Route
Conquest has one simple headline goal: be the first team to reach 500 points within the match timer (or have more points when time expires). Points mainly come from holding capture points over time, plus player kills (a small but meaningful bonus) and map-specific objectives. The route to winning games is not “fight more” — it’s “fight only when it produces points.”
Below is a ranked-ready route you can follow immediately, even if you’re new.

Step 1: Learn the Conquest “math” that decides 90% of games
If you understand these three ideas, you’ll start winning games that used to feel unwinnable:
- Two nodes is the default win state. If your team holds two capture points while the enemy holds one, you steadily build a lead without needing hero plays.
- Kills matter most when they turn into node control. A kill is valuable because it creates a numbers advantage that lets you cap, decap, or push a secondary objective safely.
- Time is the real resource. Every second you spend fighting off-node, chasing into corners, or running into a lost fight is time the enemy spends scoring.
Step 2: Speak the language so you can coordinate in 2 seconds
Ranked teams don’t coordinate with paragraphs. They coordinate with short, standardized calls. Learn these:
- Home / Close: the point nearest your spawn
- Mid: the center point
- Far: the point nearest enemy spawn
- Decap: neutralize an enemy-owned node (turn it white) without necessarily fully capturing it
- +1 / plus-one: arrive to turn an even fight into an advantage (2v1, 3v2)
- Rotate: move to a different objective
- Kite: survive by moving, using terrain, and dragging pressure away
- Peel: help a teammate survive by CC’ing, body-blocking, or forcing enemy cooldowns
- Cleave: AoE a downed enemy to finish them without risking a stomp
- Stomp: manually finish a downed enemy (high risk if enemies can interrupt)
If you only remember one: Decap is often worth more than a risky duel. A neutral node scores for nobody.
Step 3: Use a safe opener that doesn’t lose games instantly
Openers vary by map and comp, but a strong “default” for solo/duo ranked (and especially for mixed skill teams) is:
- 1 player secures Home/Close (don’t overcommit; your job is to prevent a free decap)
- 4 players contest Mid (but with the mindset: win quickly or leave quickly)
Why this works:
- You avoid giving up free points early.
- You keep your team together for the first big decision point: the midfight result determines early tempo.
Common beginner throw opener:
- Sending multiple people to far without a plan and losing mid + losing home = you start the game behind on all objectives.
Step 4: Treat the first midfight like a tempo puzzle, not an ego test
At mid, ask this fast question:
- Are we winning the fight in the next 10–20 seconds?
- If yes: commit, secure downs safely, then convert into a node cap or rotation.
- If no: leave. Don’t feed stagger deaths.
A “clean” midfight win isn’t just kills—it’s kills that let you hold mid long enough to stabilize and then rotate with momentum.
A “clean” midfight loss isn’t wiping—it’s losing 1–2 players, disengaging, and immediately stabilizing nodes so you don’t get snowballed.
Step 5: Choose your role every match—even if you didn’t queue as that role
Conquest wins come from roles, not professions. Every match, your team needs:
- A side noder (duelist/bunker) to hold or contest a node without constant help
- A roamer to +1 fights and punish overextensions
- Teamfighters to win 3v3/4v4s around mid objectives
- (Sometimes) a support to anchor teamfights and stabilize downs
In solo queue, your comp often won’t be perfect. Your job is to identify what your team lacks and play the closest version of that role your build allows.
Step 6: Learn the single best Conquest habit: rotate on numbers, not feelings
The strongest rotation rule in ranked is:
- If you have a numbers advantage at an objective, you can push.
- If you’re outnumbered and not stalling for a purpose, you should leave.
This is how you avoid the classic beginner trap: taking a “brave” 1v2 that dies and gives the enemy freedom to cap multiple objectives.
Step 7: Make every win “cash out” into points
After any fight win (even a small one), ask:
- Can we cap/decap a node immediately?
- Can we deny a rez safely (cleave/pressure)?
- Can we rotate to the next fight with a +1?
- Can we secure a secondary objective that creates a point swing?
A kill with no conversion is a highlight. A kill that becomes a cap is a win condition.
Step 8: Understand secondary objectives so you stop losing to “random map stuff”
Some maps offer objectives that add points or create huge momentum. You don’t need to hard-focus them every time, but you must know what they do so you can decide quickly.
Here are the high-impact ones you should recognize:
- Revenge of the Capricorn – The Bell: periodically spawns as a temporary fourth point; capturing it awards a flat point bonus that increases each time it’s captured.
- Legacy of the Foefire – Lords: teams can break into the enemy base and kill the lord for a large flat score bonus.
- Temple of the Silent Storm – Stillness/Tranquility: timed buffs that can massively swing scoring by doubling node value or flipping control.
