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Wait, there are roles in Dominion? (In Depth)

Wait, there are roles in Dominion? (In Depth)

Updated on April 29, 2013
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League of Legends Build Guide Author Teyso Build Guide By Teyso 31 7 89,661 Views 49 Comments
31 7 89,661 Views 49 Comments League of Legends Build Guide Author Teyso Build Guide By Teyso Updated on April 29, 2013
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Choose Champion Build:

  • LoL Champion: Rammus
  • LoL Champion: Heimerdinger
  • LoL Champion: Nocturne
  • LoL Champion: Yorick
  • LoL Champion: Swain

Introduction

Why do most Dominion matches seem completely mismatched and one sided? And why do they switch suddenly from one team to the other team's favor? Usually a team that can balance roles and keep their composure will coordinate and win their match.

I'm going to try to address how to balance a team here, with some theory work I did inspired by Zemiazas's Guide. Zemiazas does a wonderful job of explaining overall strategies, which champions are good for which roles, and suggested summoner spells. Go give that guide a read, it covers a lot of what I may miss in this guide.

Brief note: Dominion is a great mode to use to familiarize yourself with a champion, since there is more fighting in less time, you will get more practice at fighting with a champion in a few Dominion matches than you will in just as many summoner's rift matches.

WARNING: This is not a high elo or competitive dominion guide. I play casually with a few of my friends, and I do not know care to play it like it is ranked que. This is for casual players and people who have no clue yet what dominion is.

Several people have come to me complaining that my guide is stupid for not suggesting some of the strategies used in high elo / in-house tournament dominion matches. One of the complainers is going to write their own dominion guide, which will have that level of strategy and knowledge. If you want to know how to play that competitively, go read their guide (I will post a link of it here once they have published it).
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Abbreviations and Definitions

If you're already familiar with LoL, skip this chapter. You can reference it if you don't recognize an abbreviation.

CP- Capture Point- turrets in Dominion. It is important to remember that channeling to capture one will disable it, so it cannot shoot. use this to support teammates fighting under it when attacking an enemy CP.
CC- crowd control- effects that slow, stun, silence, fear, toss into the air, suppress, etc.
CD- Cooldowns, spells and abilities have time after you have used them in which you cannot use them again.
MIA- Missing In Action- when your team can't see an enemy champion, you should call MIA, because they could be anywhere, relatively quickly, and make problems for the rest of your team.
Gank- sneaking up on an enemy champion or otherwise setting up a situation where you can attack them by surprise and kill them. (Kill or force them to use up their summoner spells so the next gank is easier)
Map Awareness- So Freaking Important, while you're playing, watch the map to see what is going on, sometimes you will see situations developing that you can help make easier for your team, also sometimes your teammates won't call MIA when someone disappears, so watch out in case that happens, so you won't get ganked. Ties in with MIA's, it's OK to call MIA for other areas of the map, even if it's not technically your responsibility.
Port- short for teleport, usually refers to the Recall spell that all players get.
Nuke- a spell that does instant damage.
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Useful References

Zemiazas's Guide for the guide that inspired this guide.

Dominion Home Page for map reference.

Dominion Spotlight for basic concepts and rules/changes.

Graves patch changes. 3:55 for Dominion changes.

Shyvanna patch changes. 4:38 for Dominion changes.

There are more changes, look through more recent patch notes if you want to see more of them. The game still functions basically the same now as after the Shyvanna patch, and the changes haven't devalidated the strategy discussed here.

Special Thanks to jhoijhoi for making the guide that taught me how to do all of this.
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Strategy

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Playing
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If you take nothing else from this section, this is key: DO NOT GET CAUGHT UP IN THE FAST ACTION AND FORGET TO THINK. Use map awareness, communicate with your team, work together, and trust your teammates to do their jobs (if they aren't, be polite about it, or they will get butt-hurt and won't learn. send them a link to this or another guide about Dominion).

