Trying to Learn Dominion

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mufins

Senior Member

11-30-2011

Quote:
Originally Posted by Nekrogen View Post
Learning it raw is the best way to learn but I guess I could give you the basics.

Current metagame
There are less roles as there are "strategies" which is inherently obvious considering it is a capture and hold game. The most popular strategy is 1 person goes bottom lane for the majority of the game, 3 people immediately go top point after the gates open, and 1 person (usually the slower or squishier champ) captures middle point and goes top afterwards to assist the 3 up there. The initial fight for windmill is rather important because whoever controls that will theoretically be able to hold 3 points for a good chunk of the game. Bottom lane is the pushing lane, and as such you should either bring a strong duelist bottom to force your opponent to back off (so you can push), or bring a strong pusher to force a neutralize on their bottom point. The reason you have a strong bottom laner is because if someone from top is forced to come down and take care of you 1v2, then top lane will be at an advantage. This is the most popular strategy.

Mixing it up
Other strategies include 3 top (1 mid 2 top) and 2 bot initially, assuming that the second person bot can stop the enemy from capturing their point in the first place (blitz, rammus, volibear?, skarner, etc. with ghost can do this). This strategy will forfeit windmill but usually guarantee their bottom point, which can work against less aware opponents. Another strategy could be to go 3 top, 1 bot and 1 directly for their mid, but this usually isn't recommended because they'll just come down and kill you and you gotta start from your mid point when your team respawns. There are theoretically endless strategies for starting off the game, but 4 top and 1 bot is the current meta.

Roles and composition
In terms of champion composition, it really doesn't matter a whole lot who everyone takes, just as long as you have a strong pusher for bottom and maybe some good CC for the fight at windmill. Also be sure to balance out the damage in your team, so if there is too much AP, grab AD, and vice versa. Another good role to have on the team would be the "roamer", which is similar to a roamer in SR, but with the exception that you are in charge of taking advantage of holes in their defenses, be it bottom lane is low HP or their middle point is completely undefended. Each champion on your team should have some way of defending points, but a strong defender for top lane (and bottom lane) is usually recommended.

How to react
Now the above pointers will help you for the start of the game, but the rest of the game is almost entirely situational. Sometimes it's better to just defend "your 3 points", which includes the 2 points closes to your spawn and windmill, and sometimes it makes more sense to force their bottom point (which is surprisingly easy to hold with some champions) because there is no chance of taking their top point back. If you notice their whole team is in 1 location, then go to the opposite side of the map and spread out your captures! There is no reason to be clumped up in this game mode simply because there are too many points to hold, and 5 people capping a single point is stupid and useless (unless the game depends on that single point). If they are clumped up like that then you can potentially 4 cap them in the time that they are forcing their way onto that 1 hard to capture point. Being aware of your enemy's location, spawn timers, items, etc. is fundamental to your team's success. If you feel that your bottom laner is in a bit of a pickle, you can usually just stick with him and force a 2v2 bottom, which works better than some might think. Obtaining the enemy's bottom point is really useful for the team as a whole.

Bottom lane
If you really think you have what it takes to carry your team to victory, this is the role that most easily accomplishes that. Your job is not to "afk farm". No sir. Your job is split up into these objectives:
-Push the minion wave, last hitting is secondary. Use your high damage spells on the big minion and AoEs on the minion wave to push it.
-Harass and/or kill your lane opponent. Harassment bottom lane leads to zoning which allows you to push more than your opponent because he is.. well.. zoned, and can't push yours. If you manage to actually kill them, then de-aggro yourself from minions and head straight for their point. Unless there is a large number of minions heading towards your point, you should focus on getting that bottom point as much as possible.
-Capturing their bottom point. If you have failed to kill your lane opponent but have been pushing hard, then use your minions to your advantage! let them neutralize the point for you (try to channel if you can, but they probably will de-channel you), and once this is done go up and kill/force back your opponent. Without a turret, he has nothing to help him but his teammates (who may or may not intervene). If you get ganked bottom, handle it as best you can but do your best to live. Don't pursue their point if it's a 1v2 bottom lane and you know you have the disadvantage, just try to defend yours.
-Holding their bottom point. If you have successfully managed to take their bottom point, then you have automatically become an enormous asset to your team because it doesn't matter if they have windmill or not; you have 3 points with the 2 bottom points and mid point alone. Use the fog of war to set up surprise attacks on your lane opponent if they try to retake their point without minions. If you are too low on hp, it is ok to go back, but you should use your discretion. Even if you only have 1/4 life left, you can do a massive amount of damage to them if they try to attack you under the tower (which you control), especially if you have CC. Take advantage of the health relic, and go out with a bang if you know there is no escape. Every second they don't control that point the better it is for your team.

