Loading DotaSense...
Loading DotaSense...
Master the art of drafting in Dota 2. Learn pick order importance, counter-picking strategies, team composition balance, first pick vs last pick heroes, flex picks, ban priorities, and how to read enemy drafts. Win games before they even start by dominating the draft phase and creating insurmountable team composition advantages.
Win Before the Game Starts
Drafting is the pre-game phase where teams select heroes and ban opponents' options. In Dota 2, drafting determines approximately 30-40% of the game outcome before any gameplay begins. A superior draft creates advantages in laning, teamfights, objectives, and scaling that can be impossible to overcome through individual skill alone. Professional teams spend hours studying draft meta, practicing compositions, and developing counter-strategies.
One captain per team controls all picks and bans. Alternating ban/pick phases create strategic depth.
Ban Phase 1: Each team bans 2 heroes (4 total)
Pick Phase 1: Team A picks 1, Team B picks 2, Team A picks 2, Team B picks 1 (6 heroes picked)
Ban Phase 2: Each team bans 3 heroes (6 more bans, 10 total)
Pick Phase 2: Team B picks 1, Team A picks 2, Team B picks 2, Team A picks 1 (10 heroes picked)
Total: 10 bans, 10 picks. Final pick has huge advantage (full vision of enemy draft).
Each player independently nominates bans and picks their hero. Less strategic but more accessible.
No bans. Simultaneous blind picking. Pure hero knowledge and quick decision-making.
If you're new to drafting, focus on three simple rules: 1) Pick heroes you're comfortable with, 2) Ensure team has at least 2 stuns, 3) Have both physical and magical damage. These basics win more games than trying complex strategies you don't understand. Master fundamentals before attempting advanced draft strategies.
Position Matters
Pick order determines information advantage. Early picks reveal your strategy but get first choice of meta heroes. Late picks have full enemy draft knowledge for perfect counter-picks but risk having key heroes banned or picked. Balancing this information asymmetry is the core of draft strategy.
First picks should be strong in current meta, fit multiple team compositions, and have minimal hard counters. These heroes establish your draft foundation without revealing too much about your strategy.
Tier S: Bane, Snapfire, Grimstroke, Hoodwink, Rubick
Why: Universal utility (stuns, saves, damage). Work with any core lineup. Minimal counters. Strong laning regardless of matchup.
Tier A: Shadow Demon, Ancient Apparition, Crystal Maiden, Jakiro
Why: Enable various strategies. Powerful ultimates. Decent vs most heroes.
Tier S: Mars, Primal Beast, Clockwerk, Pangolier, Beastmaster
Why: Tanky frontliners. Reliable initiation. Hard to shut down in lane. Fit both fighting and farming lineups.
Tier A: Doom, Axe, Slardar, Centaur Warrunner
Why: Strong laning. Good scaling. Multiple item build paths.
NEVER First Pick: Broodmother, Huskar, Meepo, Visage, Arc Warden
Why: Extreme counters exist (Brood vs Axe/Shaker, Huskar vs Pure Damage, Meepo vs AoE). Telegraphs strategy. Forces team to draft around them.
If hero checks 4+ boxes, it's first-pick safe.
Mid picks define your team's strategy (push, fight, farm, gank) while maintaining flexibility. Flex picks that can play multiple roles hide your lane assignments and keep enemies guessing.
Advantage: Enemy can't prepare for matchup. You adapt to their picks. Psychological uncertainty creates mistakes.
By pick 4-5, signal your win condition:
If Enemy Picks Push Heroes: Pick anti-push (Kotl, Tinker, Sniper, Techies)
If Enemy Picks Teamfight: Pick split-push (Nature's Prophet, Lycan, Anti-Mage)
If Enemy Picks Farmers: Pick early aggression (Undying, Spirit Breaker, Night Stalker)
If Enemy Picks Gankers: Pick defensive (Dazzle, Oracle, Abaddon) + vision
Last picks have complete information. This is your opportunity to hard counter enemy cores, fill missing team composition elements, and exploit draft weaknesses. Last pick advantage is worth approximately 5% win rate.
If you have last pick and enemy shows their carry/mid, pick the hardest counter available. Making enemy core's game miserable often wins alone.
Enemy Picked Invoker/Storm/OD: Pick Anti-Mage (mana burn destroys them)
Enemy Picked PL/Naga/TB: Pick Axe/Ember/Shaker (AoE destroys illusions)
Enemy Picked Faceless Void: Pick Disruptor/Bane (breaks Chrono combos)
Enemy Picked Tinker: Pick Storm/Spectre (instant gap close, no escape)
Enemy Picked Drow/Sniper: Pick PA/Slark (gap close + kill potential)
Analyze your draft. What's missing?
Identify what enemy draft can't handle:
Warning: Last pick is the most important pick. Don't waste it on a comfort hero that doesn't fit the game. Don't pick greedily. Use last pick advantage to WIN THE DRAFT. If you have last pick and lose draft, that's your fault.