- Forest of Niflhel – Chieftain & Svanir: neutral bosses that grant points and team buffs when killed.
- Skyhammer – Skyhammer platform: a timed capture that fires lasers to neutralize nodes and damage players.
- Eternal Coliseum – Sword/Shield buffs: timed buffs that enhance team damage/tankiness and can decide fights.
- Battle of Kyhlo – Trebuchet: map tool that can punish node holders and swing fights if uncontested.
- Spirit Watch (typically unranked) – Orb: carrying/turning in the orb grants a flat point bonus depending on where it’s delivered.
The rule for all of these:
- If you’re losing map control, secondary objectives often make you lose faster.
- If you’re winning map control, secondary objectives often turn your lead into a lock.
- The best time to take them is when you already have a numbers advantage or the enemy is forced to respond elsewhere.
Step 9: Win games with “boring” rotations
A lot of ranked wins are not flashy. They look like this:
- Hold two nodes.
- Decap the third when it’s safe.
- Don’t die off-node.
- Don’t take equal fights when you can take advantaged fights.
- When you’re ahead, don’t feed.
If you want a simple, repeatable win loop:
- Secure Home
- Contest Mid
- If Mid is lost, stabilize Home + pressure Far with a roamer
- If Mid is won, secure Mid + look for +1 on Far
- Keep two nodes, deny free decaps, and only teamfight when it protects your two-node state
Loot
Ranked PvP rewards can feel confusing because you’re earning progress from multiple systems at once. If you understand what pays you and how, you can choose matches and session length based on real goals: gold, skins, ascended/legendary progress, or just steady account value.
1) Ranked Conquest pays you in three main channels
- PvP Reward Tracks (repeatable progression tracks)
- PvP League (ranked) chest progression via pips
- PvP dailies / achievements and account systems that feed extra currency
2) PvP Reward Tracks: your always-on “grind bar”
In structured PvP, you can select a reward track in the PvP panel. A few practical points:
- You can switch tracks anytime, so you can target what you need.
- Tracks are divided into tiers with milestone rewards.
- These tracks are one of the most reliable ways to turn match time into materials, skins, and account progression—even if you’re not climbing rating fast.
Best beginner approach:
- Pick a track with rewards you actually recognize as useful (materials, gear boxes, a skin you want).
- Keep it running while you learn Conquest fundamentals, so your early losses still pay
3) Ranked League pips: the system that pays you for simply playing ranked
Ranked PvP progression uses pips to move through seasonal chests. The details matter because they shape how you should approach “close losses” and “top stat chasing.”
Common current pip rules you should know:
- Win = large pip gain
- Loss = smaller pip gain
- Top stats can add a bonus pip
- A near-victory (close loss) can award bonus pips
- Being in higher divisions (like Platinum or Legendary) can add additional pips per match
What this means in real ranked play:
- A “tilted throw” where you AFK or refuse to play often costs you twice: you lose rating and you likely lose out on bonus pips you could have earned by trying to make the game close.
- Even in a losing match, your best reward play is usually: keep it close, win key fights, get a top stat if it aligns with winning (not if it sabotages rotations).
4) Key PvP currencies and why they matter
You’ll see these a lot in PvP-related rewards:
- Shards of Glory
- Broad PvP currency tied to the mode’s economy and purchases. It’s used in multiple PvP crafting and vendor paths, and it stacks fast if you play regularly.
- Ascended Shards of Glory
- A higher-tier PvP currency typically connected to ranked league progression and used for ascended/legendary-related purchases via PvP vendors.
- PvP League Tickets
- A time-gated style currency tied to ranked seasons and mini-seasons, commonly tied to high-end PvP rewards and long-term projects.
Beginner takeaway:
- Don’t ignore ranked just because you’re learning—ranked play is where the “league” currencies tend to flow the most consistently.
5) Why “top stats” can be a trap
Top stats can add reward value, but they can also bait you into losing the match:
- Chasing damage can pull you off nodes.
- Chasing stomps can get you interrupted and killed.
- Padding stats in a losing fight can prevent you from rotating to stabilize the map.
The best approach:
- Treat top stats as a byproduct of playing your role correctly.
- If you’re a support, your “MVP play” might be stabilizing downs and peeling—not topping damage.
6) How loot connects to long-term PvP goals
If you plan to stick with PvP, your reward mindset should include:
- Building up PvP currencies steadily
- Completing seasonal chest milestones
- Using reward tracks to target items you’ll need for your next account milestone
This is how PvP becomes a “main mode” that funds your entire account, even outside PvP.
Extraction
Extraction is the skill of turning ranked matches into consistent wins + consistent rewards, not emotional chaos. In Conquest, the biggest difference between players who climb and players who stagnate isn’t mechanical talent—it’s decision consistency.