CALL MIA's: you might manage to save a teammate's life or save a capture point you can't defend.
Stay calm and communicate with your teammates, I've played countless Dominion matches where a team started out losing terribly and won. One match ended where the winning team had 2 nexus hp left. The only times I've seen it become impossible to come back from a loss are when a team panics; they become disorganized and don't coordinate. Communicate and decide on a strategy with the whole team. A bad start is not the end of the match, teams who start well will often get overconfident and make more mistakes--take advantage of that.
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Roles

The entire goal of the game is different from Summoner's Rift, you must capture and hold the turrets instead of destroy them.

Some roles from Summoner's Rift are similar to roles in Dominion, but we will use different names for them. Tanks ( Maokai, Alistar, Galio, Rammus) make good Defenders, Assassins make good Takers, DPS make good Fighters, Long Range and Global abilities ( Lux, Xerath, Twisted Fate, Karthus, Ezreal) make good Disrupters. Any champion who can get survivability and move quickly can be a Capturer. Support champions are very versatile because of how varied their abilities are. (Ex. Janna can be a Capturer because of her movement speed, or a Defender because Howling Gale and Monsoon can push people off of a CP, or a Fighter because she can help teammates and Disrupt enemies in teamfights.)

Most champions can fill several of these roles, and some can be adjusted to fill different roles, so don't assume you have to switch from your favorite champion just to be able to fit a role (granted, there are some champions who shouldn't do some things, like don't take a squishy like Xerath or Lux and run into the middle of a skirmish expecting to survive. -_- just don't be dumb with your champ). Karthus can Disrupt captures with Requiem, while defending another CP that's across the map. Rammus can be a capturer and or a Fighter or Disruptor, because he can move quickly and has good CC.
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Teamwork

Players should always try to play to make their teammate's jobs easier; Fighters (should harass enemies so Defenders have less to deal with, while Defenders should keep a point safe so Fighters don't have to come back and re-take a point.

Don't be a blockhead: If something goes wrong, and your other teammates aren't doing their job as well as you had hoped or expected, be polite, offer to help, and help if they ask for it. There are few things more frustrating than Defending and watching an ally run towards another part of the map while 3 enemies are smashing you and stealing your capture point.
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Other Useful Tips

Smart-Casting
You can bind all your spells to Smart-Cast instead of how they normally would. basically instead of seeing the area for targeting with spells and having to left-click to cast, just pressing the key that the spell is bound to will cast it where your mouse cursor is. (it's like Karthus's Lay Waste. It will improve your reaction times so you can do a better job responding to those unexpected changes in fights. This is amazing in Dominion; the fast paced action means you have less time to react. Sometimes you will get too focused on the situation and not notice MIA's and suddenly have a 2 v 1 turn into a 2 v 3, this will help with those, "I'M GONNA DIE!!!" XO situations, as well as the, "Awww, I could have killed them..." Y_Y situations. It is a fun and useful trick, and helps caster and combination dependent champions.

WARNING:
Smart casting takes some getting used to, so unless you're really confident you will do fine, try it in another game mode--preferably against bots--so you can see how it changes your play-style. Also try to be familiar with your champion before using Smart-Casting, so you can judge more easily where and how to use the abilities when Smart-Casting. Ignore that, just use range indicators. There is a setting in the in-game menu titled range-indicators, check-mark it, and you will see the range indicator for the ability when you press down the key, and will smart-cast the ability when you release the key. (To cancel casting a spell simply right click somewhere to walk.)
Additionally, you must take care to avoid rushing yourself when you use Smart-Casting, it is easy to miss your target if you don't take your time. Switch back to Normal-Casting at least for a bit if you find your accuracy is suffering.
Smart-Casting is a preference, you don't have to use it for any reason, but I suggest trying it in case you might like it.

