Which rune do you think is too strong?

overpoweredscrub··1 votes·1,534 views

I personally think conqueror is too strong. It's so powerful because it gives you bonus adaptive, a portion of your damage becomes true damage, and you heal for that amount. I think it's pretty nice don't get me wrong, but it outshines a lot of other runes. There's no point in getting lethal tempo unless your character specifically benefits from attack speed more such as ashe for some crazy slows, vayne and gnar for insane health percentage damage. But even then, I feel like ashe, vayne, gnar can still do as good if not better with conqueror.

I think there are other strong runes for sure. Fleetfoot is not bad if you are willing to sacrifice the bonus adaptive, true damage, and heal from conqueror for the bonus movespeed and heal from fleetfoot. In some matchups fleetfoot Is really good compared to conqueror. Press the attack is great as well if you just wanna help increase the damage for you and your teammates if you aren't the main damage dealer. Thunderlords aka electrocute is good for small bursts of damage. All of these I don't think is as powerful as conqueror but is very powerful in their use respectfully.

Some runes however feel extremely weak such as aery. I guess I just think aery is weak because it's mainly for supports and not as good offensively, But If I was playing support, I just think the tank tree is better for the 10 percent heal and shield as well as guardian.

Either way, I miss the old rune system better. There was a lot more choice. I liked that you could start at level 1 with 1 percent crit. This made it so you didn't have to sacrifice a lot of ad for that 1 percent, and that 1 percent could actually have you win some fights sometime if it ever did proc, but if it didn't proc, you only sacrifice a point or two on ad which was not that much. I miss full ap runes or other cheesy but fun things you could do with the old runes. There was a lot more customization with the old rune system.

12 Comments

Jimmy Rustles2 votes

Glacial Augment, its the 0 fun allowed rune

overpoweredscrub2 votes

[{quoted}](name=Jimmy Rustles,realm=NA,application-id=3ErqAdtq,discussion-id=t43AVO3A,comment-id=0000,timestamp=2019-08-24T21:11:48.978+0000)

Glacial Augment, its the 0 fun allowed rune

Lol I don't use this rune enough. Care to share your experiences? Do you have fun using it? Or do you hate playing against it? Why do you feel it's too strong or too weak? I'd like some insight :)

Jimmy Rustles2 votes

{quoted}

Lol I don't use this rune enough. Care to share your experiences? Do you have fun using it? Or do you hate playing against it? Why do you feel it's too strong or too weak? I'd like some insight :)

Well I rarely use it as well, but all you do is build 1/2 items with actives and tada, you have an insanely potent slow that borderlines on being a root

Plus give it to any champ that relies on skillshots and remove any skill required to land said shots

overpoweredscrub1 votes

[{quoted}](name=Jimmy Rustles,realm=NA,application-id=3ErqAdtq,discussion-id=t43AVO3A,comment-id=000000000000,timestamp=2019-08-24T21:20:04.086+0000)

Well I rarely use it as well, but all you do is build 1/2 items with actives and tada, you have an insanely potent slow that borderlines on being a root

Plus give it to any champ that relies on skillshots and remove any skill required to land said shots

Ah I see, so can be pretty annoying to play against.

Smyrage1 votes

"Aery not good as offensive" *me looks at Brand

overpoweredscrub1 votes

{quoted}

"Aery not good as offensive" *me looks at Brand

Well think about it like this. Why take aery if you can take comet which is better? Also, brand could benefit with electrocute over aery as well, land stun with 1 auto and there you go, easy proc and high burst. Aery is not needed.

Smyrage1 votes

{quoted}

Well think about it like this. Why take aery if you can take comet which is better? Also, brand could benefit with electrocute over aery as well, land stun with 1 auto and there you go, easy proc and high burst. Aery is not needed.

Because Comet was meant for those champs, who has CC on their poke and Brand can't land comet until he has Rylai. Electrocute requires him to always hit a combo, which might not always be possible. Aery is the best on him, because his passive can proc it much more frequently.

overpoweredscrub1 votes

{quoted}

Because Comet was meant for those champs, who has CC on their poke and Brand can't land comet until he has Rylai. Electrocute requires him to always hit a combo, which might not always be possible. Aery is the best on him, because his passive can proc it much more frequently.

Brand does have cc. He has a stun. it's not that hard to land a combo as brand and proc electrocute. You have a target burn then land a fat aoe burn and auto attack, easy proc. If you are good and nothing is in the way, simply just target burn and stun then auto attack. easy proc with high burst on the electrocute. If you have ult and ignite, that's guarantee kill. Just press ignite r and that person usually will die unless they are stacking magic resist and health.

