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Dominion Guide: Roles and Teamwork. (Updating)






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Introduction.
Welcome to my Dominion guide about roles and teamwork. Here you will read what I think should be the best team composition and behaviour during such a fast paced game that always seems to be unexpected and everyone seems to be doing anything.
Dominion is far less structured than the Classic, but some things have to be determined for sure. I won't be comparing both game modes, though they might have some similarities... farfetched ones.
If you think that knowing this could be helpful to improve gameplay or team working, among other skills, I would really appreciate if you made a reference to this guide. I consider it has some nice basics about Dominion that most players shouldn't miss.
Btw, english ins't my native language, so please forgive my mistakes.
Best champions for this:






Here are capturer's skills:
* Very, very high mobility.
- They should always have


- They should have at least one skill movement oriented. (



* CC
- Used to escape from someone that wants to stop you from capturing. (


* Stealth
- Best way to escape from incoming enemies, and capturers can even stay stealthed, ping, then gank who is interrumpting you (



Recommended Items.
Most of Capturer's build start with

They almost always continue with

Most capturer's build continue with






Recommended Summoner Spells.
About





~ ~ ~ Later on the guide I'll comment on how to work with your allied capturer and against enemy ones.
Best champions for this:








Here are disrupter's skills:
* Global / Very Long Range.
- Key of disrupting. A good capturer's instinct is to flee when they are interrupted because they know they have been seen and someone is going on their way. (






* Critical % and/or burst damage.
- Capturers get away quite fast, it is important to be able to deal them great loads of damage in little time.
* CC.
- Self-explanatory. (


Recommended Items:
"Disrupters" is a much larger variety of champions than Capturers and they also serve another role (Takers, most of the time), so their items are not that predictable. There are some, though, that are highly recommended:
Hextech Sweeper: just amazing. Once I fought as capturer Eve against a team that had a disrupting Karthus with Hextech Sweeper and his ultimate was like





Recommended Summoner Spells:


Capturer's are hard to chase, if you don't kill them fast, they have many ways to get away, and running doesn't help, so





Ideal champions for this:








Taker's skills usually are:
* Range
- Capture Points are bothersome turrets too, so being able to poke your enemy defenders from afar is just cool. (


- Many defenders have taunts and stunning skills that are used so that you take turret damage ( Puncturing Taunt,

* Burst Damage
- You can't waste much time. Staying around a Capture Point and not going to other ones is what the defender wants, to make you lose your hp slowly while you try unsuccsessfully to lower their health. You have to be fast.
* Area of Effect
- Average deffenders are always moving on their CP, some skills are hard to land. This is why AoE are quite effective. Just imagine Anivia's

Recommended Items:
Get bursty!

Get fast!


And... get more bursty?

The "takers" are, maybe, the most diverse champions, as almost everyone can perform this role. But if your enemy has a Good defender, believe me, it won't be easy to get a capture point unless you go in a group against him. Stacking up some armor makes you much more resistant to the Capture Point's attacks.
Recommended Summoner Spells



Ideal champions for this are:










Considering all this, defender's main skills are:
* Tankyness
- Defenders must resist, so some of them are tanks with high HP, Mres and/or armor.
* Good harassment and farming.
- Heimerdinger is the best example, with two turrets in the capture point, missiles and grenades, he sometimes even picks a kill when some intrepid enemy dives into, just by using his



- Farming? When defenders are not being attacked, they should kill as many minions as they can. Minions have quite a strong capturing influence if they are well pushed. They don't always capture, but they are good at neutralizing.
* Hardcore CC.
- Defenders should be able to get a kill when someone wants to dive into them. If the enemy isn't a good taker, just some poker that doesn't know where he's getting, a good defender should be able to stun/taunt/slow in the right moment. Best examples are









Recommended Items:
All tanky and resistance oriented items, like







The most taken defender item, as expected, is

Other interesting choices for defenders are:




Recommended Summoner Spells:
This is quite a tough decision. If they CP-dive you efficiently, it is odd to see someone escaping, so flashing, ghosting, or exhausting seem like a waste of summoner spell slot. When you choose a summoner spell it has to be something that you know that more than 75% of the times you use it, it will prove itself useful. A great example is:

We said defenders need hardcore CC,


Comments.
By Nightstyle
" I have a problem with the way Defenders are rated in this guide: from my experience, defenders are not just required to survive long and hold a point under assault till help arrives, but also need sustain and some kind of hopefully good AoE. This is because you will likely be starting down and competing vs an enemy defender. If he has good harrasment and/or sustain, with you having none, he will gain the advantage, forcing you back to base often, leaving your point open, or alternatively having you run over the map half of the time to collect health relics. You could call a mate over to help, but unless it results in a successful gank/kill and a resulting push/taking of a CP, this means the enemies will have greater numbers on the rest of the map in the meantime, all just to help a defender who loses the fight vs an enemy one. Also don't forget the cases where simply no one is able to come to help you because dead/busy with enemies.
The reason for AoE is that vs. a good pusher, even if you could easily hold the point against 1-2 enemy champions alone, you will most likely fail against a strong creepwave neutralizing your point, in which case you failed in defending it as well in my opinion.
As such, heroes without any sustains or without AoEs on a low enough CD that they can afford to use often, such as Blitzcrank, should receive a lower rating as Defenders."

Odyn's Veil.
Odyn's Veil replaces



This is, mainly, an anti-caster item. It should be used by defenders and slayers. The first ones have to tolerate the takers' damage (many of them are bursty casters like


Prospector's Blade
When it comes to hardcore initial sustainability for melees,



Prospector's Ring
This item replaces



Kitae's Bloodrazor
This item from the advanced tier replaces


Sanguine Blade
This item replaces




Entropy
The most expensive new item, only available for Dominion. You should always know that Entropy is the only item that allows you to deal true damage and that is the second (there are only two, the first one is


Hextech Sweeper
Hextech Sweeper
This item is also only available in Dominion. It is quite a particular one from the Legendary tier whose passive only activates with spell damage (including physical spell damage) and item actives such as








Ionic Spark
It is an advanced item only available in Dominion. It is curious that it is the first item to offer both attack speed and health besides



The Lightbringer
Also, only available on Dominion, this advanced item is The tool for disrupters. It is like an anti-



