* Some other "unusual" things that proc Sweeper:
Given that the last experiments resulted in such weird outcomes I tried a few more stuff out of curiosity.
- Singed's Poison procs it, and not only procs it but it procs it GOOD. It resets the proc on EACH tick, meaning that the last tick will be the "real" proc, so with a single application of poison you will get 8~9 seconds of vision on your target (thanks Trevorcop for helping on testing this one).
- Ignite procs it exactly the same way as Singed's poison, resets each tick (thanks Trevorcop for helping on testing this one).
- DFG's active => ?. In queue to test, Ill try it as soon as I get the chance.
If you know any other "unusual" or "not so sure if this would proc it" thing that procs it, post it and Ill add it and of course credit you!
* Flash cant hop over the fountain wall:
Just a quick tip because I have seen people try this IN NORMALS (instead of Customs, like they shouldve).
So there, now you know. Flash cant jump the HUGE base wall. Neither can Shacos Deceive. Havent tried Ezreal's Shift but I doubt it, since Deceive can (afaik) jump bigger walls.
In fact, I believe the ONLY spell in the game that can *OP as hell lol* jump it is Kassadin's Rift Walk.
* Health Relics give mana too:
Just pointing it out because it isnt quite "clearly shown" that health relics also add mana (they add 20%(?) of max mana I believe), and it is useful to know this.
Might be the difference between your ally casting 1 more very needed spell in a dragged fight or being oom for the rest of it because since he was higher HP you thought he didnt get anything by getting it instead!
* The increased buff duration mastery applies to all Dominion buffs:
In case you didnt know already (tooltip says it), the 15%/30% increased buff duration from the Utility mastery tree also increase the duration of EVERY buff in Dominion.
So longer Speed buffs, longer Center Relic buff, longer Quest buffs, etc.
* If you are going solo bot lane, make sure you meet at least one of these criteria:
Before pointing out the criteria, lets clear out some important things:
You may not know it yet, but in reality, bot lane represents what I would say is around 51% of the match's outcome at the very least, and in some cases it can mean the whole match altogether.
Many people dont realize this, but sink it in, because its true!
That doesnt mean that now you have to feel inferior because even with all your hard effort and perfect play you only influenced the lower 49% of the match or less because the solo bot guy took all the praise.
NO! Thats not what Im trying to say. Your efforts are important, and if you are good enough, even if you dont go bot you can single handedly carry a team on your own.
However, this is more standard to happen in the hands of your solo bot guy.
In a way, it is pretty much like Classic LoL, the AD Carry of your team should be the one with the game basically on their hands in end game, but the game has a LOT more to it than just "waiting" for that to happen. And sometimes (more often in Classic than Dominion) the AD Carry wasnt even needed because the game ended earlier thanks to the combined effort of all the players on the team (or the better effort of a really good one).
Anyway, you have to acknowledge the importance of bot lane because the guy that is supposed to be your "end game carry" will be going in that lane, and not only that, but he will pretty much have the huge responsability of leading the whole FLOW of the match!
Most common example: If the guy in your bot lane repeatedly wins the lane against his opponent, the enemy team will be FORCED to either send someone to assist him making bot 2v1 (therefore top/mid leaving top 3v4) or swap champions meaning they will be sending a much LESS fed/farmed champ against the already very strong bot that stomped yours (which sounds like a terrible idea of course, but I guess it could work if you send someone who is like a mega hard counter to that champ) or decide to let bot die and pretty much drop the match there without even realizing it.
On like 90% of the cases, the enemy's choice will be to send someone to assist/gank. In this case, this is where bot lane becomes so utterly important! If the bot laner is good, knows his deal and is using an ideal champ for bot lane, that means he will be able to HOLD (and sometimes even WIN) bot lane 2v1, meaning that your team will now be 4v3 top/mid giving for much easier captures/battles for you, and a much harder time for the enemy.
And even if bot guy couldnt handle the 2v1 and died quickly, if your team was smart enough to utilize those precious 4v3 seconds, it was then worth it because even if the enemy team capped your bot, you most certainly capped Top or their Mid in return.
So thats what I mean when I say they control the FLOW of the match. Depending on their performance, the rest of the team will have an easier or harder time winning their respective caps/battles!
Notice how all these things also apply "inversely" speaking, which means, if your teams bot is losing his lane constantly, it is up to your team to make the CALL and decide if you will send a guy to assist/gank, etc. so be prepared in top/mid for being outnumbered!
