Definitely Not Dominion is a new game mode in League of Legends based on Dominion. In this guide, I’ll lay out what you have to do in order to win this mode. I’ll assume prior knowledge with Dominion, so bear with me.
The Crystal Scar in this map has been changed. The starting points are the same as in Dominion, but the Quarry and the Boneyard capture points have been replaced by fountain-style towers that cannot be captured by the opponent. The bottom path between the Quarry and the Boneyard has been closed off, as well as nearby paths, up until the center of the map. The path that minions take is now linear, around the top of the map. There are more, but I’ll discuss these later.
There are three main points to know about this mode, but I have split them according to importance:
There are three primary objectives in this mode.
- Capture and defend the Windmill. The Windmill is now the farthest location between the two teams’ starting points. There are three capture points, namely the Refinery, the Windmill, and the Drill. Because of its position, the Windmill is now more crucial than ever to hold.
- Capture the crystal relic. Crystal relics spawn in a location above the enemy’s base (Quarry/Boneyard) or “fountain” point. When captured, your base will spawn an ultra minion, which quickly captures points, is tanky, and deals a lot of damage. Try to capture the crystal relic when the enemy’s not looking: the crystal relic’s location is pretty dangerous.
- Capture the storm altar. The center area of the map has been replaced with a storm altar. You capture the storm altar by standing on it, and not taking damage within it for a few seconds. When captured, it will give your team a buff with 3 stacks that deals pure damage to your enemies whenever you damage them.
Capturing the storm altar won’t give points to your nexus, but it’ll definitely make killing your enemies easier.
- Capture the Refinery/Drill. You definitely need to capture the capture point closest to your base, but watch out for backdoors. Backdooring in this manner won’t do much though, capturing an ultra minion would be better.
- Kill opponents. Killing an opponent will shave a couple of points from their nexus.
- Defend the crystal relic near your base.
- Lane. Laning is not that important, but clearing minion waves can be something.
Champions to pick (and ban)
- Shaco – Shaco is the most annoying champion to deal with in DND. Make sure to ban this champion, otherwise be prepared to counter him.
- W – Box can be used both as an escape and defense mechanism.
- Q – Nope. He’s gone.
- R – Noxious Trap can be placed wisely in choke points and to defend the crystal relic.
- Singed – Singed shines bright in DND thanks to his smoke.
- Q – Singed’s Q can make following him pretty annoying.
- Ghost – Ghost is very good on Singed and multiplies his degree of being annoying.
- W – Nidalee can be pretty hard to chase.
- Q – Nidalee’s long-range spears can disrupt capturing.
- Q – Heimerdinger can pretty much defend any spot with some turrets.
- RQ – Unleashing the super turret can be the ultimate defense your team needs.
- Passive – Evelynn can pretty much capture the crystal relic any time she wants.
- R – Quinn can quickly switch between objectives with her R. Because of her carry nature though, she’s not that viable.
Champions with global or near-global range abilities can always interrupt captures.
- Twisted Fate
- Aurelion Sol
- Zyra – Good defense
Items to get
- Crystal of Aeons – must-have for some mages.
- Liandry’s Torment – the DoT can buy some time into preventing enemy captures.
- Lightbringer and Arcane Sweeper – again a must-have for enemies with stealth and stealth wards such as Shaco, Teemo and Twitch.