Priscilla's Blessing
The capturer's Must, so far, this advanced item is the only one that increases the rate of CP captures. Of course, it is only available in Dominion. Its active may save your life, don't underestimate it. It is Very cost effective if you focus on capturing.
First of all let's talk about Team Composition.
-> 1 capturer
-> 3 takers
-> 1 defender
-> 1 disrupter.
Wtf 6? It is obvious that many champions can do well in different roles. Many disrupters (-> that kills capturers) are excellent takers (like



One has to be always on the run getting your enemies nervous capturing their CP, the takers are in constant fight over enemies Capture Points and there is always someone trying to secure one of yours, being poked by an enemy taker. But this does not always happen, Dominion is HIGHLY situational.
Early Game Strategies.
I will assume that you know that what comes next are just mere ideas. They aren't they way Dominion is meant to be played, that's obvious, but they have proved themselves useful. Almost anything could happen at the beginning of a match, but some player behaviour is predictable and you can do something about that if you are smart.
The Windmill: also known as "Top", is a very conflictive capture point. It is the most distant CP from the base, being at same distance from both team's spawning place. At the beginning, the team that gets the Windmill usually is the one that deals the initial damage to the other team. So, secure the Windmill.
One idea is this: 3 have to go to the windmill. 2 have to be kinda tanky, melee if they can. The third has to be a caster with CC. One of these three should be your capturer, the first one to reach the place and start the capture. The caster Mustn't capture, it has to prevent harassment so your allies that are capturing can do it without problems. Your caster has to use its CC and whatever it can to avoid getting the ones that are capturing from attacked. If this fails, the team that disrupted (arrived later) is on a slight advantage because they attacked you to disrupt, so you have a bit of HP less.
Now starts the Windmill Fight, quite an event. It is ideal to win it to start good, so the best choice is to have one more champion than them. The two that didn't go to the windmill should go there asap if they see many enemy icons in the minimap. Now a common strategy is the 4-0-1, as people start to see top's importance. Remember that can Never cover all of the things you want at Dominion, so that "0" in the enemy strategy should be used for your advantage.
Quid pro Quo: it is common to see everyone focusing on the Wmill, and it's a nice opportunity for your capturer to start its job. Imagine you are the left ones, so you have the Quarry and the Refinery close to you, and the Drill at right top, and the Boneyard at right bot. When everyone is on the Windmill, the quid pro quo idea is to send someone to capture their side-top (right top, or left top; Drill or Refinery). This is highly annoying, usually nobody defends these spots at the beginning and the ones that are fightning on the Windmill don't know if keep fightning or go to their being-taken CP.
Mid-Game Strategies:
Roles and rules in Teamfights: Capturers are supports or tanks, actually the only tank capturer is

Well... -you- have to be smarter. Remember how you used to think in the Classic mode. The Golden Rule: if they are more than you, retreat and ping. I have seen so many teammates fightning 2v3, 2v4, 2v5 as if there was only one enemy and it is quite hard to understand why they do it. Everyone is just driven by the recklessness and fast paced stuff, they don't seem to remember the important and basic principles.
PING! two roles ping: capturers and defenders. Takers (the ones that do most damage) must Whenever possible go to the pinged places, prioritizing Defenders. Defenders are just buying some time, waiting for their teammates to gank the enemies. Capturers should be able to escape just fine, but if they are being chased all over the inside roads of the Crystal Scar, someone should aid them asap.
The quests: perfect scenario to prove your skills. Your defender must stay at the Cp that has to be defended (marked with a shield on the minimap). Your capturer must go to a CP that isn't the quest's one, to distract your enemies. And your takers must do one of these: A) help the defender if the enemy is rushing into their quest's CP; B) gank the ones that go after your capturer or C) take the quest CP if it isn't being heavily defended.
Quests may drastically change the course of everything. They put everyone on the move, make defenders change places and capturers to get mad about capturing that particular CP and rushing recklessly there. Just... focus on it! If you accomplish it, it is a cool
-20
to your enemies' nexus (it's like killing 10 enemy champions). When a quest is on, try to avoid dying and going b, use the healing spots.Dominion Baiting 101: by mid game your enemies should already clearly know who your bothersome capturer is and have someone always chasing after it. If it is a

Relic Baiting: the Ring is obviously the big circle where the CPs are. That area and the relic's area are always visible spots. Seeing someone in the mid of your minimap, knowing he is getting a strong self-regenerating shield (the relic) makes most teams want to kill that champion as fast as possible. When someone is going for the Relic, it has to ping or say it on the chat. The relic is for takers, or in some cases for the defender; but takers tend to need it more. Always, always someone has to be near your relic taker to protect and help, it is a very frequented spot. If you are more organized, plan the baiting and simulate lag or indecision, meaning: if there is some allied champ near the bush waiting to gank and you are taking the relic, try to be visible in the minimap as long as possible. Go to one side, then to another, stay quiet, then to another, and someone on the enemy team should have pinged you already and two might be going to get you. Capturer's that are always moving should be close to help and support.
CP harassment: strategy mainly used by capturers. Not everything is capturing, it is about neutralizing too. Do not stay for the capture if you know they are going to get to you quite soon. If you don't see at least three enemy faces on the minimap, neutralize and run to neutralize another thing. Sometime, someone will have to go and recapture that point, while you are neutralizing another one. When you are being hardcorely chased, ping yourself (use "G" on your keyboard) and ask for help. Remember capturer, you are important. Kinda. (/joking).
Late-game Strategies:
The Hare: (capture, run, capture, run) if your nexus has more hp than your enemies, then start a capturing frenzy. It's as if everyone is a capturer, go for those CP that are all alone (better if you go in groups) and take them, if someone comes, leave to another one. Sometimes this enters into a quite fun game mode: the enemy team starts to do the same! "If they take ours, we'll take theirs!" but they are at hp disadvantage, so as long as they follow this capturing - countercapturing game, they'll be losing life over time. This is quite risky, because if you lose a team fight doing this, you may have lost the game. Nevertheless, worked for my teams 4 times already.
The Turtle: (defend with all your skills when you have majority) this strategy gives full importance to your defender. You should have three CPs and try to keep them for as long as possible. Sooner or later your enemies should do one of this two options: A) Rush all five to get that CP they so desperately want or B) Rush to the less defended one. Be aware of their movements, go there, and kill them if you can. Remember that they are rushing to Your CP, so it's your personal slow short-ranged lovely turret that gives you a slight advantage. Summarizing: defend for as long as you can! Takers should consider using