Also, and a huge mistake I see in most of my matches, try not to send more than 1 guy to assist your bot! I have had matches where the enemy team sends like 4 guys to deal with me bot, and even if they insta kill me, the fact that I told my team instantly to dive their top/mid ASAP meant we got at least 1 cap from their decision, but most of the time we will get 2 caps for 1 easily because while the enemy team was too busy killing me (or my bot guy) with 4 people against just 1, the rest of the team easily killed their 1 (much less strong, so much easier) guy and got Top and their mid in return.
So usually, unless you know exactly what you are doing (know where all the enemies are and exactly how much time you got, etc), its never a good idea to send more than 1 guy to assist bot, EVEN MORE if the enemy team already sent 1 guy!
(I say this because I see a lot that when the enemy team makes the call to send 2 guys to deal with your GOOD 1 bot guy, someone on your team thinks its a good idea to even it out and go 2v2 bot instead of taking the huge advantage of being 4v3 top/mid!)
Now that you hopefully understood all this, lets go into the criteria I mentioned earlier. Ill list a few things, and if you are going bot, you should at the very least meet ONE of them, but the more you meet, the higher your chances to have a better performance soloing bot:
> 90% of the time you will want to take Promote. Maybe you think the spell itself isnt that good for you, but if the enemy bot DID take it and you didnt, your bot phase will become a WHOLE LOT harder!! The only exceptions to this would be if 1) You picked a very strong early champion that can just outright kill the enemy laner repeatedly without putting himself in much harm from the Promoted minions. An example to this would be say Urgot, but you better be a HELLA GOOD Urgot if you are planning to use him in Dominion. 2) Have a champ that can defend against Promotes or clear minion waves very quickly, in a way that the enemy promote will pretty much have no effect in you or your point. Im guessing Morgana/Soraka could do this but Im just guessing, I havent seen anyone really do this effectively. So yeah, most of the time you just want to take Promote because it is just INSANE for the bot laners. They promote? You promote and even it out.
> Get a champion that is either really strong to outright KILL any possible gankers/assisters quickly, or (probably better choice) get a champ that can actually HANDLE 1v2 for very long periods of time and given the right scenario (enemy makes a mistake out of greed or similar) you can even win the 1v2. For this to happen your champ should probably have at least 1 sort of CC in order to prevent the incoming gankers from initially hurting you before their stay. Champions like Ryze come to mind, having a spammable snare that also hits quite hard is key. Others too like say Karthus (wall), Fiddle (fear), Xerath (stun), Malz (silence/ult), etc.
> Have a strong enough lvl 3~4 to contest and preferably WIN the positioning battle for the central Health Relic. Basically, you WANT to remain near the central health relic at all times because thats probably what will decide the outcome of the first bot kill.
> Have a champion that can preferably harass the enemy safely with spells that dont pull minion aggro, cause minions here hurt, and they hurt a LOT early! Dont underestimate this.
> Realize that bot lane is almost a completely different playstyle than going any other lane! Know the abusable FoW zones, know the importance of "claiming the central Health Relic territory", know how HARD minions hit early, know when to stay and when to retreat! (specially after capping their bot or killing the enemy bot), etc.
* Dont be afraid to spam your summoner spells:
Ive been a victim of this one myself and Ive seen it a LOTTT in my games.
People tend to "save" their summoner spells (Exhaust, Ignite, Flash & Ghost essentially) thinking there will be a "better chance" later to use it because they feel the battle they are fighting is maybe too small (like 1v1, or 2v2) or the enemy seems already in a disadvantage, etc.
This doesnt mean waste everything as soon as they are up, but DO USE THEM when you get the chance! 1v1 and 2v2 are pretty much what Dominion is all about, and winning a 1v1 thanks to an exhaust can mean a LOT!
Same goes with ults and similar long cd spells or item actives. If your instinct says you should use it, dont save it, use it, gain the advantage in the small battles and you will completely gain the advantage in the match!
* Dont be point (score) hungry:
No seriously, I think this is like the MOST important tip I can possibly think of.
This is the "thing" I saw in many of the victories I had this week that kept telling me "more people need to know this!", so basically the very reason I made this thread in the first place, so pay close attention!
