Active: Nidalee hurls her javelin forward in a line, dealing magic damage to the first enemy it hits. After having traveled 525 units, the javelin's damage will be increased by 2% per 7.75 units traveled, capping at 200% bonus damage (300% total damage) after traveling 1300 units.
The Modern Newbie's Guide to Dominion
Edit: I have made a guide on LoLPro that goes into quite a bit more detail on this game mode and covers a lot more information. You can find it here: http://www.lolpro.com/guides/game-play/1434-game-play-guide-dominion
FancyWolf has made a short, seven minute video clip, explaining the very basics of Dominion. This is a good thing to watch prior to reading this guide.
You can find his video here: http://www.youtube.com/watch?v=FsGl2OaW8tk
This guide is intended for players who are new to Dominion, or who haven't played Dominion in a long time. I'm going to rip a few things off of Nekro's old guide, here: http://na.leagueoflegends.com/board/showthread.php?t=1544811 because a lot of what he says is still relevant. His overall guide was in serious need of updating, and due to the fact that he appears to have left LoL for greener pastures, a new guide is needed. It will follow the same basic format, with a few adjustments.
1. Current Metagame
The current meta is 4 people on your team top and 1 person bot. The reasons for this are varied, but strong. I don't foresee this changing anytime soon. 1 strong bot laner can easily hold 1v2 for much of the early levels and some really strong ones can hold 1v2 regardless. Since top is the farthest from your area of respawn, you need the most people there to contest it.
2. Roles and Composition
There are a wide variety of champion roles that can be used for the 4 people going top. You want to avoid all going champions that deal one type of damage. Additional things to keep in mind when looking at your team composition are:
Do we have too much poke and thus are vulnerable to a hard engage?
Do we have too many squishies and thus will fall in late game?
Do we have too little poke and thus will be forced to hard engage?
A team with 5 good pokers may seem like a good idea, but the weakness of these champions is generally being pinned down. You may frustrate the enemy to no end by keeping them from capping points, but if they can survive to late game, you might be in some serious trouble.
Having a champion like Leona that can keep people off of the squishier members of your team is an excellent pick. Ideally, you want to get a good balance between bulk, damage, ease of initiation, poke, attack damage, and magic damage. This can seem overwhelming, so there's a few rules I'd suggest following early on:
1. Does my team have all attack damage or all magic damage? Pick a solid champion that does the other type of damage.
2. Does my team have no poke? Pick a solid champion that has a great deal of poke, (Zyra, for example).
3. Does my team have no bulk? Pick a champion like Leona that is meant to keep people off of your squishies.
This does mean you have to be willing to adjust your pick to your team. You have to be a team player in a 5v5 game. Shocking, I know. Bear with me, though. You ain't seen nothing yet.
3. Bans
There is (still) a belief floating around amongst Summoners Rift players that Dominion isn't balanced because there are a ton of overpowered champions on the map. There are a few champions that can make the game incredibly difficult to win in the right hands. The following is a list of champions banned at high elo during DD tourneys, draft mode, or in-houses. While watching DD you might see other champions banned, these are generally target bans for one specific player, (Taehyunn, for example, is incredibly good at Cassiopeia, and thus this champion is often banned against Clueless. Katya8 will often have Ahri banned against her.) These outliers show that in the right hands many champions can be worth a ban. The following are those champions that are above and beyond this.
Kassadin- Kassadin is still completely broken even after the recent map-specific nerfs. He is easily one of the two strongest on the map, and probably still the strongest. He's going to be banned 100% of the time in DD unless some sort of trade to get two other extremely strong champs happens.
Nidalee- Nidalee also has extremely high mobility, along with traps that give her team vision of the enemy for 12 seconds, which leads to very high jungle control. The spears are really the third thing in the list of what makes her OP, but those things hit really, really hard.
Jayce- Jayce is a very strong hypercarry that scales incredibly well into late-game. His poke with Q and E allows him to control points and do a lot of damage, and his W gives him 3 attacks at maximum attack speed. Combine that with some crit, and you're looking at an instant kill on a squishy.
Kha'Zix- Noticing a pattern? KZ also has very good mobility, and his damage on squishier targets, particularly isolated ones, makes him a ban the majority of the time.
Wukong- After the top four, there is a slight drop-off to the next tier of champions, (some might argue KZ belongs down here). Wukong has nice damage, armor shred, and invisibility, (we'll talk in a minute about how to counter stealth champions). His tendency to be banned is directly related to one skill, however- the ultimate. An AoE knockup that does a large amount of damage lategame. If you see a Wukong on the enemy team, try to coordinate with your team to drop an exhaust on him during his ult. (If you have multiple exhausts its a good idea to talk beforehand about who is going to drop the exhaust on Wukong.)
Amumu- Amumu has his large AoE lockdown which can turn teamfights. While he occasionally does slip through, in the right hands, the mummy can be a terror.
Lulu- Lulu slips through a bit more often than those above her, and is the only support to make this list. Her combination of CC, vision, slows, and the AoE knockup along with a large heal makes her incredibly useful to have on your team.
Zyra- Zyra is hands down the best AP on the map as far as team utility, burst damage, and cc go. Her ability to poke with plants make her a great bot laner, but she truly shines top-lane, where she can keep people off squishies, do a ton of damage, and drop an AoE nuke on the entire enemy team.
Talon- Talon is occasionally banned, generally because a specific team comp wants nothing to do with him. His tendency to blow squishies up before they can even see him makes him a terror in the hands of a skilled player.
Fizz- There is very little counterplay to a good Fizz player. I believe the only reason why Fizz isn't higher up on this list is because there are so few good Fizz players. His short-term mobility- the combination of his pole and his dash- make him very hard to pin down and he does incredible burst damage.
4. Summoner Spells
Revive- Revive is king. If you do not have revive as one of your two summoner spells, you are hurting yourself and your team. Due to the small size of the map, (remember: revive gives you a speed boost upon use, so you can get back into teamfights even faster) and the tendency to have a lot of teamfights, resulting in a lot of deaths, revive is better than every other spell out there. This goes triple if you are bot lane. Please do not ever go bot lane without taking revive.
Tip: On most champions, sticking at least one point in the utility tree for the summoner spell mastery is a great idea. It gives you a major health boost when using revive, between 220-560 hp based on your champion level.
The second spell depends a lot on your champion and what your team needs.
Exhaust- A very strong spell that can lock down champions end-game and shut down auto attack champions long enough for your team to kill him. Having at least 1 exhaust is crucial, anywhere from 1-3 for top lane is fine.
Garrison- If your team doesn't have a garrison in blind pick, I would strongly recommend grabbing at least one. The ability to save a point at the last minute while your team isn't quite there yet can turn games around. Make sure you get the 1 point in offensive mastery, so the turret does splash damage. 1-2 Garrisons top is a good number.
Ignite- Ignite can be used to shut down sustain champions for a bot laner, or take care of a Swain top. The mindset of summoner's rift, securing that kill, makes newer people see a lot of flash/ignite spells. This is terrible for dominion. Do not use flash/ignite. And exhaust is a far better spell to take. Ignite is situational. In blind pick, having 1 on your team is a good idea in case there is a sustain champion on the enemy team. 0-1 ignites top is best.