The Swarm: (rushing a CP in a group of 4 or 5, then another one, and disperse) risk incarnated. It is used against Turtling and it usually goes out kinda well. All your team has to move to the same CP, one that has only one innocent defender on it. It is ideal if that CP has another enemy CP close. You shouldn't move through the ring, and shouldn't go through the relic's, in order not to be seen. Kill the defender as fast as possible, fast capture the CP and all five rush to the closest one and capture it too. By this time, you should be seriously counter-captured, disperse and leave one defender on the new CP that you got. Do this only if you have some good team composition and feel you can succeed if a 4v5 or 5v5 fight shows up, which tends to be the answer to this kind of behaviour. Yet, the swarm is cool because teams are usually dispersed all over the Crystal Scar. Don't do it often though, they can esaily take the CPs you left unprotected, unlesssss... you have a good disrupter (




The Ants: at late game you should all have lvl 15>, meaning you are quite strong. Guess who isn't? The minions. It shouldn't take you lots of time, but whenever you see en enemy minion, kill them. You get gold, and by the time your enemy realizes, their CP will be shining in red with no enemy champ face next to it. Bothers a LOT. Usually minions are enough to neutralize. Common teams defensive instincts activate when they see a big face next to their CP on the minimap, if you try to kill minions from the jungle/inside roads, would be better. But do it fast and leave. Do this only if you are at advantage and have majority.
As I consider there are lots of LoL knowledge out there, what I will write about the champions isn't definitive. This will be open to comments and even voting, and I will try to upload your points of view (if they are well defended) next to every champions profile.



->Capturer Akali: 6/10. Her shroud allows her to perform excellent escaping tricks, but on the other hand she is a lethal 1v1 champion, like every assasin, so if someone who isn't very skilled at killing capturers goes after her alone, she might even pick that kill. Yet if the enemy has a good disrupter focused on killing sneaky champions and Akali has to get away, her shroud without

-> Taker Akali: 5/10 when it comes to fightning strong tanky and very resistant champions, an Akali may have some difficulties. The only defender she might be able to have some fun with could be



-> Disrupter Akali: 9/10 1v1 fights with someone that is focusing on escaping. Her


-> Defender Akali: 7.5/10


Recommended Akali Dominion Guide: Akali: The Epitome of An Assasin by Bryun.



-> Capturer Alistar: 7/10 when it's about survivability, Alistar excels. He can knock up enemies, heal himself, knock back, and get really hard to kill with his

-> Taker Alistar: 7.5/10quite hard to manage, Alistar's

-> Disrupter Alistar: 4/10 really not good at killing someone fast. He has some CC, but any capturer should get away easily from him. He hasn't got any global skill or long ranged, so this role shouldn't be adopted with this champ.
-> Defender Alistar: 9/10 just impossible to go through alone. No normal melee should be able to take an Alistar away from the CP without taking some interesting turret damage. It is hard for Alistar, though, to kill someone at the Capture Point, or at least it requires many skill to get a kill. He can even tolerate 2v1, while pinging for a ganking to the takers that are spending their time with him. Best role for him.
Recommended Alistar Dominion Guide: Pelikin's Ali the MOST OP Dominion Champion.


-> Capturer Amumu: 3/10 I think he might be one of the worst capturers, obviously. He has survivability, as any tank, but no more CC than his Q (that leaves him next to his enemy) and his precious

-> Taker Amumu: 8/10 we could categorize him, and some other champs, as taker-initiators. Amumu as a solo-taker isn't very good, he can't do fast bursty damage, and the one defending will be very resistant in most cases. But if he goes with another champion, he can withstand lots of damage and stun everyone and constantly deal AoE damage to all those ones next to him. Amumu with his HP% damage is a very useful anti-tank, and should always be next to another taker -> captured ~
-> Disrupter Amumu: 5/10 well he's kinda annoying as a disrupter. Most of the time he's dealing constant damage on the capturer (if they didn't leave on time). He doesn't excel at this though, nor at chasing. If his

-> Defender Amumu: 7.5/10 like any tank, defending seems to suit them well. If Amumu is attacked by two takers, only a very good one would survive and pick a kill. His damage-over-time isn't the best choice for this kind of situations. We could say he is good at melee champs, but not at bursty casters, although they would have to waste many spells on getting his hp low.
Recommended Amumu Dominion Guide: ->Recommend your build<-


-> Capturer Anivia: 7.5/10 she hasn't got the speed, but her CC is just amazing. Slows everywhere, an Anivia with a good mana pool should get away from anyone and start another capture. Her

-> Taker Anivia: 10/10! her


-> Disrupter Anivia: 7.5/10 once again her CC may guarantee killing the fast capturers, but cooldown, squishyness, non-global range, and low speed aren't on her side. If the capturer isn't with full health, he might not escape from our beloved cryophoenix.
-> Defender Anivia: 5/10 she can't tolerate bursty damage. She won't be able to hold the place for a very long time, although her ultimate may allow her to escape. Not recommended to defend as Anivia.
Recommended Anivia Dominion Guide: ->Recommend your build<-

It's an

-> Capturer Annie: 2/10 please don't. Only if you are lucky to have your stun you maay get away, but it is definetely not her role. Her damage output is cool, yes, but if she hasn't got Tibbers, cooldowns -will- guarantee her death.
-> Taker Annie: 9->10/10 bursting ftw! ranged and bursty mage, the best for this job of killing someone fast. She is Very squishy and should always be next to a taker-initiator such as


-> Disrupter Annie: 8/10 if she can't kill the capturer with one full skill sequence (odd, most [good] Annies kill Anyone with all their skills), the capturer will get away. Nevertheless, her burst damage combined with a good surprise factor (speed buff + showing up from behind) make her someone that excels at killing fast. She's quite slow though, will take her some time to reach the CP being capped.
-> Defender Annie: 4/10 you know you really shouldn't be defending, but you also know that if



Recommended Annie Dominion Guide: ->Recommend your build<-

Yeah! I'll capture it! Omg! What's that strangely huge and disproportionate arrow?!