Of course, sometimes you will lose bot. This happens, even to me (I am one of the pioneers of the botlane meta). You're going to need to either call for reinforcements to help retake the point, or push the minions to retake it yourself but this will take longer, especially against good defenders. If you notice that it is only your lane opponent bottom lane, you CAN go for their bottom point forcing their bottom laner to make a choice between your point and theirs, but be careful of ganks, because you will be utterly screwed if you're caught. Consistently losing bottom lane is like consistently losing a solo lane in SR, you should ask for a switch, or make it a 2v2. This is a team game after all.

Top lane
This isn't really my specialty, but I'll give you the basics. You want to hold this point as much as possible, so keep your best defender(s) here. Assaulting it while they control it and have good defenders will spell certain death, so you're gonna need to push the minion wave. Promote helps in these cases and will 90% of the time get the point back. Garrison also helps if you feel that your team has strong tower divers and can get the job done fast.. or if you're building straight tank. If you have assassins on your team, consider putting them around their speed shrine below the top point; this will prevent them from even becoming a problem for your team at top point. Those speed shrines are also good for stopping the enemy from getting the middle buff, your middle point, and top point, so use these to your advantage. Once the fight at top has subsided it is often a good idea to go down and gank bottom lane, especially if your bottom laner isn't doing well, but even if they are you can sometimes kill their bottom laner and take their point as a result (assuming they don't figure this out).

End game
You're on your own for this one too. This is honestly where the most skill comes in for Dominion, because you need to control 3 points, and kills aren't going to cut it. Blow your summoners to get that 3rd point if you're losing. Backdoor if you don't have another choice. Defend 3 if you feel you can. Go for a battle royal if both teams control 2. The situations that arise late game are limitless, and honestly what make the game fun. I can't provide any more details than that.

I hope all this helped. I tried to break it down as best I could so that it doesn't seem as much like a wall of text.
this needs to be stickied into its own thread labeled "Why Dominion Doesn't Suck" and made a requirement for all SR fanboys to read.


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Jpeg

Senior Member

11-30-2011

Quote:
Originally Posted by Nekrogen View Post
Eh, I usually just come up with these as the need arises. My previous guide was more or less on a whim too XD. I don't know how effective re-posting this information would be in the Dominion forums though.
it would allow you to have 1 place to keep updated info. and a place where people can be easily directed.


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Nekrogen

Senior Member

11-30-2011

Quote:
Originally Posted by Jpeg View Post
it would allow you to have 1 place to keep updated info. and a place where people can be easily directed.
Mmk, but I'd probably need some input for the top lane section. Like I said, it isn't really my specialty lol.


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Jpeg

Senior Member

11-30-2011

Quote:
Originally Posted by Nekrogen View Post
Mmk, but I'd probably need some input for the top lane section. Like I said, it isn't really my specialty lol.
This is my quick 2 cents:

After the initial fight, you can easily break the top lane into 2 categories; attacking, and defending.

Attacking: PATIENCE, i repeat, patience! set up the attack. Go through this checklist; wave of minions w/ promote or garrison? All your team alive and in position? Key ultimates off cool down? put all these into consideration when deciding if it is the correct time. Follow the tank in, burst their DPS typical team fight stuff.

Tips: Clicking the turret will stop it's shooting. once the turret is neutral it reveals invisible champions for both sides.