Clairvoyance- This spell has been largely ignored. I would not recommend taking it unless you know what you are doing, but the vision it brings to the game makes it a solid pick. 1 CV max on your team, though, anymore is just wasting a spell slot.
Barrier- A great spell to take against certain champions bot lane that have incredible burst, (such as Syndra), but this spell is mainly taken in blind pick on squishy champions that need the added protection- champions such as Vayne, Quinn, and Ezreal.
Cleanse- Another spell that you will sometimes see on those squishy AD carries, cleanse is very useful to remove enemy cc and prevent more from having much of an effect.
Tip: Cleanse will not work against spells that suppress you, (such as Malzahar's ult).
Flash- On certain champions, mainly AD Carries such as Vayne or Ezreal, flash can be a useful tool to reposition in team fights. I have come to believe that for most champions in most situations, however, barrier is a more useful tool.
Ghost- On even fewer champions than Flash, Ghost can be a decent pickup. A champion such as Annie can use it to enhance her kiting abilities during teamfights. Darius can use it to gapclose when his Apprehend is down. Generally though, ghost is a bad spell to take.
All other summoner spells are banished to the Void. Don't use them.
5. How to React (Including some useful items)
If you're reading this entire thing to figure out some way to deal with that Akali, then this is your section. I'm going to do this section by pointing out some mistakes I see in Dominion play.
Mistake #1: I want to build my way, period. I don't care if the enemy team is all AP, I like Randuins Omen so much I'm going to build it anyway.
Everyone has their little set item builds. They begin the game the same way, they build the same item, they might mix up the order sometimes, but their builds have absolutely nothing to do with the players on the enemy team. And then afterwards they get mad because Teemo and Akali wiped the floor with them.
I'd like to use the first part of this section to introduce two items specifically designed to counter those pesky stealth champions- the Hextech Sweeper, and Grez's Lantern.
Hextech Sweeper allows you to passively see all traps- so those pesky teemos and pesky shacos traps can be destroyed. In addition, you get an active, that has a 60 second cooldown, that you can use to sweep an area and see all stealthed champions and traps in that area for a short time. Any champ that enters the area after it is swept but with the active still going, will receive the vision debuff even if they then leave the area. You can utilize this fact to use a sweeper on Shaco or Wukong before they pop their stealth, and then still see where they are going.
Grez's Lantern is the AD counterpart to Sweeper. It can additionally be upgraded to Lightbringer for more damage, and the same passive that Hextech Sweeper has, (generally a good idea if your AP allies won't build hextech sweeper).
Please do not complain about Teemo and/or Akali and/or Shaco being OP when Riot has given you an item that hard counters them. Build it. Kill them. Laugh over their corpse. (Especially Teemo.)
Counterbuilding enemy champions does not stop merely at grez's lantern or sweeper. If you're getting blown up by an AP champion, build MR. Odyn's Veil is a great item. Getting destroyed by AD? Randuin's Omen is a good item against many AD champions. Even just picking up a simple chain vest or negatron cloak can really help. (Not facechecking bushes also helps.)
Mistake #2: Why hello enemy team! I like to sit on points to let you know exactly where I am. Its okay though, because I'm getting a higher score by doing so than that noob down in the jungle.
Yes, Riot's score system would have you believe that sitting directly on the point for the entirety of the game is a good idea. It's not. It's a freaking terrible idea. Why? Because the enemy has vision of your point. He can see directly where you are. This allows them to set up a plan, knowing where one of the enemy is, and thus gives them the advantage in the upcoming teamfight, despite you having three points!
Now, something that is a little more subtle, for which we need an image. This is taken from Nekro's guide, with one small change, as there is no reason to make another one. I'd suggest opening this up in another tab, as it will be referenced somewhat often in this guide.
http://i.imgur.com/12dpXd2.jpg
Sitting behind the top point, in Nekro's yellow box, is also a bad idea most of the time. Yes, you can defend your point, and if you know where the enemy team is, its not a bad position to be in. But if you do not know where the enemy team is, then you should not be sitting behind the point. You should be in the jungle, with your team. If your entire team is sitting behind the point, the enemy team can make a move on your mid point, or they can gank bot, or they can have tea in the jungle, and you won't know about it. In short, your team has given up the initiative, and you are now simply reacting to the enemy team.
The thing I most hear in lower elo games is Fight on point! Don't go in the jungle, fight on point! While there is a time to fight on your own point, simply sitting there is not the way to go.
Mistake #3: Bot lane? Why would I go gank bot lane? I want to kill as many people as possible and there's only one enemy down there.
If your team is losing top teamfights, and has been for a long time, you have two options:
1) Continue pounding your head into the brick wall that is the top point (often called windmill), hoping that through some combination of mistakes by the enemy team, good play by yours, sheer luck, the divine intervention of the Holy Olaf, etc, you will eventually win the top teamfight. (At which point they will pop their revives and you will have to win it twice. Err. Hmm.)
OR
2) GANK BOT LANE. (Actually there's a third option, go for mid, but it doesn't involve killing people, so its less fun. Still viable if you don't want to kill people.)
Look at that map again. Those two points in the bottom of the map? There is one enemy guy down there. He can't see you coming if you stay out of the enemy vision on the map, (something that takes practice, for sure,- see the second tip below). If you win the fight that breaks out right at the start of the game when everyone is trying to take mill, immediately heading bot lane to gank can put pressure on the enemy bot laner. Even if you don't kill him, he knows you're there and will likely play more passively.
Tip: If you do kill him, check whether or not he is popping his revive by hitting the tab button. If he is, you might want to back off if you don't think you can kill him again. If he isn't, then check the map. If no enemies are visible, you also might want to back off as you are likely about to be invited to a surprise party in bot lane by the enemy team. If there are enemies visible and he isn't popping revive, then its either down, or he doesn't see the use in popping it because he doesn't feel like he can stop you anyway. In which case, take the point.
Tip: Remaining in the fog of war while ganking is a must. Check that map again. Nekro has done a great job outlining where the fog of war is and where it is not. If you're ganking after respawning, note that heading in a straight line up in the jungle, (the light blue boxes), prevents you from being seen by the enemy. If you are bot laning, keep an eye right on the edges of the fog of war in areas such as that light blue box, as oftentimes people will stray enough that they are visible for just a split second. This habit will save your life.
Mistake #4: OMG I WANT THE STORM SHIELD
Please do not head directly into the middle of the jungle- where the enemy can see you- without your team and try to take the storm shield unless you know for a fact the enemy isn't there. This leads to so many easy kills and ensuing 4 on 3s that just turn games around. Storm shield is a great thing to go pick up, but coordinate with your team so you have at least one, preferably three, teammates covering your back.
Tip: Even if you are stealthed, the area directly around the storm shield relic in the middle of the map grants true vision to the enemy team.
Tip: Remember that the Fog of War doesn't exist directly around the storm shield. If you are trying to keep your movements hidden from the enemy, (which you should be), stay out of the direct center of the map.
Mistake #5: LEEROOOY JEEENKINS! (Or: Don't worry guys, I'll run into a 1v4 to prevent them from capping point for another 0.2 seconds.)
