Conqueror (Rune)

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Damaging attacks and abilities grant 2-5 adaptive force (levels 1-18) for 6 seconds, stacking up to 10 times to a max of 20-50. At full stacks, you heal for 15% (8% for ranged) of your damage against champions. Melee champions gain 2 stacks per basic attack on-hit. Damage-over-time effects and ongoing sources of damage (ex. Yorick's Maiden of the Mist) can grant one stack every 5 seconds

Patch History[edit]

Patch 10.1

Now shows the total healing in its tooltip.

HEALING DISPLAY : Now shows the total healing gained in the tooltip, including when hovering over the rune on the scoreboard

Patch 9.24 Buff duration decreased. Heal for ranged champions decreased.

Conqueror is overperforming on a number of ranged champions, and is slightly too strong in general. We're making it last a shorter period of time, which hits ranged champions more since they're able to take full advantage of the long duration in lane, as well as directly nerfing the healing for ranged champions.

DURATION : [8] 6 seconds
HEAL : Ranged champions now heal for [15%] 8% of damage dealt

Patch 9.23
True damage conversion removed. Healing is now post-mitigation. Max stacks increased; melee champions now gain double stacks. Ranged stacks no longer expire faster.

Conqueror has been too effective at allowing sustained-damage fighters to deal with tanks, who have lost their place in solo lanes as a result. We're removing the true damage conversion and changing the heal to post-mitigation damage so Conqueror doesn't hard-counter tanks, but buffing its adaptive force to keep it strong. We're also changing up Conqueror's ranged/melee split so ranged users are a bit less disadvantaged (though Conqueror remains a melee-focused rune).

TRUE DAMAGE Conqueror no longer converts 8% of damage against champions to true damage at full stacks
HEALING : [At full stacks, Conqueror heals for 8% of pre-mitigation damage against champions]
15% of post-mitigation damage against champions
STACKS : [1 per ability hit or basic attack]
2 per ability hit or melee basic attack, 1 per ranged basic attack
STACK DURATION : [8 seconds for melee, 3 seconds for ranged] 8 seconds
ADAPTIVE FORCE PER STACK : [2-6 (lvl 1-18)]
2-5 (lvl 1-18)
MAX ADAPTIVE FORCE : [10-30 (lvl 1-18)]
20-50 (lvl 1-18)

Patch 9.10
True damage and healing decreased.

We hear you. It's too strong, so we're nerfing it.

GR8 : At full stacks, [10%] 8% of the damage dealt against champions is converted to true damage and healing

Patch 9.5

We hotfixed Conqueror in the middle of the last patch, decreasing the ranged stack duration and the number of adaptive force per stack. But it's still too strong, especially in the mid to late game . With its new stacking model, champions gain stats leading up to the proc and late game scenarios actually trigger it faster than the previous iterations of Conqueror. We're pulling out some of Conqueror's late game strength while retaining the more core true damage and healing conversion.

ADAPTIVE FORCE : [2-10 per stack (10-50 at max stacks)]
2-6 per stack (10-30 at max stacks)

Mid-Patch 9.4 Updates
(Reminder: These have been live for a while already.)

ADAPTIVE FORCE : [3-15 per stack (max 15-75)]
2-10 per stack (max 10-50). This change is overwritten by the line above.
RANGED STACK DURATION : [3] 2 seconds (melee stack duration still 8 seconds)

Patch 9.4
Grants stacking adaptive force on damaging enemy champions. At max stacks, converts a portion of damage vs champions to true damage and heals for that amount.

Conqueror was designed to help fighters in extended combat, but it offers too much immediate power since users can bypass its initial delay—the window where opponents should have the upper hand—by staying in combat against minions so Conqueror is prepped at all times. We're removing this workaround, meaning users will actually have to grapple with its ramp-up. They now gain Conqueror's bonus damage steadily over their first few hits in combat, so they won't be completely helpless when a fight breaks out. (Note: Conqueror gives adaptive force instead of attack damage now. Go wild, AP champs.) In terms of Conqueror's "unlocked" state, we've turned half of its true damage conversion into healing. This gives tanks, who were previously melted by the conversion, a reasonable shot at standing against Conqueror champs while still giving fighters a tool to avoid being ground down in teamfights before reaching the enemy backline.

THE OLD THING After 4 seconds in combat, your first basic attack against an enemy champion grants 6-35 attack damage (levels 1-18) for 3 seconds and converts 20% of your damage against champions to true damage. Melee champions can refresh the duration by damaging an enemy champion.
THENEW THING Damaging attacks and abilities grant 3-15 adaptive force (levels 1-18) for 3 seconds (8 seconds for melee), stacking up to 5 times to a max of 15-75. At 5 stacks, 10% of your damage against champions is converted to true damage and you heal for that amount.
ATTRITION : Damage-over-time effects and ongoing sources of damage (ex. Yorick's Maiden of the Mist) can grant one stack every 5 seconds

Bonus attack damage decreased.

Conqueror has been crowding out other keystone options for fighters, as well as room for non-fighter champions in top lane. Reducing some of its laning strength should give other keystones (and champions) more ability to fight back.

BONUS ATTACK DAMAGE : [10-35] 6-35 (at levels 1-18)

New Precision keystone.

We wanted to introduce a keystone for champions who excel in long, drawn-out fights—especially melee champions.

CONQUERER : After 4 seconds in combat, your first attack against an enemy champion grants you 10-35 attack damage, based on level, for 3 seconds, and converts 20% of your damage to champions to true damage
MELEE ONLY : Damaging enemy champions refreshes this buff