How to enable Smart-Casting:
1) When in game go to the menu (hit escape or the menu icon down in the bottom right of the screen.
2) open the Key Bindings menu.
3) use the scroll bar on the side to scroll down and find the options labelled "Smart-Cast spell 'x'".
4) click the box next to it and press the key you want to bind to it.
5) save changes and exit the menu, have fun with your Smart-Casting!
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Movement
Speed Relics:
Some people like to use dominion, apparently there is a "High ELO" level where people in Premade 5's all take revive. It is useful if you want to be able to run back to clean up after a fight. It provides a lot of utility in that you do not have to waste time being dead at a key moment when you need to respond to a play by the enemy team. I personally disagree, but people get pissy if I leave this out.
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Movement
Speed Relics:
When you need to get from point A to point B, remember to look for Speed Relics even a little bit out of the way. They are like burning a Ghost on the way to where you're going; you will get there faster.
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Escaping:
When things go bad, and you have to run from something: juke, juke juke. always juke, don't move in a straight line (moving in a straight line makes you predictable, and skill-shot champs like Lux, Ezreal and Morgana will be able to hit you); use bushes, relics, and the fog of war to gain advantages (healing, movement, and buffs).
a neat trick from EvilDice's Renekton guide which works for any champ with CC, "Escaping: Run into bush, wait for enemy to move to the front of the bush (to cut off your escape). Stun if necessary, Slice through the enemy, Dice away." Basically, if you've got CC you can use, run into a bush, CC the enemy chasing you, then run the other way. This is incredibly useful for getting out of desperate situations.
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Tenacity
Your enemies will sometimes have lots of CC that will interfere with your ability to fight. You can counter this by getting one of the items that gives tenacity. The following is a list of items you can use, get the one that works for your champion.
NOTE: I've found that tenacity doesn't matter too much, so only get it for playing against really CC heavy teams.
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Runes
Important note about runes, per-level runes are best in dominion because you level up very quickly. Most per-level runes give more benefits than flat bonus runes by levels 7 to 10.
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Trolling:

Just don't do it. Communication should be limited to requests and warnings between teammates. There is no down-time in Dominion where you can afford to troll or counter-troll. Any time you spend typing extra words limits how much you can help your team; I have seen matches where a troll or counter-troll sat there typing for too long, and did it too many times to count, they spent far too much time typing instead of playing, and their team lost capture points that they could have helped save or capture. Your team cannot afford the time you waste arguing in the chat box. Seriously, anyone trolling is just trying to upset others (this screams of immaturity), so you know already that their messages aren't worth reading. If you don't respond, they get bored and stop, usually.

Summary: Don't troll, and ignore trolls. It wastes time.

There are only a few things you should do if you are going to react to them:
1) Report them:
Despite what they might say, people actually do get banned, I know someone who snapped and cussed someone out, got reported, and was banned for 2 months. So don't waste your time talking with them, if they're not going to stop, just report them.

2) Silence them:
If they're really bothering you just silence them, you can add someone to your ignore list from in-game. You will not be able to see anything typed by someone on your ignore list.-
Ignoring someone in game:
1) Hold TAB or press the letter "o".
2) Click the speech bubble icon in the farthest right column of the menu, as seen in the image above.
3) Now you won't even have to look at their comments.
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Fighting

Role and Strategy

A Fighter is someone who attacks enemy champions. Usually DPS and DOT champions are good Fighters.
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The Job:
There is one job that the Fighter absolutely must do: Harass--always be fighting enemy champions.
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IMPORTANT:
Killing is not as important as harassment (because "Read my teamwork section under Strategy again."). Kills are not as useful for destroying the enemy nexus as holding extra capture points, and a dead you can't do even a small part of your job. Fight to live and to harass. Only kill if it's easy or you aren't needed elsewhere. Please don't wander off looking for kills.
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Harassing in different situations:
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Situation 1: Your team is winning or is near equal with the other team. You should go find an enemy CP with enemies guarding it and attack. This will keep them too busy to go after other CP's and get the advantage back.
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Situation 2: Your team is losing to the other team. Go secure the nearest or easiest CP for your team by any means necessary. Harass the enemy champions off of CP's until your team can capture it.
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Situation 3: You can't see some of the enemy champions on the map. (use map awareness, it's super effective: Pay attention to when an enemy champion disappears, so you can predict where they will go). If you aren't already busy, try this: Intercept them in the jungle and keep them from going wherever they are going. They are likely going to try to do something important to help their team win, so harass them to stop or delay them.
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Fighters should always be on the attack, I don't care if there's an unguarded enemy capture point across the map, capturing that point is somebody else's job, and there are enemy champions closer who will make problems for the rest of your team if you don't keep them busy.

