True damage: Conqueror and Infinity Edge combined
Conqueror was riots answer to all the players saying that "You know what? I lost lane by a tank which i was not only not able to kill but it also managed to trade me without me doing no damage to him whatsoever".
And you know what? Conqueror was not such a bad rune nor was as unbalanced as it is right now.
Yes tanks were too strong and fighters for some time were too useless but I think riot overdone it.
Let me explain why with the easiest example possible:
A
getting a
and then building
. That is already 30% crit which 10% of it will be true damage. Clear so far? ok now lets think of passive called
INTENT: Yasuo gains double the critical strike chance from all sources but his basic attacks deal 10% reduced damage when Critical strike icon critically striking.
So we had 30% crit? now it is 60% and that is not so bad, most of us has gotten used to dealing with it and stuff, get a
and
and most damage is gone.
Now, remember that 10% true damage? Ok now lets think of what conqueror does
PASSIVE: Entering combat generates one stack every second for the next 3 seconds. After reaching 4 stacks, your next basic attack against an enemy champion consumes all stacks to grant 6 − 35 (based on level) bonus Attack Damage for 3 seconds and converts 20% of your damage to champions to true damage for the duration. All stacks will wear off after 3 seconds out of combat.
So that leaves us with with 60% crit and 30% true damage, and that with a
but that will create a
so 30% from phantom dancer itself, doubled to 60% from
passive and that 60% doubled by
passive so that is 100% crit chance with 2 items.
But i am not here to complain about yasuos kit, but to complain about conqeror with a champion which normaly builds second item infinity edge and uses that rune and using yasuo as an example.
All that true damage might have counterplay at midlane with most midlaners having enough burst to counter it (
) but what about at conqueror and such kit as yasuos at botlane or toplane?
Give that critical to a toplaner (
and
) and that forces the enemy laner to build not only
but also
early on making them not able to do enough damage (not talking about this
) but that partialy is ok.
Now, give that critical strike alongside with true damage and what is the counterbuild? Build armor you can not do anything vs true damage, build health and then take critical striked in the face.
Now a normal player would respond saying that "all that damage happens once one has farmed enough to get enough gold for critical and
and that until then you can poke and do stuff" Well yeah you can get other runes like electrocute and grasp to poke and do damage at early game and with electrocute both early and late. And yes that is true
But one problem remains. Conqueror and Infinity together or on their own (less so with infinity on its own(except when talking about this guy
with first item
)) Are very strong and that is because riot has overdone it with true damage.
instead.
)
of course) who got nerfed to the ground with new IE and the nerf of Kleptomancy (a rune which also got nerfed because it was abused both by
(more ezreal I think)) so yeah that is IE in 2k18.
and
.
A LOT, and i usually run grasp. Now if grasp did not do max health damage I would have no chance to win vs tanks that counter me (


) who also will get grasp (except gnar and nowadays darius who the one gets press the attack or some other rune and darius who will get conqueror and have 0 counterplay) but still, grasp gives me a 1v1 potential which if I use properly it can get me chances to survive till late game without going 1/4. So I think that grasp is a ok rune without it having any problems since it can be countered.