Rushing in to prevent an enemy from capping a point when you have no chance at all of getting back out or detaining them for longer than a couple seconds is not worth it with one exception: if you can win the game by holding them off for another 2 seconds. If this isn't the case, you are wasting more time going in, not to mention giving the enemy gold, than if you just backed off and waited for your team. If you die, your team now has to wait for you to revive in order to make a move.
Mistake #6: Its k, guys. I'm invisible.
Enemy AND Neutral points grant true vision. The direct center of the map around the storm relic grants true vision. Sweeper and Lantern's actives grant true vision. Even certain champions grant true vision. Just because you think they cannot see you, does not mean they actually cannot see you.
Mistake #7: Speed shrines? Pff, why do I need- HOLY **** HOW IS HE MOVING SO FAST?
Look at that map again. The three places on the map where there is a boot with a wing attached to it? Those are what we call speed shrines. They give you a huge speed boost. So much so that if you are heading top, the fastest route is not always the direct one. You might want to go a bit out of your way to grab the speed shrine and you will end up getting there faster.
Tip: While playing bot lane, especially as a melee character, running up top over the bushes and hitting the speed shrine can give you a surprise advantage in closing the gap on a ranged lane opponent, allowing you to dish out some harass or even kill them.
Tip: When ganking bot lane, hit the speed shrine before coming down into the lane unless you are sure of a kill without it. This will allow you to close the gap to the enemy bot laner and give you a higher chance of a successful gank.
Mistake #8: The more people we have capping, the happier we will be.
Not necessarily. If you have 2 people top trying to cap the point, and there is only one enemy up there, but that enemy is a good poker- Zyra, Nidalee, etc, she can delay you for a long while. I know Riot's way of scoring doesn't tell you this, but it's a good idea to have one person zone the enemy champion while the other caps the point.
Tip: Channeling the point, (by right clicking on it), prevents it from attacking. When diving a turret, it may be a good idea to have one of your champions click the point to prevent it from attacking teammates.
Mistake #9: I have the highest score, so I must be the best player on the team, while that noob down in bot lane has the lowest score. Obviously, it must be his fault we lost.
I've hinted at this throughout the guide, but the score system for Dominion is.. well, it needs a bit of work, to say the least. Points are given for things that are sometimes good, but not always good. In their defense, coming up with a score system that would work out regardless would be very difficult to do. I'm not going to go into all the reasons why the score system is broken. Suffice to say that it is, so please do not ever use a player's dominion score to criticize their play.
Tip: If you're the bot laner, you are most likely going to have the lowest score or at least 4th place, in many of your games. This is because you aren't around team fights and you get less points for 1v1 fights, in addition to being in on less kills. There are various other reasons, but there is no need to go into them. So that said, please do not feel like you are doing poorly bot lane because of your dominion score. (You might not be doing so hot, but dominion score tells you next-to-nothing about your bot lane play.)
Mistake #10: Pushing lane and killing creeps all by myself won't lead to anything bad happening to me.
This is extra prevalent if the person in question is playing someone who generally needs CS - such as Nasus or any AD Carry. Going off to push top lane leads to some of the easiest kills I've seen. What's more, the people that do this somehow seem to think its the team's fault for not being there to back them up. Stick with your team, don't ever go off alone unless you know where the enemy team is.
6. Bot Lane
I think I pretty much covered the basics of top lane dominion in the previous section, so we'll go right to bot lane.
If you feel you are stuck in an elo lower than you should be, bot laning is the easiest way out of it because a good bot laner has the most impact on a game. If you consistently win your lane, your 4 guys top will have a much easier time of it.
Things to remember while bot laning:
-Killing creeps is still important. You want to keep that gold income flowing in. But don't blow spells to do so if you think the enemy is about to engage on you.
-Keep an eye top as much as possible. If no enemy is in vision, be very wary about pushing a perceived advantage, it could simply be a bait to lure you into a gank.
-If the enemy bot laner suddenly goes really aggressive, and an enemy is missing from your vision, watch out! A gank is probably coming.
-Use the speed shrine to your advantage to close gaps on enemies that are difficult for you to attack.
-If your lane is pushed, but you don't feel that you can successfully dive onto the enemy point and get the kill, take a look at the map and see if your team can't force a teamfight somewhere close to your point. Heading up top while the enemy bot laner is dealing with creeps, (make sure to hit the speed shrine), can be a great way to turn a fight into a 5v4 and turn the game around. Be very careful doing this, and don't stick around too long or you will lose your bot point.
-If you see the enemy bot laner recalling, and you are close to their point, don't try to interrupt him. Wait until he recalls and then immediately head straight for his point and start capping it. Most of the time you can get the point neutralized before he can get back.
-Watch the health relics above your two bot points. (The two in the black boxes on the map linked earlier). If they suddenly vanish, an enemy champion just took them and may be heading down for a gank.
-If the enemy team is winning top consistently, you might have to play a bit more offensively to try to win the game.
-If your team is winning top consistently, you can not play quite as offensively since there you only need to not lose the game. Putting additional pressure on the enemy team by taking bot, however, still helps immensely.
-Kill the mage minions first. Not only does this ensure more creep kills, since your own minions aren't attacking them and thus potentially stealing the kill from you, but it allows your waves to pile up on each other and thus neutralize the bot point faster when they do get there.
-You don't have to win the lane by killing your opponent. You can win the lane by outpushing him. Champions like Malzahar and Yorick shine at pushing so hard the enemy bot laner is hard-pressed to keep your minions from neutralizing the turret.
7. Respawn System
The respawn system in Dominion is significantly different than its counterpart in Summoner's Rift. So much so that sticking a short explanation in here is necessary.
There are two things to remember about the respawn system. First, the team with less nexus health receives a slight decrease in their death timers, (-2 seconds), and the team with more nexus health receives a slight increase in theirs, (+2 seconds). Secondly, in Dominion, respawns come in waves. If one of your teammates dies, he opens a 12 second window. If any other teammate dies within that 12-second window, they will respawn at the same time as the person who originally died.
Example: Nautilus dies at the 2:26 mark and has a 20 second respawn timer, so he will respawn at 2:46.
His teammate, Jayce, dies 10 seconds later at the 2:36 mark and catches the window opened by Nautilus, so he will also respawn at 2:46. 4 seconds later, at 2:40, Nidalee is killed, but the window is closed by this point, so she will not respawn until 3:00.
The combination of the losing team, (remember, losing in nexus health, not number of turrets held), having shorter death timers and respawn waves means that people can have 6-8s respawn timers. You need to make sure to keep this in mind when trying to push any perceived advantage you might have as the enemy can respawn extremely quickly. This can be done by hitting the tab button and checking to see the amount of time before the enemy rejoins you on the battlefield.
Tip: You can also hit the tab button once an enemy has come into sight anywhere on the map to see what sort of shopping they might have done. This is especially useful for bot laners.
8. End Game
As Nekro said in his guide, there are simply too many possibilities for what can happen end-game to provide a guide for them, unless you want to write a small novel. End-game is what makes Dominion so fun because there are so many varied ways to end the game, and so many things that can happen.
