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Dominion Zone Theory
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Green = HP buff, Blue = speed buff, Violet = mid buff, White = Null, Black = Quadrant
Values: .1 per 10% hp, .1 per melee minion, .2 per ranged minion, .2 per cooldown, .4 per ult,
.4 per speed buff, .4 per mid buff, .7 per summoner spell, .9 per turret
Team zone is the product of the above values. It is generally calculated within 1000 range of a player due to line of sight. Different characters have different zone sizes and densities (burst potential and tankiness at a given range; melee assassin, ranged mage, support tank, etc). However, the above values are safe for default calculations. In practice, these are intuitive; not all cooldowns, health points, minions, ults, and summoner spells were created equal. Team zone is additive for each friendly player within it. Staying more or less within max team zone should be dictated by the amount of enemy AOE and zone distribution. For example, against a single target heavy team, group tightly and vice versa.
MIA zone confers a blanket zone for the team that owns the turret in a particular quadrant. That score is equal to the team members within that zone. As a result, any time you become visible, your team’s MIA score is reduced. It remains depleted until you have been MIA a sufficient length of time to be a threat in any given quadrant based on available move speed modifiers. The best way to exploit your team’s true MIA potential is by creating a strong team zone at a strategic location within it. Intersections of zones and quadrants are prime targets and should only be crossed when a sufficient team zone is created. Sometimes a single player creates a sufficient zone; mostly not.
After 4 seconds of being hidden in the polar zone behind a turret, that player could be back at the fountain. Add the time it takes if you see an HP buff go missing. It is a good idea to take the health buff when available to deter opponents from attacking, even if you're backing. It is also the farthest area away from mid, making it the longest travel time from anywhere on the map. Be extremely cautious and ready to fall back if you attack this zone. When defending this area, do not allow yourself to be cornered here.
If you’re in the visible zone, you should be attacking or channeling. Being there removes you from the MIA zone.
The null zone (aka bush) eases transitions into the other zones and provides a minor safe haven. Remember, if an enemy moves into this zone, the full value of the parent zone applies.
If your team score is less than their team score, you need to be somewhere else. Make your team score larger by getting buffs or joining teammates.
Spawn timers change based on levels and the game score. 2 seconds are forgiven if your team has one point less and vice versa. For this reason, delay capping a point is desirable for teams that don’t have 5 revives. It is very hard to maintain a 4 or 5 cap because the enemy team can begin to return to the fight with more HP than you, so it is imperative to take measures to maintain your health pool while you are 5 capping. Health potions, heals, regeneration, lifesteal/spellvamp, and healing buffs all allow you to do this.
As always, if you know that your zone score is less than your opponents', you need to back. If you engage a fight with a score less than your opponents' by 1 or more, you're asking for death. Anticipating danger is the key to the game, so knowing the full value of the zone you are in and how that can (and will) change is crucial.
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