Defending: Keep the opposing team from getting a big minion wave, a large minion wave even without a promote can neutralize a point on its own. Use garrison if you have it practice on the timing so you get the most value from it. Auto attack anyone that is channeling the node, this will keep the turret shooting. Long range champions like EZ Sivir, or Brand, can stand in fog of war and nuke the point while tanks cc enemies.

General: Don't be afraid to back. After a big engagement loose or win if you're very low health, or have lots of gold, you should back. remember to press TAB, you can see respawn timers. Recall is 4.5 (4 if mastered) seconds so if their team has 5 or more seconds till respawn you will be able to beat them back to the point.

Advanced: Their are many strategies that my help improve your chances of a succesful attack. cutting off reinforcements (shaco nest). back cap. 2 bottom lane. All of these are designed to get a numbers advantage at a key node. Sometimes it is required if they have an unbreakable defense (e.g. heimer, ryze, singed top) however they do require teamwork and communication to be successful.


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Nekrogen

Senior Member

11-30-2011

Thanks Jpeg. I've consolidated my little post in its own thread, and I will add your contributions as well because they are definitely better suggestions than mine lol.

http://na.leagueoflegends.com/board/showthread.php?t=1544811


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Jpeg

Senior Member

11-30-2011

Quote:
Originally Posted by Nekrogen View Post
Thanks Jpeg. I've consolidated my little post in its own thread, and I will add your contributions as well because they are definitely better suggestions than mine lol.

http://na.leagueoflegends.com/board/showthread.php?t=1544811
Glad to help. i think from the few active people on this forum we have a wealth of knowledge. it's good to get it in writing.

1 more think to add in the roles section could be optimizing a team comp including smart use of bans.

Basic things like: make sure you have a favorable matchup bot (bans help), make sure you have a tank and some good poke/aoe top. dislocation (blitz, alistar, skarner) is even more valuable since you're sieging a set location rather than skirmishes in open space.


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Nekrogen

Senior Member

11-30-2011

Quote:
Originally Posted by Jpeg View Post
Glad to help. i think from the few active people on this forum we have a wealth of knowledge. it's good to get it in writing.

1 more think to add in the roles section could be optimizing a team comp including smart use of bans.

Basic things like: make sure you have a favorable matchup bot (bans help), make sure you have a tank and some good poke/aoe top. dislocation (blitz, alistar, skarner) is even more valuable since you're sieging a set location rather than skirmishes in open space.
Indeed, will do. I'm going to add in a bans section. I can add roles into the teamcomp section.


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mufins

Senior Member

11-30-2011

In regards to top lane.

How do you deal with 4 melee tanky dps top (2ap/2ad) either as a team or individually? Would appreciate as much detail and info as possible for those who are confident playing against it.


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ActionButlerGO

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Senior Member

11-30-2011

Quote:
Originally Posted by mufins View Post
In regards to top lane.

How do you deal with 4 melee tanky dps top (2ap/2ad) either as a team or individually? Would appreciate as much detail and info as possible for those who are confident playing against it.
That depends on a lot of things. Are you talking about the initial windmill fight or later on in the match? Are they defending top? Are you defending?



Also, in all seriousness....

Quote:
Originally Posted by Jpeg View Post
General: Don't be afraid to back. After a big engagement loose or win if you're very low health, or have lots of gold, you should back. remember to press TAB, you can see respawn timers. Recall is 4.5 (4 if mastered) seconds so if their team has 5 or more seconds till respawn you will be able to beat them back to the point.
This is probably the best advice anyone can give for Dominion. I've seen so many people fight off a pair of attackers only to die to a third just because they wouldn't head back to base. It is so much more productive to call for an assist from a nearby ally than it is to try and defend to your dying breath.


Oh, and if you are low on health, capping an enemy point, and there are two or more enemies about to attack you, FALL BACK. Dying serves no purpose. Contrary to what the SR vets would have you believe, dying in Dominion has plenty of consequences. This is even true if you're in the middle of capping a point after you've neutralized it. It isn't worth the hindrance to your team. After all, you have neutralized their point. They aren't getting any benefit from it any more. Will they recap as soon as you disengage? Absolutely. Will you still be alive to help out elsewhere? Also absolutely. It is so easy to try and stick out the capture for those last few seconds even though you know the enemy is on its way, but it is also incredibly easy to overlook how much of a burden it will be to your team when the enemy murders you horribly.