I would keep one thing in mind, however. Dominion is, by its nature, a game of comebacks. If you are winning, the enemy team will be respawning faster. This means that any mistake you make while ahead in nexus health is magnified and can result in a win turning into a loss really fast. This also means if you are losing, don't lose hope! One mistake by an enemy can turn the game around in a hurry.
For more information on advanced Dominion tactics, see Sauron's guide here: http://na.leagueoflegends.com/board/showthread.php?t=2244698
For the very basic mechanics of Dominion, go here: http://dominion.leagueoflegends.com/overview-dominion
Finally, for a (still) great discussion on building in Dominion, go here: http://na.leagueoflegends.com/board/showthread.php?t=1545010 Note that some of his champion builds are outdated, but the core principles are still intact.
Edit: I have made a guide on LoLPro that goes into quite a bit more detail on this game mode and covers a lot more information. You can find it here: http://www.lolpro.com/guides/game-play/1434-game-play-guide-dominion
FancyWolf has made a short, seven minute video clip, explaining the very basics of Dominion. This is a good thing to watch prior to reading this guide.
You can find his video here: http://www.youtube.com/watch?v=FsGl2OaW8tk
This guide is intended for players who are new to Dominion, or who haven't played Dominion in a long time. I'm going to rip a few things off of Nekro's old guide, here: http://na.leagueoflegends.com/board/showthread.php?t=1544811 because a lot of what he says is still relevant. His overall guide was in serious need of updating, and due to the fact that he appears to have left LoL for greener pastures, a new guide is needed. It will follow the same basic format, with a few adjustments.
1. Current Metagame
The current meta is 4 people on your team top and 1 person bot. The reasons for this are varied, but strong. I don't foresee this changing anytime soon. 1 strong bot laner can easily hold 1v2 for much of the early levels and some really strong ones can hold 1v2 regardless. Since top is the farthest from your area of respawn, you need the most people there to contest it.
2. Roles and Composition
There are a wide variety of champion roles that can be used for the 4 people going top. You want to avoid all going champions that deal one type of damage. Additional things to keep in mind when looking at your team composition are:
Do we have too much poke and thus are vulnerable to a hard engage?
Do we have too many squishies and thus will fall in late game?
Do we have too little poke and thus will be forced to hard engage?
A team with 5 good pokers may seem like a good idea, but the weakness of these champions is generally being pinned down. You may frustrate the enemy to no end by keeping them from capping points, but if they can survive to late game, you might be in some serious trouble.
Having a champion like Leona that can keep people off of the squishier members of your team is an excellent pick. Ideally, you want to get a good balance between bulk, damage, ease of initiation, poke, attack damage, and magic damage. This can seem overwhelming, so there's a few rules I'd suggest following early on:
1. Does my team have all attack damage or all magic damage? Pick a solid champion that does the other type of damage.
2. Does my team have no poke? Pick a solid champion that has a great deal of poke, (Zyra, for example).
3. Does my team have no bulk? Pick a champion like Leona that is meant to keep people off of your squishies.
This does mean you have to be willing to adjust your pick to your team. You have to be a team player in a 5v5 game. Shocking, I know. Bear with me, though. You ain't seen nothing yet.
3. Bans
There is (still) a belief floating around amongst Summoners Rift players that Dominion isn't balanced because there are a ton of overpowered champions on the map. There are a few champions that can make the game incredibly difficult to win in the right hands. The following is a list of champions banned at high elo during DD tourneys, draft mode, or in-houses. While watching DD you might see other champions banned, these are generally target bans for one specific player, (Taehyunn, for example, is incredibly good at Cassiopeia, and thus this champion is often banned against Clueless. Katya8 will often have Ahri banned against her.) These outliers show that in the right hands many champions can be worth a ban. The following are those champions that are above and beyond this.
Kassadin- Kassadin is still completely broken even after the recent map-specific nerfs. He is easily one of the two strongest on the map, and probably still the strongest. He's going to be banned 100% of the time in DD unless some sort of trade to get two other extremely strong champs happens.
Nidalee- Nidalee also has extremely high mobility, along with traps that give her team vision of the enemy for 12 seconds, which leads to very high jungle control. The spears are really the third thing in the list of what makes her OP, but those things hit really, really hard.
Jayce- Jayce is a very strong hypercarry that scales incredibly well into late-game. His poke with Q and E allows him to control points and do a lot of damage, and his W gives him 3 attacks at maximum attack speed. Combine that with some crit, and you're looking at an instant kill on a squishy.
Kha'Zix- Noticing a pattern? KZ also has very good mobility, and his damage on squishier targets, particularly isolated ones, makes him a ban the majority of the time.
Wukong- After the top four, there is a slight drop-off to the next tier of champions, (some might argue KZ belongs down here). Wukong has nice damage, armor shred, and invisibility, (we'll talk in a minute about how to counter stealth champions). His tendency to be banned is directly related to one skill, however- the ultimate. An AoE knockup that does a large amount of damage lategame. If you see a Wukong on the enemy team, try to coordinate with your team to drop an exhaust on him during his ult. (If you have multiple exhausts its a good idea to talk beforehand about who is going to drop the exhaust on Wukong.)
Amumu- Amumu has his large AoE lockdown which can turn teamfights. While he occasionally does slip through, in the right hands, the mummy can be a terror.
Lulu- Lulu slips through a bit more often than those above her, and is the only support to make this list. Her combination of CC, vision, slows, and the AoE knockup along with a large heal makes her incredibly useful to have on your team.
Zyra- Zyra is hands down the best AP on the map as far as team utility, burst damage, and cc go. Her ability to poke with plants make her a great bot laner, but she truly shines top-lane, where she can keep people off squishies, do a ton of damage, and drop an AoE nuke on the entire enemy team.
Talon- Talon is occasionally banned, generally because a specific team comp wants nothing to do with him. His tendency to blow squishies up before they can even see him makes him a terror in the hands of a skilled player.
Fizz- There is very little counterplay to a good Fizz player. I believe the only reason why Fizz isn't higher up on this list is because there are so few good Fizz players. His short-term mobility- the combination of his pole and his dash- make him very hard to pin down and he does incredible burst damage.
4. Summoner Spells
Revive- Revive is king. If you do not have revive as one of your two summoner spells, you are hurting yourself and your team. Due to the small size of the map, (remember: revive gives you a speed boost upon use, so you can get back into teamfights even faster) and the tendency to have a lot of teamfights, resulting in a lot of deaths, revive is better than every other spell out there. This goes triple if you are bot lane. Please do not ever go bot lane without taking revive.
Tip: On most champions, sticking at least one point in the utility tree for the summoner spell mastery is a great idea. It gives you a major health boost when using revive, between 220-560 hp based on your champion level.
The second spell depends a lot on your champion and what your team needs.
Exhaust- A very strong spell that can lock down champions end-game and shut down auto attack champions long enough for your team to kill him. Having at least 1 exhaust is crucial, anywhere from 1-3 for top lane is fine.
Garrison- If your team doesn't have a garrison in blind pick, I would strongly recommend grabbing at least one. The ability to save a point at the last minute while your team isn't quite there yet can turn games around. Make sure you get the 1 point in offensive mastery, so the turret does splash damage. 1-2 Garrisons top is a good number.