In All Pick ranked, whoever picks last has huge advantage. If you're last pick, use it! Don't insta-lock your hero. Wait to see enemy cores, then counter-pick. If you're early pick, pick safe versatile heroes (Mars, Snapfire, Clockwerk). Save specific counters for when you know what you're countering.
Hard Counters Win Games
Counter-picking is selecting heroes whose mechanics, abilities, or playstyle naturally neutralize enemy heroes. A good counter can make an enemy hero 30-50% less effective, sometimes rendering them nearly unplayable. Understanding counters is essential for climbing MMR and winning drafts.
Hero abilities directly counter enemy mechanics:
Hero stats naturally counter enemy heroes:
Hero strategies counter enemy game plans:
Hard Counter (70-30 or worse)
Counters: Storm Spirit, Outworld Destroyer, Leshrac, Invoker
Why: Mana Break burns 64 mana per hit. Mana Void does 0.9 damage per missing mana. Int heroes have huge mana pools = 1000+ damage ultimates. Int cores can't fight AM.
Strategy: Farm fast, get Manta+BF by 20 min, jump on Int cores, kill in 3 seconds. They can't escape (Blink), can't fight (no mana), can't run (Mana Void kills).
Hard Counter (75-25)
Counters: Phantom Lancer, Naga Siren, Chaos Knight, Terrorblade
Why: Counter Helix triggers on every attack. More illusions = more Helix procs = all illusions dead in 2 seconds. Culling Blade executes through everything.
Strategy: Blink into illusion army. Call + Blade Mail. Helix kills all illusions. Culling Blade finishes real hero. PL literally cannot play the game vs Axe.
Hard Counter (65-35)
Counters: Storm Spirit, Ember Spirit, Puck, Morphling
Why: Global Silence disables all abilities for 6 seconds. These heroes need spells to fight AND escape. No spells = sitting duck = instant death.
Strategy: Save Global Silence for teamfights. When Storm zips in or Ember jumps, use it. They can't remnant out, can't zip away, can't spell shield. Free kill.
Lane Dominator (70-30 laning)
Counters: Sven, Wraith King, Lifestealer, Ursa (in lane)
Why: Poison Attack slows attack speed and movement. Nethertoxin breaks passive abilities. Melee carries can't trade (Viper wins), can't farm (harassed), can't escape (slowed).
Strategy: Maxes Poison Attack, harasses every CS. Melee carry gets 20 CS by 10 min. Game is over. Viper zones them out of lane completely.
Ultimate Counter (60-40)
Counters: Any team reliant on one hero (Enigma, Tidehunter, Faceless Void)
Why: Doom disables all abilities and items for 16 seconds. If enemy has one key hero (Enigma Black Hole, Tide Ravage), Doom them = they have no teamfight.
Strategy: Identify enemy win condition (usually pos 2 or 3). Doom them every fight. Their team comp falls apart without key hero.
Soft Counter (60-40)
Counters: Crystal Maiden, Witch Doctor, Lion, Shadow Shaman
Why: Slark has gap close (Pounce), dispel (Dark Pact), invisibility (Shadow Dance). Low-mobility supports can't escape and die in 4 hits.
Strategy: Hunt supports all game. Kill CM 10 times. Steal 30 Agi. Become unkillable stat monster. Supports can't group without dying.
You see enemy first-pick support, so you pick counter. Then they pick cores that counter YOUR pick.
Fix: Counter cores, not supports. Supports adapt with items. Cores can't.
Enemy picks Huskar. You pick Necrophos (great counter) but you've played Necro 3 times and feed.
Fix: Only counter with heroes in your hero pool. Bad execution > good theory.
Enemy picks PL. You pick Axe. But team has no save, no stuns, no late game. Axe alone can't win.
Fix: Balance team needs AND counter-picking. One counter doesn't win if draft is bad.
Create a mental list of 5-10 heroes you play well. For each hero, know what counters it and what it counters. Example: "I play Anti-Mage. Storm counters me. I counter Invoker/OD." This knowledge lets you last-pick AM when appropriate and avoid it when Storm is picked. Learning matchups is more valuable than learning new heroes.
Draft Synergy Wins Games
A balanced team composition has all necessary tools to win: stuns, damage (both types), initiation, saves, pushing power, and scaling. Missing any essential element creates exploitable weaknesses. The best individual hero picks mean nothing if team composition is fundamentally flawed.
Without stuns, you cannot: secure kills, stop enemy TPs, interrupt channeling ultimates, or win teamfights.
Good: Bane (Fiend's Grip), Lion (Earth Spike + Hex), Sven (Storm Hammer)
Bad: 5 heroes with only slows. No lockdown = enemies walk away from everything.
If you only have one damage type, enemy itemizes against you (BKBs or Armor) and you cannot kill them.
Good: Juggernaut (Physical) + Lina (Magical) + Enigma (Pure)
Bad: Zeus + Lina + Lion + OD + Pugna = All magical. Enemy buys BKB/Pipe and is unkillable.