Here’s how to extract rating and rewards efficiently.
1) Run a 10-minute warm-up so your first ranked game isn’t your warm-up
Ranked punishes slow starts. Before you queue:
- Hit the PvP lobby area for a quick muscle-memory check (dodges, key skills).
- Remind yourself of your build’s three most important survival tools (stunbreak, cleanse, mobility/defensive).
- Decide your role for the next game: “I’m side node,” “I’m roamer,” or “I’m teamfight.”
This prevents the classic first-game disaster where you die twice early, tilt, and spend the whole match behind tempo.
2) Use the “two-node plan” as your default extraction strategy
When matches get messy, stop improvising and fall back to the plan that wins most Conquest games:
- Identify the two nodes your team can realistically hold.
- Stabilize them.
- Send one player (often a roamer) to decap the third when safe.
- Don’t overcommit to far if it forces you to lose your two-node state.
If your team is chaotic, your job is not to force perfect coordination—it’s to be the stable part that keeps two nodes scoring.
3) Master the three rotation triggers that win games
Most ranked rotations should be triggered by one of these:
- Numbers advantage (we have more people here than they do)
- Cooldown advantage (enemy blew major defensives / elite skills)
- Map advantage (a node is free, decapped, or a secondary objective is uncontested)
If none of these exist and you rotate anyway, you’re gambling. Conquest hates gambling.
4) Stop dying on lost nodes: the #1 beginner extraction leak
Dying on a node you were going to lose anyway is the worst trade in Conquest because:
- You give the enemy points for your death.
- You give them node control.
- You remove your presence from the map while respawning.
- You often create a stagger death that keeps your team outnumbered longer.
Better trade:
- Leave early, survive, and be present for the next fight. Presence wins Conquest.
5) Convert every kill into a “tempo win,” not just a scoreboard win
A kill is only fully “extracted” when it produces one of these:
- A cap or decap
- A safe stomp/cleave that forces a longer respawn cycle
- A rotation that wins the next fight because you arrive first
- A secondary objective secured while the enemy is down a player
Ask yourself right after a down:
- “Do we need to finish them fast, or is it safer to cleave and move?”
6) Learn how to win without team chat
Yes, coordinated teams win more. But solo queue climbing is possible if you use high-signal communication:
- Ping objectives instead of typing essays.
- Short calls: “inc home 2”, “decap far”, “need +1 mid”
- If your team ignores you, keep playing the map correctly anyway—your correct rotations still create win chances.
7) Treat ranked like a ladder, not a mood
Extraction also means managing your own performance:
- Play in blocks (for example 3–5 games).
- If you’re tilted, stop. Tilt makes rotations sloppy and deaths frequent.
- Track one improvement metric per day:
- “Deaths per match”
- “How often I rotate late”
- “How often I fight off-node”
- “How often I secure/deny a decap”
If your decision quality goes up, your rating follows.
8) Build a personal “anti-throw checklist”
Between matches, ask:
- Did I die off-node for no reason?
- Did I chase a kill while a node was bleeding points?
- Did I rotate late because I wanted to finish a duel?
- Did I leave mid too early (abandon) or too late (feed)?
- Did I tunnel vision far and lose home + mid?
Fixing even one of these cuts your losses fast.
9) The fastest way to climb: become reliable in one role
Players who climb consistently usually do one of these well:
- Side node control (holding or stalling without feeding)
- Roaming (+1 fights, decap pressure, fast rotations)
- Teamfight impact (focus targeting, burst timing, peels)
- Support anchor (stabilizing fights and preventing wipes)
Pick one and master it. Being “average at everything” is slower than being “excellent at one role.”
Practical Rules
These rules are designed to win ranked games in real conditions: imperfect comps, imperfect teammates, and opponents who know how to punish mistakes.
1) Two nodes beats one node, even if you’re losing fights
If you can stabilize two nodes, you can win while “losing the highlight reel.”
2) Fight on nodes unless there’s a clear reason not to
Off-node fights are only good when they create a fast pick that becomes node control.
3) Don’t die to “prove you tried”
A living player can rotate, decap, and +1. A dead player can only watch the map bleed.
4) Rotate earlier than you think—Conquest rewards arriving first
The team that arrives first sets the fight conditions: positioning, cooldowns, and focus target.
5) If you’re outnumbered on a node, your default job is to stall or leave
- Stall if your team is rotating to help.
- Leave if you’re stalling alone and will die.
6) “Decap far” is often better than “cap far”
Neutralizing far forces enemy response and stops their scoring without trapping you in a long fight near enemy spawn.
7) Plus-one rule: arrive, secure a kill, leave
A roamer’s job is not to “become a teamfighter.” It’s to tilt small fights into wins and then rotate again.