AlienPrimate1 votes

I think conqueror is actually trash if you look at the numbers. The last game I used it was on Tryndamere and only because I didn't have time to fix the page. I dealt about 250 damage that would have been mitigated in 20 minutes. Fleet footwork would have healed for 2-3k by then and press the attack would have dealt about 1k by then. The only time conqueror is good is when you make it to 30+ minutes and are against tanks.

overpoweredscrub1 votes

{quoted}

I think conqueror is actually trash if you look at the numbers. The last game I used it was on Tryndamere and only because I didn't have time to fix the page. I dealt about 250 damage that would have been mitigated in 20 minutes. Fleet footwork would have healed for 2-3k by then and press the attack would have dealt about 1k by then. The only time conqueror is good is when you make it to 30+ minutes and are against tanks.

I begged to differ. Conqueror is good on any opponent. It's not completely useless to squishies and only useful against tanks. The only downside to conqueror is maybe having to stack it, so in small skirmishes yes it can lose to something more bursty. But in sustained fights, conqueror is just too strong and generally you will always have sustained fights aka team fights later on in a game. Bonus adaptive, true damage, heal off the true damage which isnt even counting for lifesteal yet. It's such a powerful rune because of those things it does. Having conqueror on an adc going rageblade can make the biggest difference in dps compared to an adc with rage blade going lethal tempo or press the attack. The person with rageblade conqueror will always out dps and out sustain the one without conqueror.

Modl Ryden l1 votes

As long as you can clock 1k+ healing/shielding/damage amped/damage dealt, it's a good rune for that champion. Obviously it's going to depend more on the champion. But that's just how I see runes in general.

But the more gimmicky ones like, Ingenious Hunter, Glacial Augment, Lethal Tempo are a bit harder for myself to benchmark.

As far as too strong, I think the Resolve Tree in general has some great options. Grasp is such a nuisance pick to play against for any champ, melee or ranged. Demolish is so cheese and Font of Life and Shield Bash are fun to proc.

Conditioning is such a good late game buy for those that stack HP first, Bone Plating is amazing for skirmishes and late game fights, Second Wind is a godsend vs that Teemo top lane.

Although the last set of runes in Resolve are kinda, eh. IMO Overgrowth is pretty alright, despite it only ever equating to 400HP late game. And I don't feel much of a difference when I have Unflinching equipped.

The other set of runes aren't as fun to me. Like the idea of doing a grasp build on anyone for the lols is hella fun. Because you can always fallback into becoming a tank and still have some form of damage output.

Like Grasp Caitlyn? Ah hell yeah. Grasp Lux, Sure! Grasp Ahri, yepper pepper! Grasp Akali! Shiiiet! Grasp Yasuo, NOW WE'RE TALKING!

It's just a fun rune overall. And the rest of the Resolve tree has it's unique perks.

overpoweredscrub1 votes

[{quoted}](name=l Ryden l,realm=NA,application-id=3ErqAdtq,discussion-id=t43AVO3A,comment-id=0003,timestamp=2019-08-25T08:28:30.920+0000)

As long as you can clock 1k+ healing/shielding/damage amped/damage dealt, it's a good rune for that champion. Obviously it's going to depend more on the champion. But that's just how I see runes in general.

But the more gimmicky ones like, Ingenious Hunter, Glacial Augment, Lethal Tempo are a bit harder for myself to benchmark.

As far as too strong, I think the Resolve Tree in general has some great options. Grasp is such a nuisance pick to play against for any champ, melee or ranged. Demolish is so cheese and Font of Life and Shield Bash are fun to proc.

Conditioning is such a good late game buy for those that stack HP first, Bone Plating is amazing for skirmishes and late game fights, Second Wind is a godsend vs that Teemo top lane.

Although the last set of runes in Resolve are kinda, eh. IMO Overgrowth is pretty alright, despite it only ever equating to 400HP late game. And I don't feel much of a difference when I have Unflinching equipped.

The other set of runes aren't as fun to me. Like the idea of doing a grasp build on anyone for the lols is hella fun. Because you can always fallback into becoming a tank and still have some form of damage output.

Like Grasp Caitlyn? Ah hell yeah. Grasp Lux, Sure! Grasp Ahri, yepper pepper! Grasp Akali! Shiiiet! Grasp Yasuo, NOW WE'RE TALKING!

It's just a fun rune overall. And the rest of the Resolve tree has it's unique perks.

The grasp path is definitely not bad at all. Of course you won't have the carry potential that conqueror has, but respectfully grasp makes you so tanky against small pokes since you heal and have high health pool. I love going grasp and combining that with warmogs because you can reach 3k hp really quick and get that warmog heart healing. That warmogs heal is one of the most annoying things to play with. It's the reason I hate garen because garen has it naturally as a passive once he hits certain levels. Going from 100 percent to 20 percent, waiting for a few seconds like 5-10 seconds and going back into a fight with half to full hp makes you basically another unit the enemy has to deal with while they are generally on cooldown, oom, or low on hp when you arrive the second time.

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