-> Capturer Ashe: 8/10 with a proper capturer build, and all her CC, she might be able to get away from any kind of hunting. She would need mobility and a bit of tankyness to try to resist attacks. Yet, building her this way might, and only might, make her a bit less effective when taking other roles in a same game.
-> Taker Ashe: 5/10 she's kind of a poker. Her CC isn't really useful. Imagine an Ashe in the Summoner Rift against a tank next to a slower, with lesser range turret. It would take her lots of time to get it killed. But, she has the range! So that gives her some capabilities at this role. Pro Ashes might be good takers.
-> Disrupter Ashe: 10/10! It is odd to see someone getting away from so much CC, more if it starts with her



-> Defender Ashe: 3/10 her slows might buy her some... seconds, but she shouldn't last long in the Capture Point. A good taker

Recommended Ashe Dominion Guide: ->Recommend your build<-

"Give me a handshake"

-> Capturer Blitzcrank: 9/10


-> Taker Blitzcrank: 8/10 anxiety will get you mad whenever you see someone defending and feeling secure at the CP.




-> Disrupter Blitzcrank: 6/10 no global skill, and his only ranged skill is his sometimes-hard-to-land


-> Defender Blitzcrank: 9/10 if you haven't been


Recommended Blitzcrank Dominion Guide: sysp's "SpeedCrank: Blitzing through Dominion (Move speed/Hybrid)". Really, take a look at it, seems a solid and very productive way to build Blitz.


-> Capturer Brand: 4/10 he hasn't got the speed nor the survivability in his skills, so his only way of escaping would be by using


-> Taker Brand: 9.5/10 anyone can't stay quiet if a Brand is near, getting hit by one of his abilities starts the unescapable rythym of his deadly combo. If a CP is on a heavy multiplayer defense,

-> Disrupter Brand: 7.5/10 he isn't very good at chasing, and is highly dependent on killing with one full, well perferomed combo. He hasn't got any very long ranged skill and most capturers shouldn't have any problem fleeing from a

-> Defender Brand: 5.5/10 he isn't as bad as other casters when it comes to defending, yet he shouldn't do it. His

Recommended Brand Dominion Guide: ->Recommend your Build<-

Another well known fearsome ranged carry,

-> Capturer Caitlyn: 3/10 seriously not recommended to waste so many ranged skills, and a carry champion in running through the map. She hasn't got the movement oriented skills, but can perform nice escapes with her

-> Taker Caitlyn: 6.5/10 harassment incarnated. A good Caitlyn with crit % and attack speed should be able to deal some interesting damage to the defenders and start shredding them. She has a nice range, but it is enough to stack armor to counter her quite effectively (and most defenders do). She lacks the burst damage and it might take her quite a long time to get that beefy

-> Disrupter Caitlyn: 8.5/10





-> Defender Caitlyn: 6.5/10 she has a nice range, yet, she's squishy. Her



-> Slayer Caitlyn: 9/10 once again, like

Recommended Caitlyn Dominion Guide: ->Recommend yout Build<-



-> Capturer Cassiopeia: 3/10 very, very squishy, slow, and her CC is quite poor when it has to be used for escaping purposes. Her skills are much better when used offensively.
-> Taker Cassiopeia: 9/10 either you move, or you move from her posions. Her range and constant usage of skills is excellent to take defenders away, the big con is that her damage isn't very bursty. Taker Cassiopeias must be wise enough to completely avoid turret damage.
-> Disrupter Cassiopeias: 9.5/10 every time she hits with her





-> Defender Cassiopeia: 7.5/10 she might be squishy but the closer you are to her, the faster your life goes down. Her innate


Something important to know about mages like her is to try to avoid entering the inside roads, or, at least, not doing it alone. Enemy dirsupters, slayers and takers and moving from CP to CP in there and anyone of this can easily surprise her and get a kill. She always needs someone tanky next to her, minions, or an allied capture point, even more now that using melee dps characters is fashionable. Always remember that going in there means danger.
Recommended Cassiopeia Dominion Guide: ->Recommend your Build<-

He really inspires terror when at his full size. He might even be bigger than a Capture Point. This mage, fighter and melee is an interesting choice for Dominion.
-> Capturer Cho'Gath: 6.5/10 he has a huge hp pool and some hard to land CC, yet he lacks the speed. He is that kind of champion that could run to that near CP and then keep on taking others, but he mustn't focus in just running alone through the map. He is much more deadly with allies near.
-> Taker : 9/10 he has lots of CC and a nuke of true damage with


-> Disrupter Cho'Gath: 7/10 if the capturer is tanky, he will have some trouble. Only skilled Chos can kill a fast and focused-in-escaping enemy, depending a lot on where they cast

-> Defender Cho'Gath: 9.5/10 sometimes going against a Cho defending is going to your death. Well placed skills usually guarantee killing takers with the true damage nuke. Also, as a defender, Cho will have to push and will finally be able to take advantage of his passive


Recommended Cho'Gath Dominion Guide: -> Recommend your build here<-

"It takes a lot of effort to move like this in heels."
And considering how fast

-> Capturer Evelynn: 10/10! just an amazing role for her. She is naturally quite fast and with


-> Taker Evelynn: 5.5/10 she is too squishy to enter these wild skirmishes, so it is highly recommended not to fight under capture points as Eve. Do it only if you know that you'll add some damage and have an easy kill near; not if a fight has just started and the defender has full hp.
-> Disrupter Evelynn: 8/10 capturers flee when they see enemies coming near. Well, they can't see Evelynn unless they spend their precious gold in


-> Defender Evelynn: 2/10 so many useful skills shouldn't be wasted, not even for a second, turtling at a capture point. She is relatively easy to kill if attacked while she is visible and quiet, and no one with common sense would build her only tanky just to withstand damage.
-> Slayer Evelynn: 10/10! and let me tell you why. Usually things are calculated testing limits, or at least that happened in the summoner rift. There is a weird trend of not fleeing from 3v1 or even 4v1 just for the sake of dying. In all this craziness wise players do calculate with patience and think thoroughly when to start a battle and what are the odds of someone close coming to the fight. In this "I guess I can win this battle", if an

Recommended Evelynn Dominion Guide: ->sapmess' Eve be stealin yo apples!, as it's a capturer/slayer eve build and seems quite solid.