8) Don’t chase a low enemy through the map unless it wins an objective
Chasing is how teams lose nodes while celebrating “almost got them.”
9) Stomp only when you can protect it
If enemies can interrupt you, prioritize cleave and control. Stomping into CC is how you throw won fights.
10) If you win midfight, don’t split into five directions
Stabilize the node state first. Then rotate with purpose.
11) If you lose midfight, don’t run back into the blender one by one
Regroup your presence. Avoid stagger deaths. Stagger deaths are how leads become landslides.
12) Supports win games by saving cooldowns for the right second
Random healing is fine; fight-saving stabilization is what flips ranked matches.
13) Side noders win games by not feeding
Holding or stalling is valuable—even if you never kill anyone. Your job is to occupy enemy time.
14) Learn when to “give” a node
Sometimes the correct play is to abandon a doomed node to protect the rest of the map.
15) Watch your minimap like it’s your main UI
Conquest is won by reading rotations and responding one step earlier.
16) Secondary objectives are only “free” when you have map control
If you are losing nodes, going for map mechanics often loses you more than it gains.
17) Don’t take 1v1s that remove you from the map
Some builds can duel forever. That’s not always good. If you’re locked in a 90-second duel while your team loses two nodes, you are losing the match.
18) Learn the “leave condition” for your build
Know what makes you disengage:
- You used your stunbreak and major defense.
- You’re outnumbered with no help coming.
- You’re forced off-node repeatedly and can’t hold.
19) Stop typing during fights
One dodge is worth more than ten words. Use short calls or pings, then play.
20) The best ranked skill is consistency
Winning Conquest isn’t about perfect plays every time. It’s about avoiding big mistakes every time.
BoostRoom
If you want to win more ranked Conquest faster, the biggest shortcut isn’t “a secret build”—it’s structured improvement: role clarity, rotation discipline, and fixing the few mistakes that cause most losses.
BoostRoom helps you turn Conquest from stressful to controllable with targeted support like:
- Role coaching (roamer, side node, teamfighter, support): exactly where to go, when to leave, and how to create advantages that become points
- Rotation training: learning the three triggers (numbers, cooldowns, map state) so you stop gambling and start making repeatable winning decisions
- Match review and mistake pruning: identifying your personal “top 3 throws” (late rotates, off-node deaths, overchase, etc.) and replacing them with simple rules
- Build and utility tuning for ranked reality: making sure your stunbreaks, cleanses, and mobility match your role, so you survive long enough to matter
- Climb plan: session structure, warm-ups, tilt control, and goal tracking so your improvement shows up as rating (not just “I feel better”)
BoostRoom’s goal is to make you the player who logs into ranked and knows:
- what your job is this match,
- what decisions win Conquest,
- and how to turn messy games into consistent progress.
FAQ
Do I need perfect mechanics to win ranked Conquest?
No. Conquest rewards decision-making and presence more than flashy outplays. If you rotate on time, avoid bad deaths, and keep two nodes scoring, you’ll win more even with average mechanics.
What does “decap” actually mean, and why is it strong?
Decap means neutralizing an enemy node (turning it white) so it stops scoring. It’s strong because it forces the enemy to respond while you spend less time than a full cap would require.
Should I always fight mid at the start?
Most of the time, yes—unless your team has a specific plan or your comp is built to avoid mid and pressure side nodes. The safe default is: secure home, contest mid, then rotate based on who wins.
How do I stop feeding in side-node duels?
Your goal is not always to win the duel; it’s to avoid dying. If you can stall, kite, and survive while your team wins elsewhere, you’re doing your job.
When should I leave a fight?
Leave when you’re outnumbered with no help coming, when your major defenses are gone, or when the fight is pulling you off the node and you’re about to die. A live rotation is worth more than a “brave death.”
Are kills important in Conquest?
Yes, but mainly because they create time and space to capture objectives. Kills that don’t become node control are less valuable than they feel.
How do ranked pips work?
Ranked matches award pips for wins/losses, with possible bonuses (like top stats, near-victory, and higher division bonuses). Those pips progress seasonal chests that reward currency and loot.
What’s the fastest role to climb with in solo queue?
Roaming and side-node roles often climb well because they let you influence map state directly (decaps, +1s, preventing free caps). But the best role is the one you can play consistently without feeding.
I keep losing even when we’re ahead—why?
The most common reason is stagger deaths and overchasing. Teams throw leads by leaving nodes to chase kills, then dying off-node and losing map control.
Can BoostRoom help if I’m brand new to ranked?
Yes. BoostRoom can help you pick a role, learn Conquest decision rules, tune your build for survival, and build a climb routine that turns practice into wins.



