Triumph is insane, especially on high HP pool champions.

Bârd··4 votes·967 views

Dangerous game was a good mastery; one of the better basic masteries in the old system.

Triumph gives more than double the health of Dangerous Game did.

It's not uncommon to see a tank or juggernaut restore over a thousand health in a teamfight just off of this rune. I have personally survived situations in which I 100% should have died because a buddy got a kill on somebody I tagged with Skarner Q several seconds earlier.

I advise you revert Triumph to dangerous game's functionality.

  • Heal reduced to 5% missing HP from 12%.
  • Heal delay removed.
  • Gold bonus removed.
  • Additionally restores 5% missing mana/energy.

17 Comments

Ahristocats3 votes

one thousand hp healing on juggernauts?

i wonder which juggernaut had 10 000 hp

sutora31 votes

cho gath well cho gath isnt exactly a juggernaut but he could fill that

Bârd1 votes

No, Juggernaut is an apt description.

He has Rupture, which is more CC than most juggernauts have, but it's unreliable enough that it doesn't really solve his issues with getting kited.

Critmaster Garen3 votes

[{quoted}](name=I am Rubick Sama,realm=EUW,application-id=3ErqAdtq,discussion-id=1QEJPc0E,comment-id=0003,timestamp=2018-01-15T12:07:08.413+0000)

one thousand hp healing on juggernauts?

i wonder which juggernaut had 10 000 hp

which juggernaut was missing 10 000 hp.

BobaFlautist2 votes

Over the course of a fight. Multiple procs. Divide that number by 3-5

Bârd3 votes

If you have 4k HP and are on the verge of death, Triumph heals you for 480.

If that happens twice, you'll heal for 960.

Something very notable about Triumph is that if multiple people die simultaneously, you get the full heal for both. This makes those fat heals a lot more common.

Ahristocats1 votes

i don't see the problem

2 people died, and that's not something easy to achieve additionally i rarely saw a juggernaut going intot he precision tree EVEN in 2ndary

bywords701 votes

I think dangerous game worked off of assists which is why it is more consistent if it was changed to 5% without assists then its useless

Bârd1 votes

Triumph procs on assists.

bywords701 votes

if it does, they need to reword it because it says champion takedowns, dangerous game said kills and assist. if its 12% on assist as well then this rune is broken as hell w t f? that's legit 60% missing health in a team fight

Alex h87211 votes

takedowns are kills you participated in, kills/assists

SEKAI1 votes

Where's the nerf hammer when you need 'em?

I think they just added the budget for the mana portion of the Dangerous Game onto Triumph or something, given Dangerous Game is now split into Triumph and Presence of Mind. But then again, I do wonder from time to time on whether or not the current iteration of Triumph has too much of a value to that end.

Soraka is SO HOT1 votes

Unrelated, but I believe you played Bard support with lolTyler1?

Just wanted to say awesome job!

I loved watching your Bard skills!!!

[sg-jinx]

Bârd1 votes

Thanks!

hhaavviikk1 votes

it's even worse in ARAM, constant bloody heals there, makes for a big snowball effect

Rexxiee1 votes

They should make it scale on AD/AP and reduce the base value.

Would make it weaker on tanks and juggernauts and stronger on glass cannons, and a rune like dangerous game or triumph was never intended to be used by tanks, but by carries or assassins/melees who have high risk/high reward gameplay patterns.

Bârd1 votes

Maybe, but then I'm pretty sure Vladimir would break it.

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