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Spells:
Ghost
Flash
Ability Order
Love Tap (PASSIVE)
Miss Fortune Passive Ability
Introduction
If you are wondering what i am referring to when I say Capturer, You should read this
Dominion Guide to Roles and Teamwork
So far, it's the best guide I have found for dominion. It goes over the difference in roles between dominion and SR, as well as some strategy on when and where to cap, defend and kill.
So, on with the show.
For summoner spells I have chosen
Flash and
Ghost
Flash Flash is a fantastic summoner spell in the hands of a skilled player. For this build, we will be using it primarily as an escape mechanism. Whether it's over a wall, into brush, or outside that [Nunu] Ulti, flash can be a life saver.
Ghost Ghost is another great spell for dominion. Right out of the gate when everyone is getting caught on each other, you can activate it to cruise though your allies and get ahead of the pack. This speed burst along with
Priscilla's Blessing and your boots and passive will get you across the map in next to no time.
Other Spells
Exhaust This is another option but I don't find it as worthwhile. When capping a point, this could easily be put on a champ that is threating you, however, it only works on a single target. With flash or ghost, you can get away from multiple easier.
Cleanse This is also an option. As a Capturer, you will often have CC throw on you by defenders and disruptor. Though we do get a
Quicksilver Sash to deal with this problem, having two may be more to your playstyle.





Other Spells



Off to the runes!
Greater Quintessence of Movement Speed You're going to be doing lots of running around. +1.5 Movespeed is pretty nice considering you will be using it constantly.
Greater Seal of Evasion These will be used to keep off chasers,(You get a lot of them.) and to proc
Nimbleness
. An extra 10% Move speed for 5 sec after dodging an autoattack is beautiful. With
Evasion
and these seals, it brings your evasion up to 8.5% I believe.
Greater Mark of Vitality and Greater Mark of Vitality Both are for pumping up your health. In Dominion, you level quick, so you may as well have Hp/level. Please refer to my section on Warmog's as for why HP.




Greater Mark of Vitality and Greater Mark of Vitality Both are for pumping up your health. In Dominion, you level quick, so you may as well have Hp/level. Please refer to my section on Warmog's as for why HP.



















That's all. It's a touch pricey for dominion, but in a longer game, you will get them all built for sure.





This Miss fortune has little actual damage. You're main focus is Capturing. Remember that you aren't a Disruptor or Defender, and if worse comes to worse, choose to flee rather then die defending.
You are going to be at their mid a fair amount. It is usually left relatively unguarded and you can get a neutralize off on it before anyone else gets there. Which brings me to an important point for this build:
You are a troll!
Yup. With this build, you are a mega troll. Why cap their mid? It will either get you a capture point, or it will get some people off of top and/or bottom to deal with you, leaving their top/bottom less fortified and easier for your allies to take. Also, if you can get two or three of their people chasing you throughout the jungle instead of doing something productive, do it. This guide is all about keeping people busy.
Rule of thumb: A neutralization and living is better then a capture and dying. Neutralization still affect the score, so there is no real harm in leaving a turret like that.
Fighting: Alright, here is an strange issue. You have to fight dirty. You cannot take someone down 1v1. However, with your mobility, you can quickly assist a 1v1 fight and make it 2v1. This is what you always want to do. If there are no unguarded turret, always go and make a fight uneven in your teams favour.
How to deal with Defenders: Generally, you don't. If there is somone rooted to a turret, chances are you won't be able to do enough damage to them, and would sooner die to a turret. Go find an unguarded turret or help a team fight.
How to deal with Disruptor: Run. Generally running is the best idea. You can't kill them, so turn tail and run towards the nearest bushes. If they start recapping their turret, feel free to give them a poke or two. Having them chase you isn't a bad thing as it means that they aren't defending or assaulting anything. Don't die. I can't stress that enough.
You are going to be at their mid a fair amount. It is usually left relatively unguarded and you can get a neutralize off on it before anyone else gets there. Which brings me to an important point for this build:
You are a troll!
Yup. With this build, you are a mega troll. Why cap their mid? It will either get you a capture point, or it will get some people off of top and/or bottom to deal with you, leaving their top/bottom less fortified and easier for your allies to take. Also, if you can get two or three of their people chasing you throughout the jungle instead of doing something productive, do it. This guide is all about keeping people busy.
Rule of thumb: A neutralization and living is better then a capture and dying. Neutralization still affect the score, so there is no real harm in leaving a turret like that.
Fighting: Alright, here is an strange issue. You have to fight dirty. You cannot take someone down 1v1. However, with your mobility, you can quickly assist a 1v1 fight and make it 2v1. This is what you always want to do. If there are no unguarded turret, always go and make a fight uneven in your teams favour.
How to deal with Defenders: Generally, you don't. If there is somone rooted to a turret, chances are you won't be able to do enough damage to them, and would sooner die to a turret. Go find an unguarded turret or help a team fight.
How to deal with Disruptor: Run. Generally running is the best idea. You can't kill them, so turn tail and run towards the nearest bushes. If they start recapping their turret, feel free to give them a poke or two. Having them chase you isn't a bad thing as it means that they aren't defending or assaulting anything. Don't die. I can't stress that enough.
Buy
Mobility Boots and a
Rejuvenation Bead and Put 2 skills into
Make it Rain and 1 into
Double Up. Go to top bit of that spawning pool, and /dance until the gates are down.
When the gates are down, Ghost and head for the speed shrine near your mid then to top. You should get there before anyone else, unless it's a
Rammus. Start capping. The point of capping is a distraction. You shouldn't be able to cap it in one try, and if you could, the enemy team has already lost. You will be interrupted before you can really get too far into the cap. That's fine. Hold them off til your team gets there.
From here, you can either:
A) Fight Fight Fight! Windmill is a nice starting thing to have
or
B) If you are sure you are going to Lose or Win windmill, run to their mid and cap. There shouldn't be anyone there.
After that, get your Blessing, and start working on your Warmogs.




When the gates are down, Ghost and head for the speed shrine near your mid then to top. You should get there before anyone else, unless it's a

From here, you can either:
A) Fight Fight Fight! Windmill is a nice starting thing to have
or
B) If you are sure you are going to Lose or Win windmill, run to their mid and cap. There shouldn't be anyone there.
After that, get your Blessing, and start working on your Warmogs.
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