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Recommended Items
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Sheen into Trinity Force or Lich Bane:
makes a wonderful extra nuke on attack after spells if you can time your attacks between spells. also allows you to use more room in your build for items that can give you survivability.
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Odyn's Veil:
You will spend a lot of time in combat, consider getting Odyn's Veil for magic resistance, it's active is a useful extra nuke.
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Sunfire Aegis:
gives extra health and armor for survivability, while dishing out 35 magic damage every second. Don't underestimate how much this will help you.
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Life-steal or Spell Vamp:
get an item that gives Life-steal and/or Spell Vamp, this will give you the sustainability you need in a fight. And you can recover health after a fight by farming minions. if your champion is a hybrid of AP and AD Hextech Gunblade even gives an extra nuke that slows enemies. AP champs should build Hextech Revolver into Will of the Ancients. AD champs have more options, so get the item that fits your situation. Zeke's Harbinger is great if your team uses a lot of auto-attacks, Executioner's Calling will shut down heals if you don't have ignite for that, Sanguine Blade is the other option, if auto-attacks are your main fighting method it will be your best friend.
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Boots: You can build boots to fit situations
Mercury's Treads if the enemy team has a lot of CC, Ninja Tabi if the enemy team has a lot of auto-attack champions. Boots of Swiftness are good for most situations, will give you more speed to help while you're in a fight.
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Other Useful Items:
You can get items that give you slows, like Frozen Mallet on champions who use auto-attacks, and Rylai's Crystal Scepter on mages. Champions that make use of the AtMog's build strategy can go without life-steal and spell-vamp. Click HERE for a guide about off-tanks and Atmogs.
---
Remember that these are just general guidelines, if there is a specific way you like to build your champion, go with that. It will probably be more effective than my guide.

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Suggested Summoner Spells
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Shuts down a heavy damage dealer.
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shuts down an enemy CP's turret if you have to fight in its range,
or buffs your own CP's turret if you're within its range.
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to shrug off CC that keeps you from doing your job.
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and good mobility to get into and out of fights.
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gives you and your allies more sustainability in a fight, tricks your opponents into staying in a fight when you have them at a disadvantage.
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Taking

Role and Strategy
A Taker is someone who kills enemies at their capture points. Takers are usually Assassins.
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The Job:
the number one job for Takers: get kills.
You should play like an assassin from Summoner's Rift. Stay hidden, wait for fights to start, THEN jump on an enemy and make their health bar disappear. Don't initiate fights you aren't certain you can win.
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Your role works outside of the usual confines of offense and defense, so coordinate with your team to play with the style that your team needs most. Shadow your teammates (wait in the fog of war or bushes near them) You can help Defenders by assassinating champions going after your team's CP's, or help Fighters by helping them kill enemies guarding CP's.
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An interesting trick is to shadow your capturer, and when the enemy comes to try and stop them, you ambush them. Just be sure that if you do this you stay very aware of where the other team's members are, or 2 or 3 of them may stumble across you when you're not ready, and they will just kill you.
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Map Awareness: Similar to how Fighters should watch for MIA's to interfere with, you should watch for MIA enemies to intercept and kill in the jungle.

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Recommended Items
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Build standard for your champion, and build to nuke and melt enemies as fast as possible.
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Armor Pen, Magic Pen, and as much damage as possible:
Void Staff for AP champs, Last Whisper for AD champs, Black Cleaver for AD casters.
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Sheen into Trinity Force or Lich Bane makes a wonderful extra nuke on attack after spells if you use abilities frequently and can time your attacks between them.
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Survivability:
Sometimes you will be caught by the enemy. So get things that can help to prevent CC so you can escape more easily. Quicksilver Sash is a Cleanse on a Magic Resist item.
---
Disclaimer:
You should already have a way you prefer to build your champion, so if this runs against that build, follow YOUR build, not mine. I'm not an expert on all champions, you most likely know your champion better than I do.

