Precision BECOME A LEGEND
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Effects[]
Damaging attacks and abilities grant 1.8-4 adaptive force (levels 1-18) for 5 seconds, stacking up to 12 times to a max of 12-24. At full stacks, you heal for 8% (5% 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 Eulogy of the Isles) can grant one stack every 5 seconds
Patch History[]
- Attack Damage per Stack: 1.2-2.7 (based on level) bonus AD ⇒ 1.08-2.4 (based on level) bonus AD
- Ability Power per Stack: 2-4.5 (based on level) AP ⇒ 1.8-2.4 (based on level) AP
- Attack Damage at Maximum Stacks: 14.4-32.4 (based on level) bonus AD ⇒ 12.96-28.8 (based on level) bonus AD
- Ability Power at Maximum Stacks: 24-54 (based on level) bonus AP ⇒ 21.6-48 (based on level) bonus AP
The nerf to Conqueror's duration in 11.21 was a little too restrictive. We're partially reverting the nerf and boosting its damage to make it comparable to other keystones like Grasp of the Undying, Fleet Footwork, and Lethal Tempo.
We're seeing a broad range of champions pick Conqueror even in situations that don't match its purpose: extended all-ins. We're honing in on that identity and giving it a nerf.
Streamlining Conqueror's role as a damage-oriented rune by shifting its power from sustain to Adaptive Force.
We’re happy with Conqueror’s current standing: a Keystone players gravitate to for elongated fights and utility for healing and DPS. That being said, we’ve been seeing the rune bleed into other archetypes and overrule its peers like Electrocute. As a result, we wanted to fine-tune the rune in a modest way where it maintained its intended strengths, so we’re shaving off some power to open up Keystone selection for a number of champions.
ADAPTIVE FORCE PER STACK : | [2 - 5 (levels 1-18)] | |
⇒ | 1.7-4.2 (levels 1-18) |
We’re happy with Conqueror’s current standing: a Keystone players gravitate to for elongated fights and utility for healing and DPS. That being said, we’ve been seeing the rune bleed into other archetypes and overrule its peers like Electrocute. As a result, we wanted to fine-tune the rune in a modest way where it maintained its intended strengths, so we’re shaving off some power to open up Keystone selection for a number of champions.
ADAPTIVE FORCE PER STACK : | [2 - 5 (levels 1-18)] | |
⇒ | 1.7-4.2 (levels 1-18) |
Patch 10.1
Now shows the total healing in its tooltip.
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.
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).
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 |
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.
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. |
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.
v8.14
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.
v8.6
New Precision keystone.
We wanted to introduce a keystone for champions who excel in long, drawn-out fights—especially melee champions.