Conquest is complex: Where is the duo lane, what is the Jungler supposed to do, when exactly does Gold Fury respawn?

This guide lays out the core basics for playing Season 2 Conquest. It provides an overview of the different roles and their respective tasks, and offers annotated minimaps for the lanes and jungle camp timers. Updated for Combo Breaker patch.



Editor’s Note This guide has been updated to account for the changes introduced with the Combo Breaker patch. This concerns the Jungle Camp Timers section of the article.

Roles

There are five dedicated roles in Conquest, each with their own individual tasks, objectives, default position on the map, as well as general difficulty level for beginner players. Some character classes are more suited to filling specific roles than others.

Role Position Common

Class Tasks and Objectives Starter Difficulty AD Carry Duo lane Hunter Carries the team in late game with high-damage build

Can split-push lanes very effectively

Watches over Gold Fury together with Support

Plays integral role in helping secure main objectives like Gold Fury and Fire Giant

Mostly dedicated to farming duo lane in early to mid game to get build online as quickly as possible Jungler Jungle

(area between lanes) Assassin Orchestrates especially the early and mid game with timely ganks and rotations

Secures jungle buff camps together with allies for shared experience and gold

Helps secure Mid Harpies together with Mid and Support

Can initiate teamfights

Farms the jungle and leeches off mid and solo lanes Mid Middle lane Mage Serves as link between the side lanes and can rotate quickly for engagements on either side

Keeps taps on enemy rotations crossing middle lane

Helps secure Mid Harpies together with Jungler and Support

Farms middle lane Solo Solo lane Mage, Warrior, Assassin Pushes solo lane to be free for rotations and objectives and counterbuilds against enemy team composition

Can sometimes rotate for securing Mid Harpies

Can initiate teamfights

Can split-push lanes

Farms solo lane Support Every lane (starts in duo lane) Guardian, Warrior Assists allies in peril, covers lanes, and is the main initiator in teamfights

Plays integral role in securing and stealing Gold Fury and Fire Giant (using Wrath of the Gods)

Helps secure Mid Harpies together with Mid and Jungler

Gives close assistance to AD Carry in duo lane at beginning of match

Farms the jungle and leeches off duo and middle lane (while controlling time spent in duo lane)

Lanes

There are three lanes in Conquest. The area in-between the lanes is called the Jungle. Teams are either assigned Chaos or Order side and this directly affects map orientation. The middle lane is always located at the center of the map. The duo lane is situated on the Gold Fury side; it is also called the long lane since its tier-one towers are farther apart from each other. By contrast, the solo lane is located on the Fire Giant side; it is also known as the short lane because its tier-one towers are closer to each other.

Jungle Camp Timers

All jungle camps spawn for the first time at the 10-second mark except for Fire Giant (10-minute mark). Depending on the type, camps respawn periodically at different time intervals. A timer icon (pie chart) indicating when the camp is going to respawn appears on the minimap only for the team who manages to take down that camp.



Attack Speed, Damage, Mana, Speed Attack speed and mana camp respawn every 3 minutes

Damage and speed camp respawn every 4 minutes

Defeating the big creep drops a buffs which lasts for 2 minutes when picked up

Dropped buffs stay on ground for 30 seconds until they disappear

Clearing a buff camp yields 91 gold and 229 XP in total

Mid Harpies Mid Harpies respawn every 3 minutes

Clearing Mid Harpies yields 90 gold and 220 XP in total

Back Harpies Back Harpies respawn every 1:20 minutes (80 seconds)

Clearing Back Harpies yields 71 gold and 170 XP in total

Gold Fury (GF) Gold Fury respawns every 5 minutes

Securing Gold Fury yields a certain amount of gold and XP to each team member dead or alive

The value of the Gold Fury kill scales team gold starting at 150 and gaining +10 per minute of game time to a maximum of 350.

The value of the Gold Fury kill scales team XP starting at 100 and gaining +10 per minute of game time to a maximum of 250.

Fire Giant (FG) Fire Giant spawns for first time at 10-minute mark

Fire Giant respawns every 5 minutes

Securing Fire Giant yields 150 gold and 200 XP to each team member dead or alive, and grants the Fire Giant buff to each team member alive at time of its defeat

Fire Giant Buff lasts for 4 minutes