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Suggested Summoner Spells
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shuts down an enemy CP's turret if you have to fight in its range, or buffs your own CP's turret if you're within its range.
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Keeps enemies from escaping, with cripple it makes them easier to kill.
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reduces healing the target gets, and helps kill an escaping target.
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to shrug off CC that keeps you from doing your job.
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and mobility that can get you into and out of fights.
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Defending

Role and Strategy
A Defender is a champion who defends CP's against enemies trying to capture them. They stay near CP's and fight enemies to try to keep that CP.
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The Job:
A Defender's main job is to keep enemies from taking your CP's. Your first priority is to get to CP's that the enemy is trying to capture. fight them off of it, and keep them from capturing it.
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This is enough to properly defend, but an effective defender does more than just defend a CP; a good defender wastes his or her enemies' time. The more time the enemies spend trying to get your CP, the less time they will spend making problems for the rest of your team.
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If enemies are overwhelming you, Ping it and ask for assistance, Fighters and Takers who are free should come help. Don't stay if you can't survive to defend it, because if you're dead you will be out of the fight longer if you die.
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A good trick: Hide in the brush or in the fog-of-war near a CP. That way the enemies think it is undefended, and waste time running to it just to find that you were there all along and they can't capture it anyways. If they are stupid, they will stay and fight with you over the CP, thus wasting even more of their time.

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Recommended Items
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You want to be as Tanky as possible for this role, able to take a lot of damage and survive to recover. This role is kind of unique because you are supposed to build (just like Tanks do in Summoner's Rift) to counter the enemy team composition. It doesn't matter whether your abilities scale off of AD or AP, there are some items that are just perfect for this role.
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Odyn's Veil:
If the enemy team has champions that do a lot of magic damage, GET AN ODYN'S VEIL. magic resist helps here; incoming damage reduction == more survivability, and it gives you an extra Nuke to sucker punch enemies with. I cannot emphasize enough how useful that nuke is.
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Thornmail, Frozen Heart, and/or Randuin's Omen:
If the enemy team has AS champions like Yi, Jax, Vayne, Tryndamere, etc... get one or more of these.
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Wooglet's Witchcap:
Great for AP Tanks, it can buy you time by wasting enemies' CD's while you wait for your own CD's, and give your teammates time to respond to the new assault.
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Entropy:
Nice for AD Tanks and Tanky DPS, because it can help you kill escaping enemies, or slow them to buy time for your teammates to react.
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Boots:
You can go a couple ways, Mercury's Treads for Tenacity and more MR (shut down heavy CC), Ninja Tabi (shut down AS champions), or one of the two movement speed boots ( Mobility Boots or Boots of Swiftness)if you find yourself having to run around a lot.
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Sunfire Aegis:
Another great item because it makes you tanky AND does 35 magic damage per second to nearby enemies.
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Trinity Force and Lich Bane: are both good for improving your mobility and damage output.
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Tiamat: If you are an AD champion and ended up stuck defending bottom when all your abilities are single target, this will give you the AoE damage you need to maintain pushing power.
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Does your champion have mana problems? Start with a Catalyst the Protector. The HP and Mana regen it gives when you level up, combined with the fast leveling you get in Dominion gives amazing sustain so that even Maokai can spam his Sapling Toss.
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Suggested Summoner Spells
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Increases turret's damage. Useful if minions are pushing your tower, stops them quickly.
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Reduces enemy Damage and slows them, useful to take back the advantage in a fight.
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and are both good mobility for emergencies.
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Regain health so you won't have to Port back and leave a CP undefended. Also good for baiting people into attacking you when they can't win.
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can show your team where MIA enemies are going.
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can help kill an enemy quickly if you have to stand and fight instead of run.
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Disrupting

Role and Strategy
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Disruptors are champions with abilities that have long range (often abilities with global range), they hit enemies who are capturing a CP with their ranged ability.
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The Job:
Stall the enemies' capture, so that someone on your team can get to the point and help defend it.
Harass Your job is to harass just like someone who's in the role of fighting, however... if you're playing someone squishy like Lux or Xerath, don't get too close to enemies; if they're smart they'll kill you immediately.
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Shadow your teammates (wait in the fog of war or bushes near them) You can help Defenders by disrupting champions going after your team's CP's, or help Fighters by helping them kill enemies guarding CP's. Also shadow your team's undefended CP's, stay in the fog of war, but near them so you can easily respond to enemies' attempts to capture them.
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Watch the map. this is more important for you than your teammates, you have to look to see when enemies disappear and where they seem to be going, so you can do a better job of disrupting.