Ignite- Ignite can be used to shut down sustain champions for a bot laner, or take care of a Swain top. The mindset of summoner's rift, securing that kill, makes newer people see a lot of flash/ignite spells. This is terrible for dominion. Do not use flash/ignite. And exhaust is a far better spell to take. Ignite is situational. In blind pick, having 1 on your team is a good idea in case there is a sustain champion on the enemy team. 0-1 ignites top is best.
Clairvoyance- This spell has been largely ignored. I would not recommend taking it unless you know what you are doing, but the vision it brings to the game makes it a solid pick. 1 CV max on your team, though, anymore is just wasting a spell slot.
Barrier- A great spell to take against certain champions bot lane that have incredible burst, (such as Syndra), but this spell is mainly taken in blind pick on squishy champions that need the added protection- champions such as Vayne, Quinn, and Ezreal.
Cleanse- Another spell that you will sometimes see on those squishy AD carries, cleanse is very useful to remove enemy cc and prevent more from having much of an effect.
Tip: Cleanse will not work against spells that suppress you, (such as Malzahar's ult).
Flash- On certain champions, mainly AD Carries such as Vayne or Ezreal, flash can be a useful tool to reposition in team fights. I have come to believe that for most champions in most situations, however, barrier is a more useful tool.
Ghost- On even fewer champions than Flash, Ghost can be a decent pickup. A champion such as Annie can use it to enhance her kiting abilities during teamfights. Darius can use it to gapclose when his Apprehend is down. Generally though, ghost is a bad spell to take.
All other summoner spells are banished to the Void. Don't use them.
5. How to React (Including some useful items)
If you're reading this entire thing to figure out some way to deal with that Akali, then this is your section. I'm going to do this section by pointing out some mistakes I see in Dominion play.
Mistake #1: I want to build my way, period. I don't care if the enemy team is all AP, I like Randuins Omen so much I'm going to build it anyway.
Everyone has their little set item builds. They begin the game the same way, they build the same item, they might mix up the order sometimes, but their builds have absolutely nothing to do with the players on the enemy team. And then afterwards they get mad because Teemo and Akali wiped the floor with them.
I'd like to use the first part of this section to introduce two items specifically designed to counter those pesky stealth champions- the Hextech Sweeper, and Grez's Lantern.
Hextech Sweeper allows you to passively see all traps- so those pesky teemos and pesky shacos traps can be destroyed. In addition, you get an active, that has a 60 second cooldown, that you can use to sweep an area and see all stealthed champions and traps in that area for a short time. Any champ that enters the area after it is swept but with the active still going, will receive the vision debuff even if they then leave the area. You can utilize this fact to use a sweeper on Shaco or Wukong before they pop their stealth, and then still see where they are going.
Grez's Lantern is the AD counterpart to Sweeper. It can additionally be upgraded to Lightbringer for more damage, and the same passive that Hextech Sweeper has, (generally a good idea if your AP allies won't build hextech sweeper).
Please do not complain about Teemo and/or Akali and/or Shaco being OP when Riot has given you an item that hard counters them. Build it. Kill them. Laugh over their corpse. (Especially Teemo.)
Counterbuilding enemy champions does not stop merely at grez's lantern or sweeper. If you're getting blown up by an AP champion, build MR. Odyn's Veil is a great item. Getting destroyed by AD? Randuin's Omen is a good item against many AD champions. Even just picking up a simple chain vest or negatron cloak can really help. (Not facechecking bushes also helps.)
Mistake #2: Why hello enemy team! I like to sit on points to let you know exactly where I am. Its okay though, because I'm getting a higher score by doing so than that noob down in the jungle.
Yes, Riot's score system would have you believe that sitting directly on the point for the entirety of the game is a good idea. It's not. It's a freaking terrible idea. Why? Because the enemy has vision of your point. He can see directly where you are. This allows them to set up a plan, knowing where one of the enemy is, and thus gives them the advantage in the upcoming teamfight, despite you having three points!
Now, something that is a little more subtle, for which we need an image. This is taken from Nekro's guide, with one small change, as there is no reason to make another one. I'd suggest opening this up in another tab, as it will be referenced somewhat often in this guide.
http://i.imgur.com/12dpXd2.jpg
Sitting behind the top point, in Nekro's yellow box, is also a bad idea most of the time. Yes, you can defend your point, and if you know where the enemy team is, its not a bad position to be in. But if you do not know where the enemy team is, then you should not be sitting behind the point. You should be in the jungle, with your team. If your entire team is sitting behind the point, the enemy team can make a move on your mid point, or they can gank bot, or they can have tea in the jungle, and you won't know about it. In short, your team has given up the initiative, and you are now simply reacting to the enemy team.
The thing I most hear in lower elo games is Fight on point! Don't go in the jungle, fight on point! While there is a time to fight on your own point, simply sitting there is not the way to go.
Mistake #3: Bot lane? Why would I go gank bot lane? I want to kill as many people as possible and there's only one enemy down there.
If your team is losing top teamfights, and has been for a long time, you have two options:
1) Continue pounding your head into the brick wall that is the top point (often called windmill), hoping that through some combination of mistakes by the enemy team, good play by yours, sheer luck, the divine intervention of the Holy Olaf, etc, you will eventually win the top teamfight. (At which point they will pop their revives and you will have to win it twice. Err. Hmm.)
OR
2) GANK BOT LANE. (Actually there's a third option, go for mid, but it doesn't involve killing people, so its less fun. Still viable if you don't want to kill people.)
Look at that map again. Those two points in the bottom of the map? There is one enemy guy down there. He can't see you coming if you stay out of the enemy vision on the map, (something that takes practice, for sure,- see the second tip below). If you win the fight that breaks out right at the start of the game when everyone is trying to take mill, immediately heading bot lane to gank can put pressure on the enemy bot laner. Even if you don't kill him, he knows you're there and will likely play more passively.
Tip: If you do kill him, check whether or not he is popping his revive by hitting the tab button. If he is, you might want to back off if you don't think you can kill him again. If he isn't, then check the map. If no enemies are visible, you also might want to back off as you are likely about to be invited to a surprise party in bot lane by the enemy team. If there are enemies visible and he isn't popping revive, then its either down, or he doesn't see the use in popping it because he doesn't feel like he can stop you anyway. In which case, take the point.
Tip: Remaining in the fog of war while ganking is a must. Check that map again. Nekro has done a great job outlining where the fog of war is and where it is not. If you're ganking after respawning, note that heading in a straight line up in the jungle, (the light blue boxes), prevents you from being seen by the enemy. If you are bot laning, keep an eye right on the edges of the fog of war in areas such as that light blue box, as oftentimes people will stray enough that they are visible for just a split second. This habit will save your life.
Mistake #4: OMG I WANT THE STORM SHIELD
Please do not head directly into the middle of the jungle- where the enemy can see you- without your team and try to take the storm shield unless you know for a fact the enemy isn't there. This leads to so many easy kills and ensuing 4 on 3s that just turn games around. Storm shield is a great thing to go pick up, but coordinate with your team so you have at least one, preferably three, teammates covering your back.
Tip: Even if you are stealthed, the area directly around the storm shield relic in the middle of the map grants true vision to the enemy team.
