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Dominion Strategy: Capturing and Defending Points – StrategyZero
Sep 262011
 

Dominion is a very different game mode from Classic. Moreover, the layout of Crystal Scar drastically changes how the game it’s approached. At this point the metagame hasn’t fully developed and modifications to Dominion are to be expected. Because, after all, tanks and off-tanks (fighters?) do reign supreme. Regardless, the map layout won’t see any big variations and therefore there is much that can be planned before a match.

The first thing that has to be noted is that all along the control points and lanes, everything is visible. Only the ring between the lanes and central part, with the Storm Shield buffs, is covered in fog of war. Map visibility makes map awareness key to be effective in capturing and defending points.

Second, because of the pentagon deployment of the capture points two capture points are closer to each Nexus: the Quarry and the Refinery on the left, the Boneyard and the Drill on the right. The Windmill stands at an equidistant point between both Nexuses, thus becoming the central point of struggle. This also makes the closer capture points easier to keep for the team on that side of the map.

What this all means is that each team should secure the closest points first and then translate the fight to the Windmill; in the top lane. The bottom lane shouldn’t be pushed too much because in the middle there is an entry from where you can be ganked. It’s better to stay behind the entry and kill minions so that the minion wave captures the point by itself.

Something similar happens between any two capture points, therefore it’s a relatively safe way of capturing the next enemy point when defending a captured point. However, have in mind that there are also entries at each point so you can get backdoored pretty easily if you overextend.

It’s important for players to know to defend and don’t overextend. It happens often that a player chases another and is ganked, also giving away the control point as he places the team at a numeric disadvantage. The match is won by capturing three points and defending, kills are secondary because respawn times are short.

It’s unreasonable to try to capture all five points, the closest points to the enemy Nexus will always be easy to retake because champions come fresh from healing at their Fountain and can push all together. They can be used as a distraction but chances are that the defenders will be overwhelmed by the opposing team numbers.

What works better is to keep a formation of three champions at top, two at bottom and counter-capture points to keep three under control at all times. The idea is to push the weaker lane, effectively counter-pushing so that any ground lost by retreating is offset by the ground gained by pushing.

An example: let’s suppose we are on the left and have captured the Quarry, the Refinery and the Windmill. The enemy wants the Windmill so they push with four champions, therefore we simply give the point away at the numeric disadvantage of 3v4 and retreat to the Refinery.

At the same time, bottom pushes towards the Boneyard and can easily take it because of the numeric advantage of 2v1. If the enemy pushes to retake the Boneyard with a numeric advantage, bottom retreats towards the Quarry and top tries to retake the Windmill. If the enemy has no numeric advantage we can try to defend the point but we have to be aware of ganks.

There’s no point in fighting a lost battle, it’s better for team members to stay alive and take a point that isn’t well defended. Even a backdoor could be effective if they stick together and don’t suicide over lost points or at 1v3 fights. Sometimes you have to step back and defend to keep capturing and when you are dead you are doing neither.

Something similar can be done when the enemy pushes bottom with a numeric advantage, let’s say 2v3. In that case, bottom retreats to the Refinery; the Nexus is closer but it can’t be captured. Top then pushes with a numeric advantage of 3v2 and takes the Drill. When the enemy team tries to retake the Drill, top retreats and bottom can push and retake the Quarry.

This ensures that you always have three points under control which is enough to win the match. Controlling more points does make you win faster but you need to keep that map control. It’s easier to keep three points instead of five, especially when two of those points are next to your Nexus and you can recall back to defend.

Roaming all around the map is a slow way of keeping points under check, a coordinated team can easily keep the fight away from the points and deny captures; picking champions one at a time. Further, while you are walking you aren’t defending nor are you capturing. Walking between points should be kept at a minimum to guarantee efficient use of time.

Back from our supposition, how can we increase our chances of capturing the Windmill having the Refinery and Quarry under control? It’ better for the three champions that go top to stay together. Let’s say our three champions stay together to capture the Refinery while a sole enemy champion goes to capture the Windmill while two capture the Drill.

Our group will capture the Refinery faster than the opposing two champions capturing the Drill. We can then move sooner to the Windmill where the sole enemy probably has already captured the Windmill. We have a 3v1 advantage because the two from the Drill are on their way top. We can take the Windmill and defend with an advantage of 3v2. The opposing team is always at a numeric disadvantage because they split.

If teams don’t split it’s still better to move as a group and try to use champions with stuns or other disabling effects to secure an advantage. Even the new spells can provide an advantage like a super-minion created with Promote, or using Garrison on the Windmill to weaken or fortify it; depending on who controls it. Windmill is the point where most teamfights will happen and having the rest of the points secured allows for the top group to concentrate on its capture and not be distracted by points being lost.

On the topic of Summoner spells, Garrison is a good spell that greatly helps in the defense: it increases attack speed of the point and fully regenerates its health. Besides, in case of a push towards an enemy point Garrison can decrease the attack speed of the point allowing an easier time ‘tower diving’ the point. For the reasons exposed, at least one champion on top and one on bottom should take Garrison.

The other new spell is Promote, a spell that can produce a super-minion that adds a lot of pushing power to a lane and can give the edge in a team fight. Garrison is most useful when used in-lane, for instance when pushing top to capture the Windmill. On bottom, the lane has to be pushed without overextending and sending a super-minion against the enemy point is quite an asset.

While Dominion is fast paced and even frantic, it’s a strategy game at it’s core. Capturing and holding points are both important things, making both offense and defense essential. If a team favours one over the other chances are they will end up losing the game as they can’t capture a third point or they lose the ones they already had.

All the strategies and tactics described serve as an overall plan so that players have and idea of what they should be doing at any given time. In case the opposing team is pushing the bottom lane with four champions continuously it makes perfect sense to break the formation and have one at top and four at bottom. A plan doesn’t stifle flexibility it just gives a frame to backup decisions made during the match. If backdooring seems the most efficient tactic, you should use it. All teams are different, just like every match.

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