Rumble Variation
▾
Main
Rumble Variation
6 Cost Cap
Conqueror Variation
Conqueror Emblem – 01
Conqueror Emblem – 02
Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



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



Best-in-Slot



Lock onto target and strafe to a nearby position, unleashing 21/21/35 missiles split between the target and all enemies within two hexes. Each missile deals 29/43/124 (
) physical damage and reduces Armor by 1.
Every 7th missile deals 201/302/866 (
) physical damage and reduces Armor by 7.
Every 7th missile deals 201/302/866 (
Current



Passive: After dealing damage, heal 15/27/162 (
).
Active: Gain 350/490/1986 (
) Shield for 4 seconds. Slam a massive sword on target, dealing 163/244/2194 (
) physical damage to them and 81/122/1097 (
) physical damage to enemies within 2 hexes.
Active: Gain 350/490/1986 (
When to Play
Strategy
Openers
Conqueror Artillerist





Strong Conditions
Items





Augments




Item Priority

Evenshroud

Last Whisper
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.