This is a response to Morello
Thanks HaIfhearted for the Improved Garrison comment. 3/20/2013
EDIT 4/12/2013: Using this post to put in the Advanced Guide Will respond to Feedback in newer post.
[CENTER]Cless’ Advanced Dominion Guide[/CENTER]
Pick champions that you are most familiar/comfortable with and can fill in spots that your team needs. Player skill with a champion is a huge factor in Dominion skirmishes. Here’s an idea on what are some strong champions on this map. If you want more specifics, you can always use Sauron’s Tier list in the League of Legends Dominion subforum.
Tanks: Amumu, Malphite, Leona, Alistar, Maokai, Rammus (you’re looking for champs with good CC, or in the case of Malphite attack speed debuff)
AD Bruisers: Vi, Pantheon, Darius, Wukong, Jax, Jarvan IV (preferred to have gap closers)
AP Bruisers: Diana, Elise, Rumble, Warwick (AP champs who would build some tankiness)
Assassins: Talon, LeBlanc, Poppy, Fizz, Eve (get in there and take out that high priority target)
Mages: Zyra, Annie, Swain, Ziggs, Brand (CC and AoE damage)
Carries: Ezreal, Corki, Kog’maw (This class is the weakest in solo queue and they need good teams to protect them. Therefore, those who have escapes/long range are highly valued)
Supports: Sona, Lulu (Build tanky with max CDR and make enemy champions cry with all your CC. You do not need GP10 items/masteries/runes in this map)
Bot Lane: Urgot, Malzahar, Nunu, Kayle, Syndra, Zed, Yorick, Heimerdinger (Champions who have good minion clearing/pushing, tanky, or innate sustain are good choices)
Team Composition for Top: Have a good mix of AD and AP, melee and range, tanky and squishy for top. Examples: 1 Tank, 1 AD Bruiser, 1 Mage, 1 Carry; 1 AD Bruiser, 1 Mage, 1 AD Assassin, 1 Support; 2 AD Bruisers, 1 Mage, 1 AP Assassin; 1 AD Bruiser, 1 AP Bruiser, 1 Carry, 1 Support. Team comps are VERY flexible in Dominion, just don’t go all melee, all squishy, or all AP (due to penetration changes and S3 items, you can go all AD, just remember your Last Whispers) and you’re good to go.
Here’s some runes you’d want to use in Dominion games:
Reds: Armor penetration, Magic penetration, hybrid (armor and magic) penetration
Yellows: Flat armor, HP/level, Armor/lvl
Blues: MR/lvl, Flat MR, Flat CDR
Quintessences: Armor pen, Magic pen, Hybrid pen, Movement Speed
Here are some common masteries you’d want to use. Utility tree is not good on Dominion unless you have it for the summoner spell mastery or for relic duration buff. Do not go more than 9 points deep into utility tree, looking at you supports.
21/9/0 or 21/8/1 for squishies getting the summoner spell masteries in the utility and offense tree
21/0/9 as an alternative if you want the movement speed, summoner spell cooldown, and relic buffs (increases duration of speed shrine buff; longer storm shield or quest buff)
9/21/0 or 9/20/1 for tanks, bruisers, and supports
The “Flash” of Dominion: REVIVE!
To not look like a complete noob/low dominion elo player, take Revive as one of your summoner spells. The best way to win games is through your champion’s presence on the map. That means being on the map, doing stuff, and not being dead, especially later in the game where 25+ seconds death timers will cause you to get 4 capped or 5 capped.
The Crystal Scar is a lot smaller compared to Summoner’s Rift, so the movement speed boost from using it is more noticeable in getting back onto the map. You can hit revive, and the movement speed boost will easily take you from the middle of your base to a speed shrine. Also, if you have the mastery (which you should) you get a nice bonus health (based on champion level) that lasts 2 minutes and persists through death.
When to use Revive
Smart use of Revive, just like Flash in Summoner’s Rift, separates the good and bad players. You do not use Revive every time it is up, just like you wouldn’t use Flash to get back into lane faster. Only use Revive if you can make a play (save a turret, get back into a team fight, etc.).
Most popular choice is when fighting over Windmill for the first time. If you died first, hit revive and if you’re team isn’t quickly wiped out, you’ll be back in the fight with full health (and more if you have the mastery). If there’s a team with no revive versus a team with all revives, the team with no revives have to kill the other team twice, but the second time the team with no revives will have no offensive summoner spells left and low hp/mana where the other team is at 100+%. If you were the first to die and your team wiped at windmill before you hit the speed shrine, to make use of the revive, go ahead and gank bot lane and take/neutralize the enemy’s bottom point.
For the Bottom Laners, they choose to revive if their turret is under assault so they can get back and interrupt them. If their turret is not in danger of being capped, they should just save their Revive.
What Should My Other Summoner Spell Be?
With Revive being one of your summoner spells, the other spells should be: Garrison, Exhaust, or Ignite in that order.
