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what does sona have to do with that strategy? I'm guessing the movement speed aura, but why her specifically?
Her speed buff's good, plus she can heal. Her AoE stun is also good, she's all-around strong in Dominion as a support champion because of her good mobility and team-buffing power.
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I think Dominion teams will have new roles that make them strong.
Here's my version of the roles that would appear.
Defender - This role alternates between two jobs. The first is to defend a vital point held by the team.
The second is to offer support to their allies in attacking a point or in a fight. For capture points, they support by being the "designated first-one-to-channel," meaning they are the first to channel on the point to disable it, if interrupted then the team alternates after due to the cooldown between channel attempts; for team fights, their assistance depends on the individual champion's kit.
The defender's goal is to give their allies the freedom they need to secure points without worrying about enemy tower damage or defending points all the time.
The defender is a vital position that generally cannot take on the tasks of other roles, but shares it's primary job of defending points with all other roles.
Raider - This position's primary goal is to capture points, they are always looking for a point to capture. They are often the ones who will attempt captures on undefended enemy points because of their speed. The Raider depends on the Sniper and Hunter to weaken and pressure enemies so he can more accurately analyze where to go.
This champion must to have a low cooldown movement ability.
Raiders typically also make good defenders, and are terrible as hunters.
Hunter - This individual's job is the kill champions. To roam the fog of war, and catch stray enemies alone and slay them before they can accomplish anything. This person gets priority on the team's relic in the middle of the map. If a Sniper is doing exceptionally well, it is the Hunter's job to swoop in and slay the enemy defender before other enemies arrive.
The champion filling this role is typically a Carry or Assassin who can reliably kill enemies, or force them to recall.
Hunters are typically good in any role because of their high damage output, but are inferior as defenders if up against multiple enemies.
Sniper - The main goal for this individual is to constantly deal hit-and-run attacks on enemy points or disrupt channels on neutral points while never actually engaging in a fight, thus applying pressure to the enemy team and making their movements more predictable.
This role can only be filled with someone with a high-range low-cooldown damage ability.
Most snipers make good defenders. Some also make good hunters.
There is no fifth role.
Depending on how a premade wishes to operate, it may be more viable to have more Raiders, Hunters, or Snipers. Defenders are always present on a team.
Any role can attempt to capture a point. Raiders are just the players whose job is to always look for a capture.
My ideal team: (first role listed)
Rammus - Raider first, defender second
Master Yi - Hunter
Ezreal - Sniper first, defender second
Kog'Maw - Defender first, sniper second.
Kennen - Sniper first, raider second, hunter third.
Rammus acts as a first-to-channel or tank for sieges and team fights when necessary.
Ezreal switch to defender when a point needs protection.
Kog'Maw uses his heavy damage to defend, and his range to snipe if an enemy raider shows up at an undefended point.
Kennen goes Raider if Rammus is busy across the map and an enemy point is undefended. If enemies are roaming more then defending, he assists Master Yi in catch and slaying enemies.
~ ~ ~ ~ ~
I think Dominion teams will have new roles that make them strong.
Here's my version of the roles that would appear.
Defender - This role alternates between two jobs. The first is to defend a vital point held by the team.
The second is to offer support to their allies in attacking a point or in a fight. For capture points, they support by being the "designated first-one-to-channel," meaning they are the first to channel on the point to disable it, if interrupted then the team alternates after due to the cooldown between channel attempts; for team fights, their assistance depends on the individual champion's kit.
The defender's goal is to give their allies the freedom they need to secure points without worrying about enemy tower damage or defending points all the time.
The defender is a vital position that generally cannot take on the tasks of other roles, but shares it's primary job of defending points with all other roles.
Raider - This position's primary goal is to capture points, they are always looking for a point to capture. They are often the ones who will attempt captures on undefended enemy points because of their speed. The Raider depends on the Sniper and Hunter to weaken and pressure enemies so he can more accurately analyze where to go.
This champion must to have a low cooldown movement ability.
Raiders typically also make good defenders, and are terrible as hunters.
Hunter - This individual's job is the kill champions. To roam the fog of war, and catch stray enemies alone and slay them before they can accomplish anything. This person gets priority on the team's relic in the middle of the map. If a Sniper is doing exceptionally well, it is the Hunter's job to swoop in and slay the enemy defender before other enemies arrive.
The champion filling this role is typically a Carry or Assassin who can reliably kill enemies, or force them to recall.
Hunters are typically good in any role because of their high damage output, but are inferior as defenders if up against multiple enemies.
Sniper - The main goal for this individual is to constantly deal hit-and-run attacks on enemy points or disrupt channels on neutral points while never actually engaging in a fight, thus applying pressure to the enemy team and making their movements more predictable.
This role can only be filled with someone with a high-range low-cooldown damage ability.
Most snipers make good defenders. Some also make good hunters.
There is no fifth role.
Depending on how a premade wishes to operate, it may be more viable to have more Raiders, Hunters, or Snipers. Defenders are always present on a team.
Any role can attempt to capture a point. Raiders are just the players whose job is to always look for a capture.
My ideal team: (first role listed)





Rammus acts as a first-to-channel or tank for sieges and team fights when necessary.
Ezreal switch to defender when a point needs protection.
Kog'Maw uses his heavy damage to defend, and his range to snipe if an enemy raider shows up at an undefended point.
Kennen goes Raider if Rammus is busy across the map and an enemy point is undefended. If enemies are roaming more then defending, he assists Master Yi in catch and slaying enemies.
~ Gentlemen Cho'Gath ~ |
┌──┠┴──┴ < ಠ,....,ರೃ> |
~ Keeping this sig classy ~ |
The DevTracker - For all of LoL's latest developments! | Spongebob Squarepants - The Pride of Bikini Bottom
Guides of Mine - Click the... Eh... Come back later
~Undergoing barbaric-Destruction, tasteful-Renovation, and blasphemous-Reconstruction soonâ„¢~
(╯°□°)╯︵ â”»â”â”» | ┬──┬ ノ( ゜-゜ノ) |
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Top Strategy:
Team of
Rammus buys boots of mobility + pots. Gets
While he's doing that, the other four cap the other two, and head STRAIGHT for the bottom.
Where the enemy's 1 guy, is level4~5.
4v1 - Easy kill, easy cap. Rammus dies valiantly defending the Windmill. Guaranteed to stay in possession of 3 points.
The 4 members immediately move to capture windmill again, enemies will obviously move to capture their bottom point again, causing them to be spread too thinly.
If they don't move from Windmill, capture the enemy's upper point and defend your own. Allies stay in groups of 2+ at all times for constant speed boosts and group invasions. :P