Capturing a base in Dominion is divided into two primary phases; capturing and fortifying. To begin capturing a base, a player must go up to the interactive terminal inside the base and hold down the interact button for a short period of time usually a few seconds. Once this is complete, the base will begin a capture timer 15 seconds by default at the end of which the base is then considered owned by the player's team. Once the base is captured, the base enters the fortifying stage, in which another timer 30 seconds by default begins to count down.
At the end of this timer, the base is considered fortified, and the base in question will be given a layer of defenses to help the player's team defend it such as autoturrets , deployable barricades and breakable shield doors. Capturing the base will additionally turn on a multitude of monitors, antennae and screens inside the base, tinted the controlling team's color.
The initial deployment of turrets are built upon the initial fortification of the base, though they can be destroyed by sustained fire from enemy players. Auto turrets do not respawn automatically, and require to repair them by interacting with them. Capturing an enemy base will immediately switch the autoturrets to the new team's side, and they will immediately begin attacking enemy players. The turrets are equipped with machine guns and an EMP launcher, making them effective against both infantry and vehicles.
The shield doors are designed in such a way that the defending team can walk through them without issue, though the attacking team cannot - sustained gunfire or one or two melees can destroy the shield temporarily and allow gunfire passage through.
To capture an enemy base, players must enter an enemy base and interact with the central terminal as they would to capture any other base. This begins the capture and fortify stages as described prior, though with the exception that the base's defenses are now already up.
Capturing a base earns 10 points, while fortifying a base earns 20 points. Dominion games typically only have three bases on the map, meaning consistently controlling two bases is a must for victory. Once fortified, a base will begin resupply regular timers 45 seconds by default , at the end of which the base will recieve a resupply of ordnance drops consisting of power weapons and ammunition.
The base is additionally equipped with several vehicle pads, that periodically allow allied players to call in preset vehicles at those locations. Vehicle pads are marked by a holographic representation of the vehicle they spawn. Succesful resupplies award a team with 30 points each time. Should a team gain control of all bases on the map, the opposing team will be put into a state of "last stand". All players in last stand are given an overshield or other traits as defined in custom game settings and a marker visible to all players, but are unable to respawn.
The best turret is used to protect your base in PvP! If you have for example 4 vulture turrets and 1 dominion turret, your ennemy will have to attack the dominion turret. I had something like that in PvP when I was the attacker so I lost. Click on the desired turret and see the necessary resources for its improvement to that which investigated.
Can anyone tell me how to defeat a taurrents? I do not have crystals. I only have stormbreaker,assault rifle, vulcan, g1 and g2 grenates. I use grenates but i cant through them continually because they need to cool down. Your email address will not be published. Don't subscribe All Replies to my comments Notify me of followup comments via e-mail.
You can also subscribe without commenting. Construct the Radar and increase your turrets defense effectiveness against other players' attacks. Thank you very much for your help. We will fix it soon! About The Site 2. Gaming Questions. Purpose Turrets are the only defensive structures at your Home base. Turrets, Available in the Game 1. Vulture 2. Cerberus 3. Hephaestus 4. Hydra 5. Black Hydra 6.
Maximus 7. In the above pic, it's easy to see that the other team's champions are mostly out of position. Tryn and Orianna went to countercap West and Fiddle, whether he realises it or not, is doing a great job zoning Teemo from the bottom half of the map, so I'm quite happy to jump in and take the free cap of SW!
In this game, Rammus and I have just pushed SW and pulled three enemy champions down to stop us. In the resulting chaos, Urgot and Nocturne head up to top lane and take an easy North cap! Here, Twitch and I have a gentleman's agreement to trade North for East.
I'm getting the better end of the swap, though! East can be easily recapped by anyone who recalls back to base or Fiddle when he respawns. From the same game, Twitch sneaks past us to cap North but Heimer and I have just capped SE and with their team mostly at West there's a big hole for us to cap SW, which we eventually managed! We gave up North but got a 2-for-1 turret trade.
And because I'm not God's gift to mankind, here's an example of a bad trade we made; we've pushed and capped SW but with Nocturne mid and one dead Jax facerolls up to North to get a free cap. You could argue there's a hole at West, but we hadn't killed many and they would have easily prevented a cap. Lux and Orianna weren't really giving me much trouble. This is the start of one of the games from earlier on. As you can see, I'm already near to his turret with full mana despite pretty much spamming my spells!
I got there a level later and forced people away from the other turrets to defend. Let's say you're on blue team and you control West and SW. There's just been a big fight at North and you won; both sides took casualties and now there's just you left, at three-quarters health, with the Pushers comfortably tucked away in the bottom lane. One other champion remains for them - hanging around North - and he's at half health.