Seeing

-> Capturer Fiddlesticks: 6/10 constant use of


-> Taker Fiddlesticks: 7.5/10 he is very ultimate-dependant to perform a good taking, and in most cases the defender will not die with his ultimate as their HP pool is neverending. Fidds is squishy, so turret damage without

-> Disrupter Fiddlesticks: 6/10 most Fidds are just not damaging enough, but well placed



-> Defender Fiddlesticks: 8.5/10 with the healing from his


-> Slayer Fiddlesticks: 8/10 Fiddlesticks is very, very situational. At Dominion he is easy to kill at most early levels, so running through the inside roads is always risky. In one on one fights he sometimes doesn't do enough damage to kill the enemies that have interesting hp pools (most, nowadays), and his

Recommended Fiddlesticks Dominion Guide: M3ATL0V3RS' Fiddlesticks Dominion Guide is amazing (:

According to Riot and to many players,

-> Capturer Garen: 6/10 no movement oriented skills, but his

-> Taker Garen: 8.5/10 he can tolerate huge amounts of damage while doing interesting harassment to however is turtling at the CP. He has the ability to "get the tank away" from the Capture Point, as it is instinctive to get away from a Garen coming with





-> Disrupter Garen: 4.5/10 no stun, no slow, no taunt, no chasing skills, he will be one of those that can only make the capturer get away to another capture point and continue with his job. You could consider taking



-> Defender Garen: 9.5/10 it is odd to see Garens die fast. Garen, just like Heimerdinger, is one of those quite damaging defenders that can pick a kill if someone gets too close to him. A beefy Garen has the ability to deal nice damage and still be amazingly tanky (yet his skills aren't tank-wise). If you want to secure a turret and you have a Garen, they are very reliable at this.
Recommended Garen Dominion Guide: Garen - Tanky Dominion Justice! by smkoing dad

Oh no... Heim -_-
Yes,

-> Capturer Heimerdinger: 4.5/10 no mobility at all, and not so cool escaping methods: his CH-1 Concussion Grenade has a very difficult to land stun, and besides from that his other CC is his valuable ultimate that shouldn't be wasted on escaping. Not recommended (besides, are you going to build him kinda tanky? Just... don't start wandering through the map with him).
-> Taker Heimerdinger: 6.5/10 he's more like a poker, but it will definitely take him some time to get a good defender out of his cage. And it shouldn't be that way, takers should work as fast as possible, as defender's objective is that you spend as much time as possible trying to kill them and leaving your other CP.
-> Disrupter Heimerdinger: 3/10 I even dare to say that he might even get killed by the capturer. Fleeing from him is very easy, and he isn't good at damaging fast and chasing someone. Just... don't go after capturers.
-> Defender Heimderinger: 10/10! and it isn't even necessary to follow a tanky build, as he is the very damaging defender type. I have played as a defender Heimerdinger many times and against lots of them and double kills are commonly seen. Dominion's fast pace and rushing stuff makes people forget there are two very harmful turrets susceptible of being

Indeed, a wise choice!
Recommended Heimerdinger Dominion Guide: Yoshida's Dominion: Heimer is an excellent build, for sure.


-> Capturer Janna: 10/10! she isn't only Very fast with her amazing



-> Taker Janna: 5/10 this Janna should follow a full AP build, making her squishy and not using her great speed all the game. She has a long but predictable range on her Q, but her damage output isn't enough.
-> Disrupter Janna: 5/10 again, she has a good slow, but being a support already implies not being very good at killing. On the other hand, good capturers have either


-> Defender Janna: 8/10 hard to believe, she is quite capable at this. If she is built into AP and high life, she can hold capture points for quite a long time. Her shield can absorb more than 500 damage at mid-late game, and it has a not so long cooldown (10, normally less from the CDR). She can move fast inside the turret to avoid skills, slow her enemies, knock them up, and absorb tons of damage. If she is in a tight situation, her

Recommended Janna Dominion Guide: Capturer Janna; How did she get there?! by SaintMount. Seen it in action, very good build.

Once considered to be one of the most overpowered champions, after some tweaks, he is still a very fearsome melee fighter, and quite destructive in Dominion.
-> Capturer Jax: 5/10 if I have to focus purely in how good he is at escaping, staying alive if ganked and moving remarkably fast, I'd say this isn't the role for him. No one would waste a Jax building movement speed and tankyness.
-> Taker Jax: 7.5/10 if togheter with a taker-initiator like

-> Disrupter Jax: 8/10 he lacks of movement speed and global skills, but once he is attacking a capturer, his


-> Defender Jax: 5/10 Jaxes might look fearsome but at low levels any caster should be able to kill him before getting attacked by him. He shouldn't be built tanky just to defend, instead of that with high AP and AD and his

-> Slayer Jax: 9.5/10 he can easily kill any taker or disrupter in 1-1 fights, and even more if they are melee ones. His dodging ability and fightning skills. Jax should always be lurking in the inside roads of the Crystal Scar, waiting to attack the enemies that travel from different points, or to help a disrupter finish his chasing. Jaxs is, perhaps, one of the worst enemies a squishy taker can find while moving. Slayer-well-fed Jaxes get a +2 in the other roles.
Recommended Jax Dominion Guide: ->MajorLoL's Dominion Jax: Tanky Hybrid<-


-> Capturer Katarina: 5/10 she hasn't got movement oriented skills, and her only way to escape might be using

-> Taker Katarina: 7.5/10 when a defender is being attacked, they always ping. When they do, the enemy takers come to help the defender and kill you. Here is where Katarina excels, at killing the defender's help. Takers are much more squishy than defenders, they usually are casters or melee very focused on AD or AP. Her

-> Disrupter Katarina: 7.5/10 considering capturers are a bit tanky to escape alive, Katarina miight have some difficulties if she can't kill them fast. She hasn't got a Very ranged skill, and if she is seen coming, fleeing is easy. If she isn't, a well performed



-> Defender Katarina: 6/10 her ultimate miiight guarantee her a kill, but her squishyness isn't able to tolerate more than one taker's damage. Saying "defender" Katarina implies building her with tankys' stuff, so, don't.
-> Slayer Katarina: 9.5/10 she isn't very good at killing fast tankys, nor at full anchored tankys, neither at trying to withstand damage, or at running all over the map wasting her cool assasin skills. She has to kill the other enemies takers and disrupters, being this a new role. She has to be aware of Pings. If a defender pings, means it is being attacked by takers, and takers are squishy but strong. Katarina's deadliness is amazing and can change tides if she appears in this situations. Also, if a Capturer pings, means it is being chased all over the map. The capturer should go To Katarina, and vice versa, turning the disrupter into gold.
Recommended Katarina Dominion Guide: wRAthoFVuLK's Your AP Katarina Du Couteau Resource (dont play with knives) and Kazega's Katarina: Playing with Knives!

