are inexperienced hunting loki in stealth, you can often get out of situations you have no business surviving.