You reckon you can take him, but should you? If you fight and it takes a while, one of two things will happen; You kill him, but you're low on health now and everyone else is back to normal. You don't have time to pick up several health relics before the respawns reach North turret to attack you. You're forced to recall or play a diminished role in the next fight. You don't kill him, but you're low on health.
This is even worse! In my opinion, it's much better to play it carefully and keep yourself in good condition for when the respawns show up to attack again. The half health champion will still be there, but probably still on or around half health so you'll have an advantage in the fight as opposed to you both being dead or at base, when the fight is level. Yes please! Jax Akali Heimerdinger Karthus gibs creep waves and crossmap anti-cap, among the best defenders out there Cassiopeia insane dueling ability and poke Morgana Rammus Zilean especially as a counter-Udyr pick Vladimir gives our bottom laners trouble through the midgame.
Really well written guide. I can't wait to see the updates to the meta game. Wow I can't imagine how long this took to write, thanks for the awesome guide. Gives me something I can reference people whenever they claim dominion is "hurr durr, run around and kill shit".
This is a real guide. Very nice job AdrenalGBR. Thanks for the kind responses! Yeah this is quite a contribution, really appreciate it! Very nice. I agree that a lot of people forget about capping and just go for kills for 5 minutes for no reason.
Where do you think these fall into the paradigm? Akali and Jax are easy, great fighters and good at putting on pressure.
Cait I guess is a pusher, but on a map as aggressive as Dom, she feels to vulnerable and squishy. Singed and Riven I generally play out as fighters on here, but they also fill out pretty well as DCs. They both have good escapes and pretty good mobility, and can handle themselves if necessary. Do you think I'm using these champs right on here? I have yet to feel like I've been a super help to my Dominion team except on Jax, he's imba , so I want to make sure I'm playing well.
This is actually really really good. I was very surprised, and I mean it in a good way. Great work! For completeness sake, you might want to add in a mention about how the respawn window mechanic works and how this can influence large teamfights.
It's a pretty bug change from respawning after death from SR so it's worth including. Excellent guide and I hope more people read it before stumbling into dominion and farming minions or head hunting thinking that will win them anything. Thanks for the effort! Thanks for this. I finally understand this mode. You actually made me understand normal 5v5s a lot better! The first thread I read when I registered on TL was a strategy guide about a 5 hatch hydra build or something.
I followed some link about TL standards or somethink like this. Anyways the guide was stellar. It wasn't only informative but also a pleasure to read, because of the structure and quality.
I immediatly fell in love with TL. This could be that thread. Great write up! Appreciate it. What's your opinion on Poppy? I feel like she's really strong but I don't think you mentioned her in your guide.
I thought for sure she would have made the top 10 list. I'm guessing she doesn't because she doesn't really have multiple properties to any great effectiveness, just one or two properties to an extreme effectiveness. Live Events No Live Events. Live Streams League of Legends Jankos No Upcoming Events. Remember Me. Post a Reply 1 2 Next All. They are large - my gameplay images are x, for example - and you can view them by right-clicking and selecting your preferred option.
It's an inconvenience, but without causing headaches by making people concentrate on tiny details there's no way around it! See Chapter 4. Chapter 1: Introduction Hi there! My name's Adrenal and welcome to my basic Dominion guide.
First, a little about me. I'm a current-but-casual SC2 player who used to play in and place reasonably highly in national tournaments in the UK, most notably 5th-6th place in the old Dignitas Gamer Search event that resulted in Bling joining the team. I've played LoL for months, discounting a break for my exams.
I'm not highly ranked because it's obviously a secondary game for me after SC2 and I'm still farming all my runesets for ranked play just an AP runeset to go! Now I don't doubt you read the last paragraph and scoffed. But he doesn't play much ranked! Well, not to worry.
Dominion, as we'll discover, is an entirely new experience. In a few months it will hopefully have its own ranked ladder and I intend to be playing that night and day. For now, I've had to remain content with being online for and massing games in virtually every limited beta session, as well as since it was released.
There are two reasons I'm writing this guide. Firstly my right hand hurts and so logically in my brief injury break from gaming I am typing instead, because only the weak and feeble are afraid of CTS. Secondly, this is designed to be a starter guide for the game mode; in particular, for those of you who are out there wondering "is there any strategy to this?
Yes, there is. You might not be finding it in pubs but after running many 4-man and 5-man teams we're already starting to see recurring themes in everything from composition to summoner spells. It's labelled basic not because it's necessarily short, or for low level players, but because we haven't seen enough high-level Dominion play yet to really know what advanced is.