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PrimalHatred

Senior Member

11-30-2011

I've lately started playing some very aggressive botlanes, but generally I'm top player, so I can share some insights there:

Initial Windmill Fight:
It's usually all about harassing and Exhausts. Anyone who gets caught out of position will likely be Exhausted, killed, and the numbers advantage snowballs from there for an easy victory. If nobody blatantly screws up, the general strategy of the fight is to have a tanky character move in and catch a non-tank to start the fight (similar to Rift).

Once the fight has started, the goal is to immediately spread your Exhausts around while concentrating fire on someone. It's generally not worth saving the Exhausts, just drop them all on their damage dealers, while trying to focus people down one at a time. Basically your team reduces their ability to focus fire someone to death, while simultaneously picking people off quickly as possible. Once the mess of Exhausts wears off, if your team did it properly and theirs did not, you should have a numbers advantage that will allow you an easy cap.


Garrison:
After the first fight, Garrison becomes very powerful, so make sure to have one on the team. If they have a a few fatties camping on the point (Udyr, Rammus, etc) the standard strategy to break it is to push the minion wave (Nekrogen covered this). However, depending on their team comp, they may have enough AoE to repel minions indefinitely (Sivir, Brand, etc). Garrison lets your team to just do an all-out dive on the point, so you have a chance at getting back in the game.

Garrison is also very useful for bailing out bottom. If something goes wrong and your bottom point is lost, it's important not to spend too much time solving the problem. Devoting a lot of players or time to recapturing bot makes it easy for your opponents to take the Windmill, while also just generally bleeding points off of your Nexus. Garrison gives you the option to quickly swing by bot, disable the point, murder everyone there, and then go on your merry way back to top. It's fast and dirty, and recapturing bottom is somewhere that fast matters.

Positioning:
If your team has secured the Windmill, don't just camp directly on top of it all of the time. Sometimes this is appropriate, but doing it too frequently will just lead to the other team sending two to distract at the windmill, while one tries to cap your mid and the last one ganks bottom. Your team will be busy sitting on the point, far away from any speed shrines and the whole map will fall apart from under you before you know what happened. It's better to strategically position your team in the jungle, near the speed shines. This allows you to gank incoming players from bushes -- often with a numerical advantage, people don't travel in groups in Dominion that frequently. And your proximity to the speed shrines will allow you to quickly respond to any shenanigans they try to pull. Lastly, if your on/near-Mill defender can delay attackers for any decent amount of time, your defenders coming from the shines will still have the speed boost while the other team's will have worn off. This is huge advantage and allows you to easily hunt them down.

Storm Shield:
One other thing worthy of mention is the Storm Shield buff. First of all, don't give it to the freakin' tanks and bruiser. It's much more valuable for someone with range, who can utilize its incredibly powerful poke. Second, the HP it adds is a lot more important for someone like Vayne or Ez than a Jax or Skarner. It's not possible for squishies to stay completely out of danger in combat like they can in Rift -- they're going to take hits. A Storm Shield on them can be a lifesaver, while it won't make or break a bruiser.

The other thing to remember about Storm Shield is that it's powerful, but not worth losing points over. If you have a choice between protecting a point and getting the buff, place priority on the point if you think you have a good shot at saving or significantly delaying it. Grab it when you have a spare moment after the action, while people are reviving. Keep in mind that it telegraphs your location to everyone, so don't grab it when you're off to do something sneaky like dropping a gank on bottom. Go kill bottom from the fog, then grab the Storm Shield on your way back up to the top fight.

Health Relics:
The last thing I'd like to mention is the health relics -- USE THEM. There aren't enough to fully heal up a team, but the three closest to the Windmill are enough to heal up one person from near-death to combat-ready levels. That's one person that can stay out on the field to defend, instead of going back to base. Things like that can make or break the game for your team.


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