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Recommended Items
Cooldown Reduction:
You should prioritize getting items that give CDR until you have the 40% CDR Cap.
There are several basic CDR items you can get either at the start or by the time you recall for your first time. Get one or two of these to fit your champion and the champions you are facing:
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Fiendish Codex: For AP Champions who use Mana. Builds into Deathfire Grasp if you need an extra nuke for when the enemy gets close, Nashor's Tooth for AP AS and CDR (good on champs like Kog Maw, Teemo, Fizz, etc), or Morello's Evil Tome for more straight AP and CDR.
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Glacial Shroud: For Champions who need Mana and for when you are facing AD champions.
Ionian Boots of Lucidity: Boots, and CDR. 'nuff said.
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Kindlegem: Gives extra HP and CDR, builds into either Spirit Visage to increase your heals and regeneration, or Shurelya's Battlesong for flat Regen and an active speed buff.
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The Brutalizer: for AD Champions.
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Movement Speed:
You will want items that will help you get to and from CP's more quickly, and it's useful to be able to outrun enemy champions to catch or escape from them. Here is a list of useful Movement Speed items and explanations of why and when to use them:
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Boots:
Boots are a no-brainer, just get boots that fit your situation. Only thing worth mentioning is that Boots of Swiftness and Mobility Boots give more movement speed than the other boots.
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Zeal: Useful for Auto-attackers, and builds into Phantom Dancer or Trinity Force.
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Shurelya's Battlesong: Has an active 3 second movement speed buff for you and your surrounding teammates, really useful for catching up to or escaping from fights.
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Lich Bane/ Trinity Force: These are for if you use auto-attacks between spell casts. Lich is for AP champs, Trinity is for AD champs.
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Damage:
Build the items you usually would get for your champion for damage. it's not different here.
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Survivability:
You will need items that help you stay alive for the next fight, so get a magic resist/ CC blocker item, and an armor item. An HP item is optional, but useful; if the enemy team has CC, get an item that gives tenacity.
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Quicksilver Sash: gives you some magic resist and it's active removes all de-buffs from you, that includes snares, slows, Silences, Ignite, and most any form of CC. It's basically like Gangplank's Remove Scurvy.

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Suggested Summoner Spells
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and are both good mobility for emergencies.
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An enemy actually thought they could come and kill you? no problem, exhaust and then kill, or run away! (us and Monty Python) if the situation is too sticky to risk fighting in.
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most of the enemy team is missing, and you want to know where they're going so you can Disrupt, throw this down in the fog of war to confirm that they are or aren't in that space.
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to survive those unexpected encounters with enemies.
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Capturing

Role and Strategy
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Capturers are champions with abilities that give them additional movement speed or make them difficult to catch and kill.
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The Job:
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Capture undefended points. when there is a CP that belongs to the other team, and doesn't have any champions near it, go capture it. Use your movement speed abilities to get to and from CP's quickly.
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Watch the map for where members of the other team are, you can also see if they're dead by holding down the TAB key or pressing "o". You will need to know when they are coming to disrupt your capture so that you can escape.
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Harass/Distract the enemy team as much as you can. Any time you see an enemy point with nobody guarding it, run to it, and try to capture it. Opponents will not know whether to keep fighting over another CP or retreat and deal with you. You will distract them and keep them on their toes all game. If you succeed you've just got another CP for your team. If they come back and interfere with you, you just helped your teammates by taking the pressure off of them. This will make the other team rush and act very disorganized, tripping over each other, so to speak.
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Recommended Items
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You will want to be fast, and have strong survivability in case you get caught.
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Movement Speed
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Mobility Boots: also an absolute must, get's you to the CP's much faster.
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Shurelya's Battlesong: regeneration so you can recover quickly between CP's, plus an active 3 second sprint.
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Trinity Force or Lich Bane: damage and movement speed. what more could you ask for?
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Survivability/ CC Reduction
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Randuin's Omen: armor, % chance to proc slow upon being auto-attacked, and active AOE slows enemies. also gives regeneration to recover health while you're between CP's.
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Quicksilver Sash: gives you some magic resist and it's active removes all de-buffs from you, that includes snares, slows, Silences, Ignite, and most any form of CC. It's basically like Gangplank's Remove Scurvy.
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Suggested Summoner Spells
is a really obvious choice. extra movement speed.
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Because you will find yourself in many IMGONNADIEIMGONNADIEIMGONNADIE!!!! o_o" situations.
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to escape hard CC if the enemy catches you.
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To watch the fog of war for incoming disruption while you are capturing a CP.
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Game Progression