Tip: Remember that the Fog of War doesn't exist directly around the storm shield. If you are trying to keep your movements hidden from the enemy, (which you should be), stay out of the direct center of the map.
Mistake #5: LEEROOOY JEEENKINS! (Or: Don't worry guys, I'll run into a 1v4 to prevent them from capping point for another 0.2 seconds.)
Rushing in to prevent an enemy from capping a point when you have no chance at all of getting back out or detaining them for longer than a couple seconds is not worth it with one exception: if you can win the game by holding them off for another 2 seconds. If this isn't the case, you are wasting more time going in, not to mention giving the enemy gold, than if you just backed off and waited for your team. If you die, your team now has to wait for you to revive in order to make a move.
Mistake #6: Its k, guys. I'm invisible.
Enemy AND Neutral points grant true vision. The direct center of the map around the storm relic grants true vision. Sweeper and Lantern's actives grant true vision. Even certain champions grant true vision. Just because you think they cannot see you, does not mean they actually cannot see you.
Mistake #7: Speed shrines? Pff, why do I need- HOLY **** HOW IS HE MOVING SO FAST?
Look at that map again. The three places on the map where there is a boot with a wing attached to it? Those are what we call speed shrines. They give you a huge speed boost. So much so that if you are heading top, the fastest route is not always the direct one. You might want to go a bit out of your way to grab the speed shrine and you will end up getting there faster.
Tip: While playing bot lane, especially as a melee character, running up top over the bushes and hitting the speed shrine can give you a surprise advantage in closing the gap on a ranged lane opponent, allowing you to dish out some harass or even kill them.
Tip: When ganking bot lane, hit the speed shrine before coming down into the lane unless you are sure of a kill without it. This will allow you to close the gap to the enemy bot laner and give you a higher chance of a successful gank.
Mistake #8: The more people we have capping, the happier we will be.
Not necessarily. If you have 2 people top trying to cap the point, and there is only one enemy up there, but that enemy is a good poker- Zyra, Nidalee, etc, she can delay you for a long while. I know Riot's way of scoring doesn't tell you this, but it's a good idea to have one person zone the enemy champion while the other caps the point.
Tip: Channeling the point, (by right clicking on it), prevents it from attacking. When diving a turret, it may be a good idea to have one of your champions click the point to prevent it from attacking teammates.
Mistake #9: I have the highest score, so I must be the best player on the team, while that noob down in bot lane has the lowest score. Obviously, it must be his fault we lost.
I've hinted at this throughout the guide, but the score system for Dominion is.. well, it needs a bit of work, to say the least. Points are given for things that are sometimes good, but not always good. In their defense, coming up with a score system that would work out regardless would be very difficult to do. I'm not going to go into all the reasons why the score system is broken. Suffice to say that it is, so please do not ever use a player's dominion score to criticize their play.
Tip: If you're the bot laner, you are most likely going to have the lowest score or at least 4th place, in many of your games. This is because you aren't around team fights and you get less points for 1v1 fights, in addition to being in on less kills. There are various other reasons, but there is no need to go into them. So that said, please do not feel like you are doing poorly bot lane because of your dominion score. (You might not be doing so hot, but dominion score tells you next-to-nothing about your bot lane play.)
Mistake #10: Pushing lane and killing creeps all by myself won't lead to anything bad happening to me.
This is extra prevalent if the person in question is playing someone who generally needs CS - such as Nasus or any AD Carry. Going off to push top lane leads to some of the easiest kills I've seen. What's more, the people that do this somehow seem to think its the team's fault for not being there to back them up. Stick with your team, don't ever go off alone unless you know where the enemy team is.
6. Bot Lane
I think I pretty much covered the basics of top lane dominion in the previous section, so we'll go right to bot lane.
If you feel you are stuck in an elo lower than you should be, bot laning is the easiest way out of it because a good bot laner has the most impact on a game. If you consistently win your lane, your 4 guys top will have a much easier time of it.
Things to remember while bot laning:
-Killing creeps is still important. You want to keep that gold income flowing in. But don't blow spells to do so if you think the enemy is about to engage on you.
-Keep an eye top as much as possible. If no enemy is in vision, be very wary about pushing a perceived advantage, it could simply be a bait to lure you into a gank.
-If the enemy bot laner suddenly goes really aggressive, and an enemy is missing from your vision, watch out! A gank is probably coming.
-Use the speed shrine to your advantage to close gaps on enemies that are difficult for you to attack.
-If your lane is pushed, but you don't feel that you can successfully dive onto the enemy point and get the kill, take a look at the map and see if your team can't force a teamfight somewhere close to your point. Heading up top while the enemy bot laner is dealing with creeps, (make sure to hit the speed shrine), can be a great way to turn a fight into a 5v4 and turn the game around. Be very careful doing this, and don't stick around too long or you will lose your bot point.
-If you see the enemy bot laner recalling, and you are close to their point, don't try to interrupt him. Wait until he recalls and then immediately head straight for his point and start capping it. Most of the time you can get the point neutralized before he can get back.
-Watch the health relics above your two bot points. (The two in the black boxes on the map linked earlier). If they suddenly vanish, an enemy champion just took them and may be heading down for a gank.
-If the enemy team is winning top consistently, you might have to play a bit more offensively to try to win the game.
-If your team is winning top consistently, you can not play quite as offensively since there you only need to not lose the game. Putting additional pressure on the enemy team by taking bot, however, still helps immensely.
-Kill the mage minions first. Not only does this ensure more creep kills, since your own minions aren't attacking them and thus potentially stealing the kill from you, but it allows your waves to pile up on each other and thus neutralize the bot point faster when they do get there.
-You don't have to win the lane by killing your opponent. You can win the lane by outpushing him. Champions like Malzahar and Yorick shine at pushing so hard the enemy bot laner is hard-pressed to keep your minions from neutralizing the turret.
7. Respawn System
The respawn system in Dominion is significantly different than its counterpart in Summoner's Rift. So much so that sticking a short explanation in here is necessary.
There are two things to remember about the respawn system. First, the team with less nexus health receives a slight decrease in their death timers, (-2 seconds), and the team with more nexus health receives a slight increase in theirs, (+2 seconds). Secondly, in Dominion, respawns come in waves. If one of your teammates dies, he opens a 12 second window. If any other teammate dies within that 12-second window, they will respawn at the same time as the person who originally died.
Example: Nautilus dies at the 2:26 mark and has a 20 second respawn timer, so he will respawn at 2:46.
His teammate, Jayce, dies 10 seconds later at the 2:36 mark and catches the window opened by Nautilus, so he will also respawn at 2:46. 4 seconds later, at 2:40, Nidalee is killed, but the window is closed by this point, so she will not respawn until 3:00.
The combination of the losing team, (remember, losing in nexus health, not number of turrets held), having shorter death timers and respawn waves means that people can have 6-8s respawn timers. You need to make sure to keep this in mind when trying to push any perceived advantage you might have as the enemy can respawn extremely quickly. This can be done by hitting the tab button and checking to see the amount of time before the enemy rejoins you on the battlefield.
