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Dominion Strategies

Creator: theBMB August 15, 2011 8:23am
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theBMB
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Based on what we know so far about Dominion, what do you think some of the strategies are gonna be and how do you think the metagame will develop?
B-Wong
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Super CC. As if it wasn't already prevalent enough. CC will become important to keep towers IMO.

JunSupport
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This map will be similar to Twisted Treeline due to its size.

Excluding the necessary tank, nukes and assassins will be the most useful. Being able to instantly kill a target means the enemy is outnumbered while their allies are spread out. That guarantees your success when trying to capture an enemy point.

Pantheon will definitely be high in the tier. His burst + stun combos are amazing, while Grand Skyfall gives him an edge on mobility.

LeBlanc will probably also be quite beastly with her Sigil of Silence burst and Distortion escapes.

Caitlyn will probably be a top-tier AD Carry. Yordle Snap Trap is perfect for guarding points or interrupting enemy channels. While Ace in the Hole will be feared for it's long-distance accuracy.


~ ~ ~ ~ ~


From my post on page 5:

JunSupport wrote:
I think Dominion teams will have new roles that make them strong.
Here's my version of the roles that would appear.


Defender - This role alternates between two jobs. The first is to defend a vital point held by the team that is deemed vital.
The second is to offer support to their allies in attacking a point or in a fight. For capture points, they support by being the "designated first-one-to-channel," meaning they are the first to channel on the point to disable it, if interrupted then the team alternates after due to the cooldown between channel attempts; for team fights, their assistance depends on the individual champion's kit.

Their goal is to give their allies the freedom their need to secure points without worrying about enemy tower damage or defending points all the time.

The defender is a vital position that generally cannot take on the tasks of other roles, but shares it's primary job of defending points with all other roles.


Raider - This position goes to champion whose primary goal is capturing points. They are often the ones who will attempt captures on undefended enemy points because of their speed.
This champion needs to have a low cooldown movement ability.

Raiders typically also make good defenders, and are terrible as hunters.


Hunter - This individual's job is the kill champions. To roam the fog of war, and catch stray enemies alone and slay them before they can accomplish anything. This person gets priority on the team's relic in the middle of the map. He/she can capture and defend freely, but it is the team's priority to move a different ally there to be the defender so the Hunter may continue to find prey.
The champion filling this role is typically a Carry or Assassin who can reliably kill enemies, or force them to recall.

Hunters are typically good in any role because of their high damage output, but are inferior as defenders if up against multiple enemies.


Sniper - The main goal for this individual is to constantly deal hit-and-run attacks to apply pressure on enemy points or disrupt channels on neutral points while never actually engaging in a fight. When this champion doing well enough, a raider or hunter will often arrive to secure the point.
This role can only be filled with someone with a high-range low-cooldown damage ability.

Some Snipers also make good defenders. Some snipers make good hunters.



There is no fifth role.
Depending on how a premade wishes to operate, it may be more viable to have more Raiders, Hunters, or Snipers. Defenders are always present on a team.
Any role can attempt to capture a point. Raiders are just the players whose job is to always look for a capture.



This would be my ideal line-up:

Rammus, Master Yi, Ezreal, Kog'Maw, Kennen
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Searz
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Mobility seems KEY.
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Mobility is key on any map, Searz.
That's why split-pushing can be sooooo effective on SR with Master Yi, Teemo, Twisted Fate Tryndamere, Singed, etc. :P



I think the biggest strategy will be capturing the Windmill first.

People with less foresight will go for the close points first. The smart ones will rush over the the windmill, and station 2~3 people to guard it while others capture the closer points afterward. This automatically secures you the lead.

If a teammate has Promote, then defending the windmill will be even easier, as your promoted Minion starts hard pressures the adjacent enemy capture point.

So, it's all about the Windmill. :P
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Not the same way. Mobility is ofc important, but it will probably be much more important in Dominion.
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Searz wrote:

Not the same way. Mobility is ofc important, but it will probably be much more important in Dominion.


WILL WE BE SEEING A RETURN TO SHACO'S DOMINANCE?!

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Maybe.
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JunSupport wrote:

If a teammate has Promote, then defending the windmill will be even easier, as your promoted Minion starts hard pressures the adjacent enemy capture point.


Sry about off-topic, but is Promote coming back? :O Looks like I have missed something awesome.
In ranked games i try to use modern strategies, I have played for example Annie-support a year before it came famous.
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I see 5 Promotes/team coming ahead. Also, people that have mobility and also can place stuff like boxes (i.e Shaco, Heimer, Teemo etc) are good.
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