Im not just going to tell you the thing every good player has said at least once in their LoL life "KDA/Scores dont mean much", because thats a weak argument to try to convince someone to stop doing what they have been doing for like all their LoL life.
I hope my argument in this one is stronger and makes you at least think twice in you next match.
Basically, what they have been telling you is right. But how is it right? Well, and more so in Dominion, the scoring system is a bit flawed, or at least for around 75% of the match's duration.
This is because it doesnt reward a lot of very important things that it should but would be probably a whole lot more complex to code, but I wont get into that, I will get into what it does reward.
It rewards for kills/assists, it rewards for caps, it rewards for assist caps, it rewards for deaths defending, it rewards for breaking cappers, and probably others I forgot but these are the most common.
From all these, the only truly logical one to me is deaths defending and breaking cappers. The others are pretty much like KDA in Classic, the encourage selfish play, which means they DISCOURAGE TEAM PLAY! which ultimately means they reward the players who think in the timeframe of actions immediately happening instead of the big picture, which is the outcome of the match. As I always tell people, what good is it to be #1 position if you lost the match anyway? Or what wrong is it to be #5 on a match you won at the end? Nothing, and that is the answer for both questions.
To make it easier to understand, basically, rewarding you for kills means that if you are "this" kind of player and burst someone and he didnt die but lived in like 30hp and is now running away from you, but there is another enemy backcapping a really close point, since killing the other guy gives you more shiny points than breaking the cap you prefer to chase this guy all over the map for 15 seconds until he drops dead (or you die because their teammates came in rescue, which is more likely) and let the other enemy free cap a point and technically leave your team 4v5 for 15 seconds where you literally did nothing useful to the bigger picture, the outcome of the match, winning the match.
It also means that if you are "this" kind of player, and this is the scenario that bothers me the MOST when I see it (wether Im on the winning or losing team), lets say you just had a 4v4 fight Top, which is neutral, and somehow your team managed to not only win it, but you actually aced them and all 4 of your team are still alive, and their mid/bot is theirs. Also, 1 of your guys already started capping that top point.
What will "this" kind of player do? He will stay capping Top until the end, even though, CONSIDERING this scenario, only 1 guy was required to capture it safely!
And he will stay capturing it simply because it gives a lot of total shiny points to "be there" when a point is capped completely. You get points from starting the cap, and even MORE points for finishing the cap.
However, what does a GOOD Dominion player do in this scenario? He doesnt even START capping top, he immediatly spends all his resources in either backdooring their mid or if some other good player is already going in that direction, he will go gank bot if it seems possible, or he will simply STAND IN THE ENEMY BASE EXIT and just wait for the opponent to come out to do EVERYTHING he can to keep them there as long as possible for your guy to safely backdoor mid, etc.
And this is only a few of the things you could do! The possibilities are endless! Ok endless might be too much, but seriously depending on how the match is going you could have done a LOOOOOT with that time that you literally LOST by staying capping a point that was already going to be capped.
I have had scenarios where we are 3v3, win the fight, and I had already started capping the point from before the fight ended and there is like someone backdooring one of our points and my guys instead of going there they come back to the point and start capping it with me! O_O I of course immediatly spend everything I got in hopes of reaching the backdoorer, but that is just ridiculous!
The worse part is, I barely EVER finish a cap in any match anymore (unless Im solo bot ofc) and when I see the scoreboard after the match finished I end up in the #1-#2 spot like 90% of the time!!!
That is because at the end (which is the 25% of the match duration I was referring to) it all adds up because your performance had more QUALITY instead of QUANTITY, and as almost everything in life itself, Quality >>> Quantity!
There are several scenarios where you can think for a second if you could be doing something else to win time for your team or get the most out of every advantage you get, as opposed to trying to climb the scoreboards, because at the end it wont matter anyway if you were the reason your team lost the match, even if you are in the #1 spot when you lose it can be even worse for you because chances are the whole fact that you were so score hungry to be up there was the main reason the enemy could take so much advantage and win it!
My 2 last games as Shaco were literally like that. The enemy team kept 3-4 man capping the points while I freely backdoored EVERYTHING like the WHOLE match, I dont think Ive ever backdoored as much as the last 2 matches and it was just so easy because nobody even tried to come stop me until they were actually DONE with the single point! Sometimes I had time to bd their mid while they 4-man capped Top, then when I finished and they finished, I would go backdoor their bot and they would get their MID (still not sending anyone for me) WHILE MY TEAM RECAPPED TOP meaning they ultimately capped 1 point and we got 2 for free.
