Core lesson
Control the map
Points score while controlled. Decide whether to hold, rotate, or contest based on numbers and timing.
- ✦Watch the minimap
- ✦Do not overcommit
- ✦Leave lost fights early

House of Dragonz academy
Conquest is about controlling points and making smart rotations. Winning every duel is less important than being where your team needs you.
Guide format
Field manual
Core chapters
3 foundations
Practice sections
4 detailed lessons
The briefing
Start with these foundations, then use the detailed lessons below to turn them into habits.
Core lesson
Points score while controlled. Decide whether to hold, rotate, or contest based on numbers and timing.
Core lesson
Join allies for favorable fights and use crowd control to secure important downs.
Core lesson
After every match, identify one decision you would change rather than blaming the team.
Deep knowledge
Field manual
Conquest points score while your team controls them. That means winning a duel matters only if it helps your team hold or capture a point. A player who rotates at the right time can be more valuable than a player who stays in a long fight far from an objective.
Check the minimap whenever you leave combat. Ask where the next numbers advantage will appear: defending your home point, helping a teammate at mid, or moving to a free side point. The best answer changes every few seconds.
Field manual
A good team fight has a purpose: secure a point, deny a capture, or protect a teammate who can finish the enemy. If the fight is lost, leaving early is often the correct play because you can return with your team instead of staggering back alone.
Focus the same target as your allies. Crowd control, bursts, finishes, and revives become much stronger when several players commit at the same time.
Field manual
Some builds are designed to hold a point, some to move quickly between points, some to win small duels, and some to provide team-fight pressure. A build becomes much easier when you understand its job before trying to copy every advanced play.
Start with a simple rotation: leave home after securing it, help contest mid, then react to the minimap. As you become more comfortable, learn when your build can decap, defend alone, or rotate away before the enemy arrives.
Field manual
Close matches are full of useful information. After a game, identify one decision you could improve: arriving late to a fight, overcommitting to a kill, using a defensive skill too early, or missing an enemy rotation.
This creates progress even on losses. Focus on your own next decision and you will learn faster than by trying to solve every teammate's mistakes.
House of Dragonz library
Extra notes are organized inside this guide library, so readers stay on House of Dragonz while they learn.