I see this as something that will get you going on the path to "advanced play", whenever that shows up, so you've got a grounding from which you can understand new concepts and compositions. I hope you enjoy the guide and find it educational. Please do leave feedback and talk about new things you're seeing so they can be added to the guide. Please don't whine about how Dominion is different, or badly balanced, or not fun.
Dominion is the name for Riot's new gametype in League of Legends. It's played on a new map, called The Crystal Scar, and there are a host of new gameplay mechanics that I'll be going over. Credit: Dominion Concept Art, Riot Very simply, there are five control points turrets dotted around the map in a pentagonal formation.
You capture cap these points by right-clicking on them and when you hold an advantage in numbers over your opponent, you damage their Nexus, which starts with HP. More on turret capping behaviour later, but two important things I should mention before continuing are that minions can also cap turrets by "damaging" them and that controlled turrets act like slightly weaker towers from Summoner's Rift in that they will attack you!
For the remainder of this guide, each turret will be referred to by its direction North, West, SW, SE, East rather than its name so those of you with less experience of the gameplay can still follow. As you'd expect, the more of an advantage you have the faster their Nexus dies. A nice tidbit - you also damage the Nexus to the tune of two points when you kill an enemy hero! There are also quite a few changes to gameplay.
I'll list the major ones below; The biggest change are the stats. At , a relic in the middle of the map will spawn. Grabbing this relic in the same way as a turret will provide a recharging shield and a damage-on-attack buff that lasts for roughly a minute, respawning every 3 minutes. You can prevent somebody getting it by damaging them as they channel the grab. This buff makes you into a George Foreman lean mean damage-dealing killing machine so do make an effort to get it.
At and random intervals thereafter both teams will be given a quest. Quests require you to capture one of your opponents' points while defending one of your own. If you hadn't worked it out yet, quests are really important! Dotted around the map are 3 speed shrines and 10 health relics. I'm afraid I'm unsure of the health relic amount; feel free to let me know. Some new items have been added and others disabled. An excellent summary of the added items can be found below.
Credit to a Solomid guide, but I'm not sure if they made it. These two take the place of Fortify and Teleport respectively - and the mastery slots that used to upgrade those two now also upgrade the new summoner spells. Garrison can be used defensively on an allied turret to increase its "regeneration rate" the rate at which it returns to your control after being damaged by creeps or partially capped and make it fire faster.
It can be used offensively to slow the rate of fire on an enemy turret. Promote is an untargeted spell that turns the nearest melee creep into a larger creep. When the spell is used the creep is healed to maximum health important!
Also, any kills it gets will give you gold! As you can no doubt tell, the list of changes is extensive and can be overwhelming. The key is just to start playing and enjoy it; how these stats and changes influence gameplay will be talked about in Chapter 4. A final note to reward you for reading to the end, if you've never played Dominion before - blue team spawns left, purple team spawns right.
I'll simply refer to them as blue and purple. In high-level SR matches, the post-draft skill is usually in farming and map control - free hero kills are rare and often seized upon with a Dragon or Baron attempt. Dominion is much more frantic, but there's still a lot of thought that goes into decision-making. In this chapter I'll be detailing important concepts that you should be aware of as you play and that may help you understand team comps and strategy.
It's the whole point of the game. You'd think I would give you more credit than that. Well, yes and no. The first mistake that new and some average Dominion players make is that they're not eager enough to cap stuff.
They cap the first few points and then run around aimlessly in the middle of the map trying to kill the other team. Suddenly they look up at the scoreboard and realise "hang on, now we're points down". If you're at an enemy point with minions, just cap it. If you're next to some minions in lane and you know you can cap or neutralise an enemy point, don't push the creeps to it first - just go and cap it!
Concept 2: Turret Behaviour Turrets work a little like towers in SR, but the behaviour is very slightly different. Enemy turrets will still attack you if you get close, but while you're capping an enemy turret or while an enemy is capping yours, it cannot shoot. This means that if you're attacking a normally-defended turret 3v1 as opposed to chasing a near-dead guy past a turret then to avoid unexpected deaths it is almost always beneficial to have somebody capping the turret.
The alternative is going straight for the enemy champion, killing them faster but possibly losing an ally due to turret damage and then capping the point later. Another important corollary of capping preventing turret fire is that if you're on HP next to an enemy turret, having just killed a champion, your best chance of survival is to turn and cap the turret as quickly as possible rather than running away! Turret range is roughly to the edge of the capture point graphic on the ground and you can cap a turret before it shoots at you.
Be aware; turrets will attack you slightly further away if you're fighting an enemy champion. As mentioned earlier in the guide, minions can cap turrets! It won't take them long, so if there's a big wave headed to one of your turrets then you'll need to stop them very quickly.
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