I literally left my screen at Top all those times being so amazed that none of them even moved to come stop me, nothing, with such score-hungry enemies I couldve been backdooring as Anivia with no boots and I wouldve had the same outcome!
So please fellas, think big, its ok if you are "this" kind of player right now, Im sure MOST OF US have been there once, but its not too late to change, and if you want to become a better Dominion player, and ultimately win more of your games, you need to think of the bigger picture EVERY SECOND of the match! Every action you are doing, you need to think "ok Im doing this, but, given the scenario Im into right now, could there be ANYTHING else better that I could be doing?".
You have no idea how many mega close matches (before rubberbanding was reduced) I won with 1 single action that if I didnt selflessly take it in that last second it wouldve been a loss otherwise, like sending yourself to a sure death in the middle of all your enemies wasting all possible resources just to give your backdooring ally 1 more second which is the one that was needed to finish the cap and get those nasty last 10 points to win.
If I had stayed with him backdooring, 1 single AoE spell from the enemy team wouldve disrupted us both, cancelling the cap, killing us both and getting those last 10 points themselves and winning the match.
KDA is not important in Classic, but it is literally not important at all because it will hardly single handedly transform you into the reason a match was lost entirely, but in Dominion, scoring IS important in the sense that if you care for it before you should (post-match screen), you can ACTUALLY single handedly lose the match for everyone!
Another very important point in Dominion.
It is of course very important in Classic too, but in Dominion it is even more important (in my eyes) simply because there is ambient gold and in general gold comes fairly easy and almost equally for everyone (except bot), meaning pretty much everyone will be building their cores every game and it wont depend on their ability to farm. Everyone can and most certainly will get everything.
But that luckily includes you my friend!
That means, if you go the same build every single match you will probably have some matches where the results feel underwhelming and you dont understand why that is. Most certainly, the enemy counterbuilt your usual build, or simply they built their usual build and their late game was much stronger than yours rendering you almost useless.
The good thing about Dominion is that almost item can work on almost every champion.
I have played games with an AD Ranged Carry where I initially started buying the usual IE/PD kind of thing, and after realizing some AD guy (or many) on their team was getting really fed and destroying me before I even had the chance to do anything, I ended up building Warmogs + Atmas and pretty much stomping on everyone because I adapted, but they didnt. Its hard to imagine something like an Ashe with Warmogs + Atmas stomping on a team all by herself, but in this scenario, it allowed for it, and it worked.
Items like Wits End (for AS based ADs having trouble against MagDmg dealers), Lightbringer (for ASs having trouble with those sneaky Shacos/Eves/Twitchs), Sweeper (Same but for casters), Hexdrinker (for ADs vs magic bursters), Warmogs+Atmas (for ADs vs ADs or true dmg), etc. these are only to name a few that work out offensively aswell as defensively.
I see a lot of people in my matches doing nothing in fights simply because they are following builds blindly without thinking about what the enemy has built already or is planning to build.
I have seen a lot of people get Void Staff against teams with 0 MR items, others go Armor items because 70% of the enemy team is physical but the ones they are ACTUALLY facing the most are magical and still stomping them, etc.
If you are not familiar with building and counterbuilding this might be difficult for you at first, but its mostly common sense and making a habit to check the enemy team's items, and the champions YOU are having the most trouble with and simply looking through the shop to see what could help deal with them.
One of the most common mistakes of newbies is to build more damage against Thornmails, or even lifesteal. Simply reading the tooltip of the spell tells you the damage returned is magic damage, and common sense says well lets get magic resist. More damage will just kill you faster, but thats another story and there are already several threads concerning Thornmail around, that explain everything about the item. Basically, what you want to know is if you are having trouble with it, get some MR and get some ArmPen and say bye to your problems.
A good rule of thumb to follow when it comes to Pen items is something like:
If the enemies you face the most have less than 120~ MR/Armor its better to buy FLAT penetration/reduction items. If they on the other hand have more than that, % based penetration is better (Void Staff / Last Whisper).
NOTE: Im not entirely sure if the perfect number is 120~, I know people have mathcrafted this number but I dont remember it, Im just posting the last number I remember reading about! But using this as a starting reference can help out.
