I propose a tank counterpart to conqueror

Pierce The Veal··2 votes·1,385 views

Infallible: Gain 2% premitigation damage reduction per second in combat, up to 10% (make it the same stacking mechanic as conqueror). At max stacks, heal for the amount of damage negated (after armor and mr) as well.

This is a rune that everyone can use to some extent, but a rune that also becomes better the tankier you are.

I made it heal for that amount as well to act as post mitigation damage reduction that can be countered to some extent with grievous wounds. This rune would give tanks a small amount of impenetrable defense as well as rewarding them for building more tank stats, while simultaneously not being outright impossible to fight back against.

So mathematically speaking: a champion who has his armor/magic resist penetrated and resisted until he/she only has 100 left would be taking 1-0.9*100/(100+100)-0.1=0.35 times as much damage as opposed to 0.5 times as much damage (after surviving for 5 seconds). Against grievous wounds this would go up to 0.39 times as much damage. This could be further fine tuned to be a little bit weaker, but the rough idea still stands.

Edit: Ah yes, please downvote and don’t explain why you find it unappealing. Seriously though, I want there to be a reason to pick tanks. Let me know what you think and discuss what’s wrong and what can be improved with the rune.

5 Comments

Shadewolf2 votes

Conqueror give u: stats(=damage) + sustain (=tanky over time).

We need a defensive counterpart. Grasp gives u damage and sustain, but no tank will stand a chance with grasp against conqueror. Grasp is a poke rune for longtime-stacking, not like conqueror.

I want a tank rune which works for longer fights instead of grasp-stacking.

A: Something like atmas. Gets ad/ap for hp, stacking for every sec in fight/damage on champs. ** B: increase your resists hard (or reduce damage taken) and get a % of resists(or hp) as ap/ad/damage for every sec in fight/ability u hit,BUT u get decreased heals and shields (after 5s/with full stacks) **

Pierce The Veal1 votes

{quoted}

Conqueror give u: stats(=damage) + sustain (=tanky over time).

We need a defensive counterpart. Grasp gives u damage and sustain, but no tank will stand a chance with grasp against conqueror. Grasp is a poke rune for longtime-stacking, not like conqueror.

I want a tank rune which works for longer fights instead of grasp-stacking.

A: Something like atmas. Gets ad/ap for hp, stacking for every sec in fight/damage on champs. ** B: increase your resists hard (or reduce damage taken) and get a % of resists(or hp) as ap/ad/damage for every sec in fight/ability u hit,BUT u get decreased heals and shields (after 5s/with full stacks) **

This rune would essentially be increasing your tankiness significantly over time.

If we went with my numbers, a tank with 300 armor normally takes 75% reduced damage. After 5 seconds this tank would now be taking 87.5% reduced damage. The damage went from 25% to 12.5%; it has halved the damage the tank is taking! The way the rune I’ve designed works, the less tanky you are the less tanky the rune makes you. At 0 armor it would give you 20% damage reduction after 5 seconds of combat. In fact, if you can somehow achieve it, at 800 armor/mr (of course basically impossible haha) you would actually be immune to damage altogether with this rune.

Marlusia1 votes

I believe the healing would make this over powered. One of the biggest issues with conqueror is the fact that heals so much. Now you propose not only damage reduction, but also letting them heal for getting hit. Imagine this on Mundo, Amumu, Volibear, or any tank which can sustain using the existing runes. It would be ridiculously strong.

The Avocado yo1 votes

getting healed for getting hit is just a roundabout way of saying damage reduction, but more tangible since you see the healing. would the healing take place over a long period of time after you took damage?

Pierce The Veal1 votes

[{quoted}](name=The Avocado yo,realm=NA,application-id=3ErqAdtq,discussion-id=kg3U5FAh,comment-id=0002,timestamp=2019-05-03T14:10:49.114+0000)

getting healed for getting hit is just a roundabout way of saying damage reduction, but more tangible since you see the healing. would the healing take place over a long period of time after you took damage?

It would be an instantaneous heal that essentially is damage reduction, however it is damage reduction that can be augmented via runes + spirit visage but also weakened via grievous wounds, aatrox passive, and other healing reduction.

{quoted}

I believe the healing would make this over powered. One of the biggest issues with conqueror is the fact that heals so much. Now you propose not only damage reduction, but also letting them heal for getting hit. Imagine this on Mundo, Amumu, Volibear, or any tank which can sustain using the existing runes. It would be ridiculously strong.

You wouldn’t actually be healing overall. It would essentially be acting as damage reduction. It’s not like conqueror where you can actually gain health overall, with Infallible’s healing your healing is dependent on damage taken and not damage dealt, hence you would always be losing health, except at absurdly high levels of damage reduction (900 armor or magic resist and beyond).

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