Tip: You can also hit the tab button once an enemy has come into sight anywhere on the map to see what sort of shopping they might have done. This is especially useful for bot laners.
8. End Game
As Nekro said in his guide, there are simply too many possibilities for what can happen end-game to provide a guide for them, unless you want to write a small novel. End-game is what makes Dominion so fun because there are so many varied ways to end the game, and so many things that can happen.
I would keep one thing in mind, however. Dominion is, by its nature, a game of comebacks. If you are winning, the enemy team will be respawning faster. This means that any mistake you make while ahead in nexus health is magnified and can result in a win turning into a loss really fast. This also means if you are losing, don't lose hope! One mistake by an enemy can turn the game around in a hurry.
For more information on advanced Dominion tactics, see Sauron's guide here: http://na.leagueoflegends.com/board/showthread.php?t=2244698
For the very basic mechanics of Dominion, go here: http://dominion.leagueoflegends.com/overview-dominion
Finally, for a (still) great discussion on building in Dominion, go here: http://na.leagueoflegends.com/board/showthread.php?t=1545010 Note that some of his champion builds are outdated, but the core principles are still intact.
Oct 28, 2014 Full AD Nidalee Mid. Nidalee build guides on MOBAFire. League of Legends Premiere Nidalee Strategy Builds and Tools. Help Support Our Growing Community. MOBAFire is a community that lives to help every LoL player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting. Dec 03, 2003 A dmg is a disk image. I think of them as a disk within a disk. If it won't mount it's possible the file is corrupted, or incomplete. Also I think there is a way to not automatically verify dmg files, which will sometimes let you mount dmg's with 'weird behaviors'. I could be wrong about that one though. Macs 'don't do' executable files. Well, first of all it doesn't have a maximum difference value between lowest player MMR and highest. So it basically thinks that '10 + 200 + 200 + 200 + 200 = 162 + 162 + 162 + 162 + 162'. Have fun feeling like it's a 4v5 game where you just sit on respawn and watch stuff happening (I know that feel). Carry Lord Nidalee in LoL: Guide by Master league player / Tags Houdini, How to carry, Jungle Nidalee, Nidalee by Master, Nidalee Guide, Nidalee guide 2016, Season 6 / Comments 3 / Posted By Houdini. Scaling CDR glyphs are taken instead of AP this way you can cap out your CDR without having to build a CDR AP item later on.
Flash Wolves: LMS Seed #2
Season Overview
![Consistently Having Lowest Dmg As Nidalee Consistently Having Lowest Dmg As Nidalee](/uploads/1/2/5/3/125384178/205508344.jpg)
Summer Split Regular Season Record: 9-2-3
Summer Split Playoffs Record: 1-3
Aug 15, 2018 I'm trying to fit a small synthesizer into a Gameboy case and reuse the buttons and this is exactly what I needed. Easy to install. Just make sure when you buy your Gameboy shell that it is an original Nintendo Gameboy (DMG-01) and that it comes with the buttons and conductive rubber pads that go under the buttons. This item: Gameboy Zero Conductive Rubber Button Pads & 4 Buttons Nintendo Game Boy DMG-01 by ATomic Market by Atomic Market $9.99 Only 6 left in stock - order soon. Sold by Atomic Market and ships from Amazon Fulfillment. Gameboy dmg-01 button color. Nintendo Game Boy Original DMG-01 BUTTONS FULL SET CUSTOM MINT NEW Pick A Color! Brand: Nintendo. Free shipping. 2 Sets GBC BUTTONS Nintendo Game Boy Color button MIX & MATCH PICK 2x COLORS. Nintendo Game Boy NEW BUTTONS SET classic DMG system ORIGINAL COLOR Black Maroon. Gameboy Zero Conductive Rubber Button Pads & 4 Buttons Nintendo Game Boy DMG-01 by ATomic Market. By Atomic Market. FREE Shipping. DIY Multi-Color A B Buttons Replacement for Gameboy Color GBC Buttons for GBC D Pads Repair Parts. Get it as soon as Wed, Nov 20.
2015 LMS Regionals: 6-2
The Flash Wolves, despite dropping the yoe, are very much the same team from the inaugural split of the LMS. The summer was very similar to spring; the Flash Wolves were still at the top and beating out the majority of the teams. They maintained their trademark controlled early game and objective control, but continued to have trouble winning games where they did not procure an early advantage.
The Flash Wolves seemingly had no problem running over the bottom half LMS teams, but were challenged all year by HKE and MSE in their bo2s, while also being topped by ahq. Their series against the better teams in the LMS made their need for a controlled early game apparent, losing in situations where they attempted to outplay teams like HKE and ahq in the early game. This stemmed from their dependence on Maple to carry, a player who needs a more controlled laning phase.
Recognizing this weakness, the Flash Wolves brought in Korean AD KKramer, hoping to bring a reliable secondary carry into the tea. While he was a mechanically strong player, he did not fit into the team well and handicapped SwordArT’s ability to affect the game, due to their language barrier and his weak laning. This weakness was accentuated in the playoffs where the Flash Wolves would lose to HKE and end the season at third place.
During this time, their reliance on scaling compositions and problems in the pick/ban phase were also made more apparent. However, Regionals would have them back stronger. Shifting NL back into the lineup over KKramer was their course of action for Regionals. The change worked wonders and SwordArT and Karsa were an unstoppable duo in their 3-0 against MSE. Eventually the team would overtake the team that had beaten them before, HKE, to go onto the 2015 Season World Championship, with weaknesses fixed, and some remaining.
Steak
4.2 KDA (2nd)
65.6% KP (5th)
-6.3 CSD@10 (2nd)
15.2% DMG (7th)
Most Played Champions: Maokai (7) Hecarim (3) Irelia (2) Rumble (2)
Steak, for some time, was a decent top laner in the context of Taiwanese League of Legends. Steak has regressed this season, struggling to be super impactful on any champion that wasn’t Maokai over the course of the regular season. His teleport flanking and timing was not particularly inspiring either. It is for this reason, that he receives the lowest gold priority of any top laner at the 2015 Season World Championship.
Steak’s main role within his team is to be low economy tank bot, soaking damage and protecting the back line. He is basically a secondary support. As weak as Steak’s play has been this season, the team has shown to be confused without his shotcalling in the mix. This can best be seen in the difference of the FW’s mid and late game, when playing with Steak or their other top laner, MMD. Steak’s champion pool and laning ability is considerably worse than any other top laner in his group. Smeb, ZionSpartan, and Mylon all possess a sizable edge on the veteran shotcaller.
Karsa
4.9 KDA (2nd)
71.7 KP% (6th)
16.2% DMG (2nd)
2.6 CSD@10 (3rd)
0.94 WPM (5th)
0.36 WCPM (1st)
Consistently Having Lowest Dmg As Nidalee In Game
Most Played Champions: Gragas (9) Rek’Sai (8) Nidalee (6)
Karsa was the initial catalyst to the Flash Wolves’s strength in spring split, dominating fellow Taiwanese junglers, on warrior champions such as Lee Sin and Rek’Sai. Karsa possesses fantastic mechanics and specializes in early game pressure, playing aggressively in the first ten minutes of the game or so, contributing to the Flash Wolves’s leading first blood rate of 68%. However, he is not as good on tanks, than he is on early game focused junglers or carry junglers.
