So it's quite easy, removing an annoying mechanic which can be overwhelming and unhealthy for either console but pc as well.
Goals for this post are to bring him to a viable offensive state in which he is fun to play and can stomp people if played right, just as each hero should.
And to bring his "punch through" feat to the max in 4v4s as it should be conq's special.
Feinting Heavies
It's something he truly needs, his offense is hindered by the fact that he can't feint, it's logical he could but currently the only way is to either shield bash and probably get punished or enter full block, it makes no sense why he couldn't especially in this current state.
Heavy Attacks
Guardbreak vulnerability increased to 400ms
Spiked Chains | Zone Replacement
700ms of animation to give him a fast zone attack.
22 damage to compete with some of the faster zone attacks.
30 stamina/40(missed/parried)/50(feinted) to help him with a chain starter that is fast and feintable.
Is feintable to help him mixing it up.
Full Block property removed to give him a truly new zone.
Applies "medium" hitstun
400ms guardbreak vulnerability to not make it an option select for some attacks.
800ms recovery to counter guardbreak and dodge to make it somewhat easy to punish.
In-chain Unblockables
Pretty self explanatory, holding "heavy" in chain charges up an unblockable, also allowing for variable timings to better help him against some situations
Pummel - Shield Bash Replacement
500ms of animation.
9 "blocked" damage to scale up with "punch through"
8 stamina/24(missed) to impact the conqueror when successfully dodging.
Grants nothing to not be comparable to a bash but a quick attack like lawbringer's quick finisher.
700ms of recovery and counter guardbreaking to fit in the regular bash category.
Replaces every form of shieldbash to be all round and work with all combos rather than the dodge into bash one.
Counts a chain starter to keep that light, pummel infinite combo up.
Dealing blocked damage should make it scale with punch through, which will drastically scale better with him and his infinite rotation which can turn out to be deadly.
Enhanced Lights
Enhanced lights after "heavy" classed attacks and "pummel", further improving his offense and pressure
Faster, less stamina consuming lights
466ms chain lights, costing 3 stamina/6(miss)/12(parry) could improve his infinite chain of light, pummel light, or just light into light altogether or get infinited to death.
Mixing up pummel there and there with the "punch through" feat could make out for some serious damage dealing.
Full Block
Stamina drain reduced to 1/500ms and stamina drainage happening whenever blocking no longer occurs.
Full block counter, now deals 20(was 30) damage, to make for those buffs and lower the risk of hitting a full block conq.
TL;DR
New moves, improved offense by simply making his attacks better at dealing damage and mixing them up with "pummel" and "spiked chains"
New chains added and in-chain unblockable
2 New moves Pummel and Spiked Chains
2 New move chains:
Spiked Beating Light > Pummel(GB input)
Chained Pummeling Pummel(GB input) > Light
Guardbreak vulnerability on heavies increased to 400ms.