You can read the wiki for better reference if you want: http://leagueoflegends.wikia.com/wiki/Magic_penetration or http://leagueoflegends.wikia.com/wiki/Armor_penetration
Here is a list of timers you should at least know about, pretty much like you should know the buff timers in Classic if you want to become a competitive/better player.
So far here is what Ive collected:
- Base gates open: 1:20 (this is the time when you can get out of base, minute 1 second 20)
- Health Relics: They spawn at 2:00, all of them simultaneously. They re-spawn 32~ seconds after picking one up.
- Speed Buffs: They are always there, the speed buff lasts for 10 seconds (notice Im asuming no masteries for extra time are used here), and they reset if you step on them while already having one on (with reset I mean re-apply).
- Center Buff: It spawns at 3:00, it takes 5~ seconds to "capture" it (Im not entirely sure if Priscilla affects this, I tested it, and it kind of gives the feeling that it does, but its hard to humanly cronometer those extra 0.5s perfectly and even harder with my lousy reflexes lol, if you know this for sure post about it!), and it lasts 50 seconds (again, no masteries). It re-spawns 3 minutes after picking it up, or 2 minutes and 10 seconds after it runs out of the player who took it (asuming no masteries).
- Capping: It takes 10~ seconds to cap a neutral point from 0% to 100% (asuming no Priscilla), since the very moment you click it. I didnt have time today to try out how long it takes to cap a point from 100% enemy to 100% yours, but Im supposing it takes around 21~23 seconds.
~Work in Progress~
So this is all I got for now guys. I hope you enjoyed it, this took most of my day but I actually learned a few things from doing it so up to this point, I feel it was worth it!
Feel free to reply anything that comes to mind, share your own tips, correct my theories, anything!
And remember, as I posted above, this is a Work In Progress, meaning its not over and probably never will, as noone can know every single thing, but we can try and gather as much as possible!
Good luck, have fun and good games everyone.
Wow, posting in epic thread! Well not really. Only internet memes really become epic. This one has too much intelligent thought in it.
Im sure you will get lots of drive-by downvotes from TL;DRers and those that read until they find 1 point that they disagree with.
Anyways, superb work! I learned a lot from the fog of war pictures...especially that I can stand right in plain sight and still be cloaked by Fog. Those 2 stealth trails from base are a great find too.
Buff duration was important too. Im lazy and dont really use special dominion masteries, but I will deffinitely rework my Utility tree for dominion to include the buff duration bonuses! Especially since i have free points since clairV and flash aren't used for the most part.
Thanks again for this excellent work!
Good bit of info. One thing I'd like to point out... if you have 3 or 4 people tower diving top to cap it, and you succeed at the cost of losing bottom. RECALL BACK AND PREVENT THE BOTTOM CAP. There's no need to keep three people capping the top when you've just slaughtered their defenders. One or two should recall back and haul ass to interrupt the bottom cap (or to finish off the job that the defender started). Seriously. Give up a couple of personal points to prevent losing a bunch of team points.
(Just finished reading the above and saw that this was covered. However, because I feel so strongly in it I'm leaving this up to reinforce this one simple fact.)
Great post. I've witnessed plenty of teams that had players with much greater skill with their champions compared to the other team, yet still lose due to greed for kills and lack of good dominion strategy. Unfortunately after ~150 games I still feel like half the people on each team in every game lack almost all of these fairly simple concepts. I'm posting here and upvoting in hopes that this stays near the top of the front page until all of this info is as common and basic to everybody as last hitting in SR.
For some reason or another, my ISP cannot load anything from tinypic.com. It just can't. If you could rehost those images on imgur or puu.sh that would be greatly appreciated (and it'll cut down the URLs and text sizes too).
Overall the guide has some really useful information, sort of like an intermediate/advanced guide to dominion strats and tactics. One thing I've noticed about your 4v4 example at top in your "Don't be score hungry" section is that you don't account for your teammate's health after the fight has ended. Yes, your team may have won the battle, but if 3 of the 4 has 100hp left and one person has half their HP left, trying to disrupt or cap mid will be a disaster because their entire team will res with full HP and the chance to buy items. In a situation like that, running to their spawn would result in suicide and feeding them 100g. I do like the point of the section though; when there's opportunities to push forward to the next point when you won the last point, the healthiest champs should advanced while the injured cap and heal ( or reinforce if they can safely support the rest of the team with low HP ).
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