What's that red line? Oh noes...

-> Capturer Lux: 6/10 Lux is very capable of dealing great amounts of damage that shouldn't be wasted in this role. Nevertheless, her amazing crowd control grants her lots of escaping posibilities. Her ultimate can help to delay and bother your enemies, dirsupting, while you are capturing theirs. She hasn't got, though, any movement oriented skills nor very good survivability, so we could say that she wasn't thought for this. She's capable of assisting at capturing, but shouldn't focus on this.
-> Taker Lux: 9/10 good AP built Luxes that go with a melee taker next to her can secure CP easily. She binds, slows, auto-attacks in between activating her great passive

-> Disrupter Lux: 8/10 she has pros and cons in this role. It is overwhelmingly fun to disrupt every 26 seconds with her ultimate, and really frustrating to be a capturer enemy. She has great CC but not enough damage in a single skill sequence to kill a capturer. Good ones use


-> Defender Lux: 2.5/10 speechless. Relatively high cooldowns at low levels, so her CC won't help her for long. She shouldn't be turtling in one spot when she can be disrupting all over the map and taking other CPs with her long range. Really... don't stay defending as a Lux, do it only to scare a capturer and disabling that place (as capturers don't tend go where enemies are).
Recommended Lux Dominion Guide: *cough* mine *cough*


This ancient oak from the Twisted Treeline and his charismatic saplings is an interesing tank to play in Dominion, but some skill and judgement about when to use his skills will be necessary.
-> Capturer Maokai: 4/10 unlike

-> Taker - Support Maokai: 10/10! as BrainsickHater stated:
Mao would be a great defender and taker support. He has great harass with his


Indeed, just like

-> Disrupter Maokai: 3/10 nope. He has some CC, yes, but no mobility or fearsome damage. He can, though, be good at buying the closest disrupter some time with his CC, but it would be better if Maokai isn't poking on capturer and is defending or taking.
-> Defender Maokai: 10/10! his saplings all thrown around the CP are excellent sentinels. His


Recommended Maokai Dominion Guide: ->Recommend your build<-

Yes! He's with half hp already! ... Mah, he got bigger. Just run... until it finishes.

-> Capturer Nasus: 6/10 he hasn't got the mobility, but his

-> Taker Nasus: 8/10 while his



-> Disrupter Nasus: 6/10 it will depend a lot on how good the defender is. If the defender doesn't have



-> Defender Nasus: 9.5/10 during his ultimate


Recommended Nasus Dominion Guide: ->Recommend your build<-

Hell of a pusher and support,

-> Capturer Nidalee: 8/10 her


-> Taker Nidalee: 7/10 Javelinn Toss / Takedown is very, very damaging if well used. She can't tolerate high amounts of damage, and all her burst is in the hard to land Javelinn Toss, so she is a much better taker support than anything else.
-> Disrupter Nidalee: 7.5/10 while

-> Defender Nidalee: 8/10 as she can heal herself she is quite stable at this. Her traps, if well placed, can be remarkably useful. She is quite squishy though, so she would need lots of hp and resistances.
-> Slayer Nidalee: 9/10 perhaps one of her best roles to accomplish, to focus on the enemies takers and disrupters. This kind of Nidalee requires lots of skill in order not to die frist from the enemies' burst damage. She should assist the defenders when they are under attack and kill the attackers from behind (common slayer stuff). Slayer Nidalee can perform quite stable as capturer, disrupter, and provide interesting defense. In conclusion, good players can use all her versatility to perform amazingly in many roles, but she should be built a bit damagy.
Recommended Nidalee Dominion Guide: ->Recommend your build<-

This member of the Rakkor tribe never had a better scenario to do what he already did well: killing people (specially while he is weak).
-> Capturer Pantheon: 5/10 none of his skills were thought to survive lots nor to run faster, and he has little CC (that moves him towards his enemyy) so this isn't his role. But, but, his

-> Taker Pantheon: 7.5/10 his HP pool isn't the biggest, that's for sure. As long as there is a proper taker initiator, he can be helpful when it comes to dealing damage. Nonetheless it is better for Pantheon to target squishy enemies before the tanky ones, he is much more capable at this. We should remember, though, that his

-> Disrupter Pantheon: 10/10! whenever there is a Pantheon on the enemy team, Capturers should be waiting for the




-> Defender Pantheon: 4/10 his

-> Slayer Pantheon: 10/10! the worst place to run into a Pantheon is in the Inside Roads and while being alone. He is an assasin and if built correctly, he should kill any damage dealer (takers - disrupters) from the enemy team. Anti-melee ones like Jax might pose some difficulty, but if you don't kill him fast, he gets stronger the weaker he is, ensuring your death. Many Pantheons on the Summoner Rift were a bit underrated because of some gold issue, but that doesn't happen at the Crystal Scar, so Pantheons all of a sudden deal stunning amounts of damage in no time. Creepy.
On Zedera's words: "Just found the most epic slayer of them all.

Recommended Pantheon Dominion Guide: ->Recommend your Build<-

"Okay."
So far

-> Capturer Rammus: 10/10! by most he is considered to be the best capturer possible. And they have good reasons: scaling fearsome speed, survivability in each and every skillñ and interesting means to damage if necessary. He has the longest one-target taunt, which means that after capturing, aided by the CP, he can deal unexpected damage. He is the only Fast Tank out there (so far), so disrupters have tough times against him.
-> Taker Rammus: 5/10 he can barely deal damage to a tank defender, but he can lure them out with his Puncturing Taunt, enabling the Real takers to get the taunted one. This, and his tankyness can make him and interesting taker-support, as he can withstand lots of damage and start the -taking- by absorbing the initial turret shots until the defender gets killed. Of course, no

-> Disrupter Rammus: 6/10 Rammuses don't disrupt (kill the capturer after stopping him), but they can buy time to real disrupters. His



-> Defender Rammus: 10/10! the scary part is that if you build a capturer Rammus, tanky and fast, you are also building the perfect defender. No one would have ever expected that this sometimes underrated great-ganker armodillo would be able to perform so well in the league. After capturing fast, he can hold the CPs for really long and annoying times will the slayers and takers from his team do their job. Nonetheless if the enemy team is well balanced between AD/AP, they might find Rammus' weak spot.
Recommended Rammus Dominion Guide: ->Recommend your Build<-

Many have died slashed by her already and has proven to be redoubtable. Here are thoughts around her performance in the Crystal Scar:
-> Capturer Riven: 6.5/10 her dashing shield and spamming

-> Taker Riven: 7/10 well built she is hell of an AoE machine, though many state she is very squishy at low levels. Defenders have lots of armor and hp (most of them). Riven needs to be relatively close, perform a bit of a long skill sequence, lots of positioning and auto-attacks in between (for max damage output), and there will be a turret next to her.