Garrison: The defensive use of Garrison overpowers the offensive use of it. Defensively, it grants MASSIVE turret regeneration and very slightly increases the turret’s attack speed (you’ll get an extra hit in). With the mastery in the offense tree, it’ll also do 50% splash damage. Turrets in Dominion hurt a lot more compared to Summoner’s Rift so definitely do not tower dive a team who has used a defensive garrison. Also by using Garrison, you can interrupt the entire enemy team channeling on your point from far away and recover whatever channeling the enemy team has done to your turret. (A tank or bruiser going top should take it. The person going bot should take this or exhaust depending on who they picked as bot lane champion).
Offensively, Garrison decreases the turret damage by 80%. When a defensive and offensive Garrison is used on the same turret, the turret regens “health” massively and attacks slightly faster, but only for 20% of it’s original damage.
Exhaust: AD champions are quite popular on this map. You can easily shut down an enemy AD champion with this and is a lot more useful in winning skirmishes than Ignite.
Ignite: Should only be taken if they have someone that has constant sustain, like Swain or Mundo or you think having 3 exhausts on a team is overkill.
Typical team summoner spells are: 5 revives, 2 garrisons, 3 exhausts; 5 revives, 2 garrisons, 2 exhausts, 1 ignite; or 5 revives, 3 garrisons, 2 exhausts.
Here are some items that are good on this map. Specific items that counter enemy champions depends on the individual game and should be bought to help your team. Average gold in a 20 minute Dominion game for Champions that go top lane is anywhere from 8k to 13k gold and for bottom lane champions 12k to 18k gold. If I mention, in parentheses, an item’s upgrade it’s based on how much gold you have and how much “time” left in the game so it’s more of a luxury upgrade.
Prospector Blade/Ring, Boots, 2 health pots (standard)
Ruby crystal, Amp tome, Boots, health pots (for those rushing Blackfire Torch)
Kindlegem, Boots, health/mana pots (for tanks/supports that want early CDR)
2 Doran’s shield, boots, health pots (for tanks that want extra health and enemy team has a bunch of auto attackers)
Emblem of Valor, boots, health pots (for tanks that want an early start into Aegis/Bulwark)
Chalice, boots, health/mana pots (for supports that want to have “unlimited” mana since chalice also stacks with the map’s regen aura)
“Must” Buy For Any Champion Regardless of Role
Hextech Sweeper or Grez’s Lantern (can be upgraded into Lightbringer if you choose). The stats these items gives and the active is too good for its price for any champion. The active is good against enemies that utilize stealth as an escape (i.e. Akali, Shaco, Wukong, Vayne, Kha’zix, Talon), you also check brushes on the map, or use it on fleeing champions so they can’t use brush/fog of war to juke your skills.
Core items: Hextech Sweeper, Runic Bulwark, Ninja Tabi/ Merc Treads/ Ionian Boots
Defensive items: Frozen Heart (for the attack speed debuff aura and CDR), Odyn’s Veil (the Dominion alternative to Banshee’s Veil), Ninja Tabi/Merc Treads/Ionian Boots depending on enemy team, Abyssal Scepter, Sunfire Cape, Chalice (upgrade to Athene’s Unholy Grail)
Offensive items: Blackfire Torch (get this after your defensive items since your main job is to stay alive and CC enemy champions), Iceborn Gauntlet (the utility AoE slow is good and is a choice for those who would want a Sheen, like Sona), Frozen Mallet (help stick to enemy champions)
For AD Champions
Core items: Grez’s Lantern, Brutalizer (upgrade to Black Cleaver if you’re a bruiser that can apply stacks of it fast on multiple champions, like Wukong or Pantheon), Last Whisper, Ionian Boots/Merc Treads
Offensive items: Vampiric Scepter (upgrade to Sanguine Blade if you are a ranged carry and your bruiser has Grez’s Lantern and your mage/tank/support has Hextech Sweeper), Infinity Edge for ranged (be mindful of gold income/”time” left in game), Phage (upgrade to Frozen Mallet) for bruisers that have trouble sticking to targets, Ghostblade (an alternative upgrade path of your Brutalizer), Phantom Dancer for auto attacking carries (be mindful of gold income. Just stick with Zeal if low on gold/time)
Defensive items: Hexdrinker (upgrade to Maw), Iceborn Gauntlet (AoE slow utility), Quicksilver Sash (for those suppresses, can be upgraded to Mercurial Scimitar)
For AP Champions (Since there is no blue buff or elixir, you want your builds to include a lot of CDR)
Core items: Hextech Sweeper, Blackfire Torch, Sorc Shoes/Ionian Boots
Offensive items: Wooglet’s Cap (Dominion alternative to Deathcap and Hourglass. Also doubles as a defensive item), Morello’s Tome, Deathfire Grasp, Lichbane (for certain champions like Fizz)
Defensive items: Abyssal Scepter, Athene’s Unholy Grail, Wooglet’s Cap (doubles as offensive), Quicksilver Sash
Map Timers (For Those Who Like Numbers)
1:20 Gates open
2:00 health packs appear on map. Respawns every 30 seconds after being taken
3:00 storm shield buffs appear on map. Respawns every 3 minutes after being taken.
If you recall while on a speed shrine, you’ll still have that increased movement speed for 10 seconds.
