House of Dragonz
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House of Dragonz academy

Competitive PvP

Conquest is about controlling points and making smart rotations. Winning every duel is less important than being where your team needs you.

Conquest mapsRotationsTeam fighting

Guide format

Field manual

Core chapters

3 foundations

Practice sections

4 detailed lessons

The briefing

Learn the essentials

Start with these foundations, then use the detailed lessons below to turn them into habits.

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

Core lesson

Fight with purpose

Join allies for favorable fights and use crowd control to secure important downs.

  • Focus the same target
  • Use finishers safely
  • Revive when it is safe

Core lesson

Review and improve

After every match, identify one decision you would change rather than blaming the team.

  • Check your rotations
  • Learn every map
  • Practice one role

Deep knowledge

The field manual

Field manual

Conquest is a map game

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

Choose fights that matter

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

Learn your role, then your rotations

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

Improve through review, not blame

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.