-> Disrupter Riven: 9->10/10 she hasn't got a global skill, and only a 0.5 stun, but she is Hard to get away from. With a correct







-> Defender Riven: 5.5/10 takers usually don't go alone. Average defenders must be able to endure at least a 2v1 for some time until getting assisted by Slayers or by your team's takers. Don't get me wrong: if you build a tanky and beefy Riven, with her shield and knock back, she might resist a bit, but you wouldn't be taking advantage of her fightning skills, as she is an admirable melee.
-> Slayer Riven: 8/10 slayers are in charge of killing takers and disrupters only. Riven is excellent at killing other melee takers, and chasing fleeing and weak casters. She might have minor difficulties against burst damage, but once she has started her skill sequence, most enemies perish. A very versatile champion, undoubtedly, capable of capturing when needed, killing takers and perform some stable defense at high levels.
Recommended Riven Dominion Guide: Zedera's Riven: The Road to Dominion!

Sneak peeked the 15th of april of 2011,

-> Capturer Rumble: 6/10 he should not be built purely as a capturer because it's easy to chase and kill him. Once again, no movement oriented skill or strong survivability methods, this isn't a role he should be doing much focus on.
-> Taker Rumble: 8.5/10 he can tolerate some damage with his



-> Disrupter Rumble: 8/10 if


-> Defender Rumble: 9/10 he is even better at defending, he is the damaging-defender type. If Rumble is built into tankyness his damage output will drastically reduce not allowing him to be a good taker or disrupter, but enabling him to defend from quite some interesting time. He is a formidable pusher (remember that pushing is a defender's duty), making him capable of fast capturing an enemy CP while aided by the minions.
It will depend on the summoner which Rumble profile to follow: either taker/disrupter, or full defender. The first one can also defend but won't last long if attacked by two. Rumble's abilities were thought to damage the enemies, so the taker/disrupter role seems to fit more.
Recommended Rumble Dominion Guide: ->Recommend your build<-


-> Capturer Ryze: 5.5/10 he has his handy

-> Taker Ryze: 7.5/10 he has some range and some burstyness but his

-> Disrupter Ryze: 7.5/10 a

-> Defender Ryze: 8/10 he can damage lots of people at the same time.

Recommended Ryze Dominion Guide: Schweppes7T4's The Rogue Mage of the Crystal Scar is just excellent.

Hated by many, insulted by most, she has some one-target focused hardcore supporting, and her Always useful ultimate, unlike others. You can't fail while ulting with a

-> Capturer Soraka: 5/10 when it comes to staying alive, we have said some very nasty things about Sorakas that deny our kills in that very last second before the last hit. Yet, here, on the Crystal Scar, healing effects have been reduced, so Soraka will have some hard times. She hasn't got the movement oriented skills, but her


-> Taker Soraka: 3/10 no burst, no range, no skill to go against a tank, I mean, has anyone ever seen a Soraka killing a tank anchored at a turret? She could, though, be a Very helpfull asset to the other takers.
-> Disrupter Soraka: 2/10 she's not good at arriving fast, nor at chasing someone down the entire map. She can "interrupt" if she is close, but killing the capturer is... kinda impossible for her.
-> Defender Soraka: 8/10 do you remember fightning against a tanky Soraka? Irksome to the max. She is good at tanking against some DPS because her heal gives her 125 armor at high levels, drastically lowering their damage output. Her silence buys her some time, and can poke poke with her

-> Full Support Soraka: 9/10 a good CDR/AP/HP Soraka can help your team win most teamfights. As any support, you will depend on your team's abilities to be even more useful. Just think about this: everyone is mad about DPS characters in Dominion, and Soraka's heal adds more than 100 armor (that turns out to be more important than the heal itself). Healing might have been reduced, but hey, it hasn't been suppressed, and her

Recommended Soraka Dominion Guide: ->Recommend your build<-

"Has anyone seen minions around here?"
-> By Meridianprime


-> Capturer Sivir: 8/10 Giving her a 8 will be based pure on her ultimate. Lacking other criteria as capturer sets her back in this role. Align her with cooldown reduction masteries/runes and items will be best if you want to play this role. Also to play this part is by pushing minions fast and have them aid in slow taking over the CP that are left alone.
-> Taker Sivir: 8/10 Her AOE damage and aura makes her ideal for assisting another teammate in taking over a CP. Her fast pushing keeps enemies on their toes as minions diminishes the capture time a lot. Just don't go alone as you are squishy and defenders are tanky!
-> Disrupter Sivir: 5/10 She lacks any type of global control as well as range attacks and her Q is slow and mana costly. But considering that most capturers are squishies, she has the time of her life drilling them to bits. Just find a way to get near.
-> Defender Sivir: 5-7/10 Weak in the beginning as many champs are stronger as Sivir in early game. But when things go well in mid/lategame buying


-> Slayer Sivir: 7-8/10 She may not be the ideal 1 vs 1 champ, nor having any CC. But assisting kills with other teammates, she can inflict massive damage with her

Recommended Sivir Dominion Guide: ->Recommend your build here<-

Not a very old champion, he's been with us enough time to see some very pro Talons now and then. He is a formidable assasin melee worth trying.
-> Capturer Talon: 7/10 well... he can be quite a good capturer. He has some little CC and ussing his


-> Taker Talon: 6.5/10 he is quite squishy and not a really good tank shredder. He can't withstand lots of damage, so if he is going to take a CP, he shouldn't initiate. You might prefer ignoring when a good tank is waiting at his CP and you are

-> Disrupter Talon: 9.5/10 it isn't a 10 because he has not global skill (nor a long ranged one) and he is quite predictable when he is getting close (unless you know how to use wisely your

-> Defender Talon: 3/10 just don't build him this way, he's an assasin, shouldn't be tanking. Yeeet, Talons can poke an interesting bit before dying. If they are slayer talons, they might kill one of the takers if he starts attacking first, but he wouldn't resist all the damage the enemy has waiting for him.
-> Slayer Talon: 10/10! I will never forget when I saw a player named "Ăšltima" playing as a good slayer Talon. The question is, what do I have to do to be a good slayer? You have to know who you can and should kill easily, and who to let go. This player focused on the squishy (but seriously strong) takers from the enemy team and just raped everyone all the game. He was so fed that eventually could take any CP by himself. He showed me the importance of knowing which one is your role and how might that help you. As most assasins, Talon excels at this role and if performed well he can facilitate your capturer's life.
Recommended Talon Dominion Guide: willisverynice's Talon: Taking in Dominion!