In general, avoid hitting their tank and go after the biggest threat or the squishiest person, like a mage, assassin, or carry.
Tanks: You are the initiator. After initiating you can choose to stick onto the enemy’s mage/carry/assassin or help peel for your mage/carry.
Bruisers: Get on to the squishiest target, walk right past their front line tank/bruisers and wreak havoc. However, don’t get too far from your team (like being kited away from your team by the mage/carry). If you have a tank, wait for them to initiate. If you have no tank, you’re initiating and you can choose to peel for your mage/carry or go after their mage/carry/assassin.
Mages: Get your AoE damage on as many targets as possible, even if it is a bunch of bruisers/tanks or CC on the biggest threat if there’s no bruiser on you. If there’s a tank on you who doesn’t do much damage, then ignore them and focus on CCing priority targets. Basically, kite bruisers, ignore tanks, pump out that damage while trying to stay alive. You may need to try and kill the bruiser(s) that hop on to you and let your bruisers worry about the enemy’s back row squishies. Watch out for assassins.
Assassins: If you can get in and instagib a squishy and get out, go for it (making it an immediate 4v3). Otherwise wait for tank/bruiser to initiate and then go in and instagib the carry/mage. It would be nice if you survived in the teamfight, but not required as long as you took down that high priority enemy squishy.
Carries: Kite kite kite! You are the main target. Unless it’s just a Leona or low damage tank with no backup bruisers/assassins on you, you can ignore the tank and help attack the enemy bruisers. Try not to get instagibed by an assassin though.
Support: CC any bruiser or assassin that hops to your back line. Try to keep your mage/carry alive. If you have AoE CC try and hit as many targets as possible with it.
Taking Control of the Game Flow
You want to win and need more ideas on how to improve not just as an individual, but as a team player. You’ll need map awareness of not just the enemy team but your own teammates and respond to what they do. Working as a team is what will truly win the game so here are some team tactics.
Jungle Control: Regardless of whether or not your team has windmill, you have assert jungle control. Take control of the area north of the storm shield buffs with the brush to see enemy team movement. If you notice that their squishy is traveling alone to windmill, go ahead an instagib him from that brush. If you notice that the entire enemy team (not counting their bot laner) is at windmill defending, go ahead and send one person to take their mid while the rest of the team sets up an ambush in the jungle. There are 3 ways the enemy team will respond. They will either use the jungle and walk back towards the mid. Use the lane and walk back towards their mid (you’ll see them in the lane at all times). Or Recall and walk from their base to mid. Either way, you got them off the turret and into your playground. If they chose to ignore their mid, well, you just got your team a free capture point.
If you completely dominate the Jungle, you can even choke the enemy team at their base’s exit where they fear to even go into the jungle. This is usually results in 4-5 capping an enemy team consistently.
Ganking Bottom Lane: Bottom laners hate gankers because they can’t farm as safely as possible and won’t take be able to offensively push their minion wave as much. Best way to gank bottom is to send someone that is the opposite damage type of your bot laner. This is because bot lane champions build their defense to counter their rival bot laner. When ganking bot lane, you should stay in the Fog of War as long as possible for the element of surprise. Here are some paths:
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Unique Dominion Build Highlight: AD Malzahar
This is not a troll build and was preferred to AP Malzahar in Season 2 and is specific to going bot lane. Right now with some Malz ult change and Blackfire Torch, AP Malzahar is on par to AD Malzahar. I’m not exactly sure who came up with this build that worked consistently, but Aparkhurst a super high Dominion ELO (was #2 in the world before we couldn’t find out our Dominion ELO anymore) and dedicated bot lane player is known for this build.
The Build: Last Whisper, Manamune, Brutalizer/Black Cleaver, Ionian Boots, defensive items depending on matchup (Odyn’s Veil, Runic Bulwark, Glacial Shroud into Frozen Heart or Randuins, etc.)
Why it works: Malzahar’s voidlings get 20 + (5 × level) + (100% Bonus AD) attack damage. After 7 seconds, the voidling grows, gaining 50% increased armor and base attack damage. After 14 seconds, the voidling gains attack speed. Also, voidlings prioritize their attacks on the target of Nether Grasp, then enemies suffering from the most recent Malefic Visions, then the target Malzahar is attacking.
In addition, his voidlings are also affected by Malz’s armor penetration and they can apply Black Cleaver debuffs on targets. A good Malzahar can easily get 2 sometimes 3 void puppies munching on you during his ult. A late game voidling does 200 damage EACH per auto attack. Those void puppies are vicious and then tack on Malz’s base spells’ damage and you’re in for a world of hurt.
That’s it for the guide. Thanks for viewing it and I hope the information will help you in your growth as a Dominion player.
Bump for the newly added Beginner VIDEO tutorial I created. The link is at the top of the first post. After I give my voice a rest and figure out how to dissect the advanced guide, that will be coming out soon as well.
I might go back and polish the Beginner Video Tutorial later to have less in-game sound and more mic, try and figure out how to get rid of the flickering after recording, and less screw ups in my dialogue so that there isn't the awkwardness when I clip out the "uh's" and stuff.
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