Team Composition
Your team should have champions who can fill these roles, similar to what Zemiazas says:
1 Capturer
2 Fighters
1 Taker
1 Defender
1 Disruptor

[Yes, 6 of them. Zemiazas also says this. Most champions can take on multiple roles.]

Start:

The Defender should go to The Quarry (for Blue Team), and The Boneyard (for Purple Team), capture it, and start pushing minions.

A Taker should capture The Refinery (for Blue Team), and The Drill (for Purple Team), then go through the Jungle towards The Windmill. This way you can enter the fight at Windmill after your enemies have blown their CD and focused on your allies. Priority at Windmill, kill any enemies that come to fight your team for it.
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The fighters and the Disruptor should go directly to the Windmill. at least one of the fighters should focus on capturing. The person with CC helps fend off the enemies trying to capture it too. the remaining person should help fight enemies off of the CP, but if they aren't fighting you for it, just help capture it. Capturing the Windmill and holding it for the early game makes a huge difference and will give your team the advantage during the early game.
NOTE: Karthus is an odd one, if he's the defender as well, he should go to The Quarry or The Boneyard as a defender.

Early Game:
People are usually still busy fighting over the Windmill.

Capturer: this is a great time to start working your magic; the other team will likely leave the Refinery/Drill undefended, so start there. If not, keep your eyes out for opportunities at undefended CP's, and help fill one of the other roles for your team until an opportunity arises.
Defender: stay on the bottom of the map and, if possible, push the minion wave to the enemy CP and try to capture. be prepared to deal with enemies besides the other defender, the capturer may be going for your CP or the one above it. remember though, don't leave your CP unguarded.
Fighters and Takers: start doing your jobs, and keep the enemy away from the Windmill.
Disruptor: help your defender at the bottom of the map or your other teammates at the Windmill, be ready to use your disruption to keep the enemy Capturer from getting the Refinery/Drill.

Mid - late game: settle on a pattern with your team. Do you want to hold the majority of the points, and just keep that advantage, killing the enemy nexus at a slower rate? Or do you want to put tons of pressure on the enemy team by holding as many CP's as possible, pressuring the enemy to hurry? Communicate with your teammates, if half of you choose one strategy and half choose the other, I guarantee you will have a very difficult match. Watch for MIA's and call them when you see them. Say who went MIA, and which direction they were going, this will help your team respond to situations with more notice.
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Conclusion

I tried to make this guide beginner oriented, so even new players could at least make some sense of it. If something about it is confusing, just ask, I'll do my best to be understandable. hopefully it'll help new and veteran players alike.

Keep this in mind: you cannot always make up for bad teammates, so don't down-vote because you had a bad game while following it. If the rest of your team is using a different strategy than what I recommend, send them here, or follow their lead, a team that can't agree on a strategy will lose.

Also: please read the whole guide if you're going to vote or comment, if you had a bad game and didn't follow the guide, it's really not my fault you didn't read a warning or piece of advice I included ^_^ With that said, I welcome any helpful suggestions you may have. I'll try to address your concerns if there's something you don't like, or think is missing. Let's try to make this the best guide it can be :)
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Change Log

8 Jan 2012: updated tenacity section with experience.
25 Jan 2012: added a patch changes chapeter.
31 Jan 2012: added to the section on Smart-Casting
28 Aug 2012: updated smartcasting section with range indicator settings.
Various updates up until:
10 December 2012: Updated to match changes as of Season 3.
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