Main
▾
Main
6 Cost Omega Cap
6 Cost Realistic
4 Pit Fighter
Conqueror Emblem
Conq Emblem Max Cap
Traits
Current



Best-in-Slot



Alt Build 1



Ambessa switches between two stances on cast:
Chains: Gain +1 Range. Attacks deal 98/146/512 (
) physical damage.
On cast, dash to target and strike in a half-circle, dealing 163/244/731 (
) physical damage to enemies hit.
Fists: Gain 25%/25%/45% (
) Omnivamp and attack twice as fast.
On cast, briefly Stun target before slamming them into the ground, dealing 325/488/1755 (
) physical damage, then dash away.
Chains: Gain +1 Range. Attacks deal 98/146/512 (
On cast, dash to target and strike in a half-circle, dealing 163/244/731 (
Fists: Gain 25%/25%/45% (
On cast, briefly Stun target before slamming them into the ground, dealing 325/488/1755 (
Current



Alt Build 1



Briefly gain 40% Durability and summon a massive claw, dealing 160/240/800 (
) magic damage to the most enemies in a line. The 4 closest enemies take 25% more damage and are pulled towards Mordekaiser.
For the next 10 seconds, gain 30% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals 330/500/3000 (
) magic damage to target and 85/125/1500 (
) magic damage to all other enemies within 2 hexes.
For the next 10 seconds, gain 30% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals 330/500/3000 (
When to Play
Emblem
Strategy
Tips & Tricks
- General rule of thumb is play 6 Conqueror + Flex units. Flex unit prio: Viktor > Mel > Warwick > Rumble > Sevika = Gangplank > Jayce > Vi (4 Pit) > Vlad
- Conqueror Emblem allows you to drop Darius (and by extension, Vlad) so you can add high quality flex units.
Openers
Conqueror





Conqueror Artillerist





Strong Conditions
Items



Augments


Item Priority

Spatula

Sparring Gloves

B.F. Sword
Economy Strategy
- Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- Level to 5, unless on 3 loss streak.
- Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
- Level to 7 if you can stay above 30g, otherwise stay level 6.
- Level to 7.
- Level to 8. Roll for desired comp until stable. “Stable” changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- If you are low HP and haven’t 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can’t afford to go 9 this game, roll every turn for upgrades.
- Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.