Karsa plays a very mid focused game, setting the tune for the Flash Wolves’s mid focused game plan. His early jungle pathing is often tailored to setup an early gank for Maple and recently has began to control the scuttle crab earlier. He focuses his vision around the mid lane as well, assuring Maple the safest laning phase possible.
Karsa is not always the best on tank junglers, but generally impressed on Gragas and Rek’Sai. Nevertheless, it is not his preferred style of play. However, with the rise of Lee Sin and Elise as viable junglers, Karsa will look to function in the way he likes, an early game terrorizer with a knack for creating picks. Karsa is also one of the stronger junglers at Worlds, being above the likes of his group adversaries, Hojin/Wisdom, Huhi, and SirT.
Maple
5.3 KDA (2nd)
![Consistently Having Lowest Dmg As Nidalee Consistently Having Lowest Dmg As Nidalee](/uploads/1/2/5/3/125384178/209339884.jpg)
63.8 KP% (3rd)
4.0 CSD@10 (1st)
Dmg file opener free download - DMG Extractor, Free Opener, DMG Extractor, and many more programs. Random File Opener Software. Randomly open or view a specific set of files. Dmg file opener software free download for windows 7.
30.8% DMG (4th)
Most Played Champions: Azir (6) Zed (5) Varus (4) Viktor (4)
Maple is hailed by most as the crowned jewel of the LMS and the best mid laner in Taiwan. He has shown to be able to perform at a high level on both mages and assassins. Maple favoured mage and poke champions this split, but was not without his pocket Zed pick, during the season. He is the main carry on his team and receives the most attention, having died the least of any mid laner this split. This however does not manifest itself in gold. due to KKramer’s presence on the team, in the latter half of the split.
Maple is the most consistent source of damage for the Flash Wolves in teamfights, with players like Steak and NL on his team. Considering this fact, he is very well protected, having the least deaths (57) of any mid laner in the LMS. The meta seems to be shifting more into Maple’s favor with champions like Leblanc and Zed appearing more relevant. Maple is known to be overconfident in the laning phase, but is playing against the likes of Kur0, Pobelter, and Kami, not remarked for their lane phase. Comparatively, he will be quite competitive with these mid laners at Worlds.
NL
9.3 KDA (1st)
72.4 KP% (3rd)
-1.9 CSD@10 (6th)
28.1 DMG% (4th)
Most Played Champions: Sivir (8) Lucian (3) Varus (3)
NL is a very weak carry at this World Championship and does not contribute much to the success of the Flash Wolves. He is a weak laner that would face egregious CS deficits, if not for the presence of SwordArT bottom. Furthermore, he is a weak link in teamfights, that will consistently misposition, and without the help of SwordArT, would be much less effective. He is a weaker carry than KKramer in many facets of the game, but he holds the advantage of familiarity and communication within the team.
NL is similar to Steak in the way that he brings an intangible to the team. He does not directly aid the team, but speaking Mandarin and laning with SwordArT for years now, is key. He allows for SwordArT to be a more aggressive roaming support and part of a two man unit with Karsa. NL will likely be resigned to only picking Sivir and Varus, champions that aid in engage or disengage situations with their ultimate. He is no doubt the weakest carry in this group and will be the weakest point of the Flash Wolves come Worlds, but is serviceable on Varus and Sivir, at the very least.
SwordArT
7.5 KDA (1st)
76.3% KP (2nd)
1.27 WPM (4th)
WCPM 0.27 (5th)
Most Played Champions: Alistar (11) Morgana (7) Thresh (3) Janna (3)
Consistently Having Lowest Dmg As Nidalee 3
SwordArT has been recognized as a strong support from both Western fans and Eastern fans alike, often receiving praise for his play on the Korean solo queue ladder and his performance at IEM. He is the facilitator of everything the Flash Wolves are able to do, providing the vision they need for their objective game, and playing to control their early game. SwordArT is fantastic in many facets of the game, but generally has had trouble taking over a game.
The benching of KKramer actually helped this fact, allowing him to be more of a free support. His specialty has always been disengaging unfavorable fights for the Flash Wolves and protecting his carries through any means. Switching back to NL immediately unlocked his threat as a roaming support, being a huge playmaker on Alistar and Thresh during the LMS regionals.
SwordArT is a good laner, but has been weighed down by NL and KKramer, making him more of an offsetter than an aggressor. SwordArT is a competitive support in this group and while a step behind Gorilla, is competitive with the pool of supports, also featuring Aphromoo and Dioud.
At Worlds
Flash Wolves coming into Worlds are one of the weaker teams present, but were luckily placed into one of the weakest groups possible. The Flash Wolves enjoyed some international success this year, winning a few bo1s against the likes of SK Gaming and Cloud 9, while also taking a game off of TSM in a best of 3 at IEM Katowice. Regardless, they are still a team with many weaknesses and are a complete coin flip due to their inconsistent nature and positional mismatches.
The Flash Wolves compare well positionally, from the jungle, mid, and support position, but do not compare at all from the top lane and AD carry position. Their deficiencies in top lane will be the main concern for the Flash Wolves, however. While the Flash Wolves have had good lane swaps that get Steak ahead, it is not something they’ve consistently replicated, and not something they can count on against teams like KOO, CLG, or paiN. At the very least, Steak is very good at not getting snowballed on. He may not compare in CS, but he will not feed relentlessly.
NL is another weakness on the Flash Wolves, but will be less targetable due to SwordArT. Regardless, Karsa’s lack of attention to bot lane will allow for enemy teams to easily snowball on this part of their game. The other team procuring a laning advantage also makes it more likely the other team will control the dragon timer and be able to take towers. The bottom lane will be another point for teams to accelerate the early game against the Flash Wolves, a team that needs to play a controlled early game, or will almost certainly flounder. This will be a problem for them against both CLG and KOO, as they both possess strong lanes that SwordArT cannot offset by himself.
The Flash Wolves, despite their weaknesses also have their strengths. The Flash Wolves generally have strong early game planning and set the tone for their more controlled early game. This is often in the form of a laneswap, where Karsa and SwordArT seek to make some sort of advantage for the likes of Maple. Lee Sin and Alistar will be incredibly important champions for the Flash Wolves in this group, so that they can leverage an early game lead and take it from there. While it is not realistic that the Flash Wolves defeat KOO, it is likely they will do away with CLG and paiN, if given the opportunity to play their ideal laneswap.
The aforementioned early game is of the utmost importance to having Maple carry the Flash Wolves. It is extremely important that Maple not get behind in their games, as he is the primary carry for his team. Expect to see a lot of the trademark mid lane focus from Karsa and SwordArT during the group stages. The Flash Wolves will certainly not get first in this group, but it is very possible they steal second away from CLG, especially considering their lack of a jungler. However, due to the importance of the top lane and the Flash Wolves specific conditions, it is more likely that the Flash Wolves end third behind KOO and CLG.
Special thanks to Oracles Elixir and their amazing stats database! Make sure to check it out. If you would like to ask further questions about the Flash Wolves, feel free to tweet at me!
All photos used from lms.garena.tw!