"Gems? Gems are truly outrageous. They are truly, truly, truly outrageous."
One of the scarce tank supports of the League, this shining champion is hell of a multi-purpose one at the Crystal Scar.
-> Capturer Taric: 6.5/10 his

-> Taker Taric: 6.5/10 he has next to no damage output, even with his brand new



-> Disrupter Taric: 3/10 well... he can stun, yes, we've got that (/wheatley), but no mobility or chasing-wise skills. Shouldn't be going after that bothersome


-> Defender Taric: 9/10 heals himself, increased armor and AP/AD during ultimate, and with some damaging actives like

-> Full Support / Aura Taric: 10/10! I use to think Taric as an anti-Jax support unit (actually anti-melee, I pick Jax as he is one of the most seen ones). If he goes with takers and slayers as an aura support, you will be using his maximum potential. He will stun, increase resistances, damage outputs, heal and even increase movement or slow if he has


(He still has to go through the supports' luck: if your team is bad, you won't be able to do much)
Recommended Taric Dominion Guide: waterfrog204's Taric, a gentleman's guide to Dominion Dominance

"The dark should fear me."
Another hard to use champion, Shauna

-> Capturer Vayne: 5/10 her only movement oriented skill,


-> Taker Vayne: 4.5/10 as seen in her profile overview, Vayne's health is "Weak", meaning she is really squishy. Capture Points' attacks and defender's huge amounts of CC can get her killed easily. Turret diving isn't for her, as are not beefy tanks either.
-> Disrupter Vayne: 9.5/10 it isn't a 10 just because she has no global or long range skills, but she is the disrupter. Disrupters are meant to partially stop the enemies from capturing, starting by their most skilled champion (fastest and most able to get away); and when it comes to chasing someone, Vayne's abilities should not be discussed. Good Vaynes will have to evade the fleeing capturers CC, so


-> Defender Vayne: 3/10

-> Slayer Vayne: 9.5/10 just perfect. It is even easier for her to kill takers and disrupters than killing capturers, but the con is that the first ones will counter attack. Even though, the equation Vayne + Squishy enemy near almost always equals a kill for Vayne. We also should remember that Slayers lurk in the inside roads, waiting for the enemies' offensive champion to pass in front of her, and this inside roads sometimes are interestingly narrow, allowing her to start a skill sequence with

Recommended Vayne Dominion Guide: ->Recommend your Build<-

This interesting fighter - mage, bloodmaniac has an always amazing potential and an unexplored versatility in Dominion.
-> Capturer Vladimir: 8/10 perhaps the best "avoiding" skill ever is


-> Taker Vladimir: 7.5/10 he isn't very good at instant bursty damage, but he has the range. Vladimir is, perhaps, the best Taker-Support, obviously because of his Hemoplague that makes killing an enemy much easier. It is highly recommended to use this skill wisely and when fights are starting, not at their very end.
-> Disrupter Vladimir: 6/10 he has some CC, but very little. He isn't good at chasing and killing a fast and fleeing opponent as Vladimir takes lots of skill. He should not be chasing capturers like


-> Defender Vladimir: 10/10! and he is Very damaging while defending and can reach intolerable amounts of HP (getting even stronger from this because of his



Recommended Vladimir Dominion Guide: ->Recommend your build<-

This ranged mage is a pretty recent champion to join the League and it is important to notice that he is one of the strongest mages (his "Spells" bar is at its maximum). His skills can be used with lots of versatility at the Crystal Scar.
-> Capturer Xerath: 3/10 he is very squishy and slow, has no movement oriented skills and his stun is hard to land and of a very short duration, so he should never be running to solo capture unless you want to die.
-> Taker Xerath: 10/10! while in contact with a Locus of Power his range is enough to kill someone without even being close to turret damage. His ultimate's range is almost like


-> Disrupter Xerath: 9/10 a full sequence of skills, if well landed, with lots of AP, should kill a capturer, at least before he gets something like

-> Defender Xerath: 5/10 while it is hard to get close to a good Xerath, it is enough to dodge his skills and kill him fast. He will, however, attempt to do tons of damage (/Phreak) before dying. Yet, if Xerath is built as a defender, he won't be able to do lots, and will die fast as his CC isn't cool enough to rely on. Of course, not recommended to build him this way, even less if we consider his Ascended Form that will benefit from AP.
Recommended Xerath Dominion Guide: ->Recommend your Build<-
29/9 - Added some important and worth-noticing information at Strategies.
03/10 - Added "About the New Items".
Under Construction: every champion viability for every role in Dominion.
---- Already described: Akali, Alistar, Amumu, Anivia, Annie, Ashe, Blitzcrank, Brand, Caitlyn, Garen, Heimerdinger, Janna, Jax, Katarina, Lux, Nasus, Riven, Ryze, Soraka, Taric, Vayne, Rumble , Rammus, Maokai, Evelynn, Talon, Vladimir, Nidalee, Pantheon, Cassiopeia, Fiddlesticks, Xerath, Cho'Gath and Sivir.
Upcoming: (after finishing all the champions) how to counter every champion's role effectively, and a more graphical display.
UberSquishy's How to Play Dominion has very purposeful and precise concepts about roles and the gameplay, making it very intriguing to read.
Bertsaga's Dominion: General Guidelines has information of the utmost importance that should not be missed.
Yifanlol's Comprehensive Dominion Analysis + Tier List (Under Construction) that has a purpose "to stir up more relevant and constructive conversation so that the community can understand Dominion from an entirely different mindset not used in SR." Just awesome.
I strongly encourage you to read those and try to absorb as much as you can, then use it wisely while in a game, employing your most cold judgement about situations.
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