Someone must start teamfights. Without initiation, you stand around waiting for enemy to jump you.
Good: Tidehunter (Ravage), Earthshaker (Blink Echo), Clockwerk (Hookshot), Batrider (Lasso)
Bad: 5 heroes with no gap-close. Enemy pokes you, you can't engage, you slowly lose.
If game goes late (40+ min), you need heroes that scale with items. Otherwise, you auto-lose long games.
Good: At least one core (pos 1/2/3) that scales to 6 slots (Spectre, Medusa, Invoker)
Bad: Underlord + Night Stalker + Snapfire + Undying = All fall off. If you don't win by 30 min, you lose.
Saves keep key heroes alive through burst damage and allow risky plays.
Good: Dazzle (Shallow Grave), Oracle (False Promise), Abaddon (Aphotic Shield), Shadow Demon (Disruption)
Saves can negate enemy initiation and turn fights. Extremely high value.
Ability to take towers and buildings. Without it, you can't convert won fights into objectives.
Good: Death Prophet, Lycan, Beastmaster, Chen, Drow Aura
Bad: All teamfight heroes, no tower damage. Win fights but can't break base. Game stalls forever.
Heroes that provide vision or control map areas help you avoid ganks and set up plays.
Good: Beastmaster (Hawk), Nightstalker (Night Vision), Hoodwink (Acorn Vision)
Big teamfight ultimates win 5v5 fights decisively.
Examples: Enigma (Black Hole), Magnus (RP), Tidehunter (Ravage), Earthshaker (Echo Slam)
Ability to remove enemy debuffs or buffs can counter specific strategies.
Examples: Oracle (Fortune's End), Shadow Demon (Demonic Purge), Abaddon (Aphotic Shield), Nullifier item
Ability to catch solo enemies creates numbers advantages.
Examples: Spirit Breaker (Charge), Bane (Nightmare + Grip), Storm Spirit (Ball Lightning)
Can fight, farm, push, and scale. Wins through execution and flexibility.
Example:
Carry: Juggernaut | Mid: Lina | Offlane: Mars | Pos 4: Snapfire | Pos 5: Bane
Strengths: Good laning, teamfight, scaling. 2 stuns. Both damage types. Strong at all stages.
Weaknesses: No single overpowering element. Relies on being better than enemy.
Win Condition: Out-execute enemy. Win lanes, take objectives, scale if needed.
Group as 5, win teamfights, take objectives together. Never split up.
Example:
Carry: Faceless Void | Mid: Invoker | Offlane: Tidehunter | Pos 4: Enigma | Pos 5: Grimstroke
Strengths: Massive AoE ultimates (Ravage + Chrono + Black Hole). Wins any 5v5.
Weaknesses: Weak to split push. If enemy avoids fights and pushes lanes, hard to defend.
Win Condition: Force teamfights with Aegis/Smoke. Win fight = take objective. End by 35 min.
Group early, push towers, end fast. No late game plan.
Example:
Carry: Lycan | Mid: Death Prophet | Offlane: Beastmaster | Pos 4: Chen | Pos 5: Shadow Shaman
Strengths: Takes tier 2 towers by 15 min. Massive push power. Overwhelming early.
Weaknesses: If push fails, no late game. Enemy farmers (AM, Spectre) outscale by 35 min.
Win Condition: Take all outer towers by 20 min. High ground by 25 min. End before 30 min or lose.
Mobile heroes, hunt solo enemies, create numbers advantages.
Example:
Carry: Slark | Mid: Storm Spirit | Offlane: Spirit Breaker | Pos 4: Earthshaker | Pos 5: Bane
Strengths: Constant pickoffs. Enemy can't farm safely. Map control through fear.
Weaknesses: Struggles vs 5-man grouping. If enemy groups early and doesn't split, can't find kills.
Win Condition: Smoke gank repeatedly. Kill supports 10+ times. Create paranoia. Starve enemy of resources.
Survive early game. Farm. Win late game through superior scaling.
Example:
Carry: Spectre | Mid: Outworld Destroyer | Offlane: Doom | Pos 4: Rubick | Pos 5: Dazzle
Strengths: Unkillable late game. Spectre + OD + Doom all carry items. Wins any 40+ min game.
Weaknesses: Weak early game. Vulnerable to push strategies. If enemy takes rax by 25 min, probably lose.
Win Condition: Defend. Stall. Farm. Reach 30+ min. Win with item advantage. Don't fight early.
Draft: Carry: Outworld Destroyer | Mid: Zeus | Offlane: Timbersaw | Pos 4: Lina | Pos 5: Lion
Why Bad: Enemy buys BKBs and Pipes. You literally cannot damage them. They walk through your team.
Fix: Replace at least 2 heroes with physical damage (Juggernaut, Drow, PA).
Draft: Carry: Drow | Mid: Viper | Offlane: Bristleback | Pos 4: Venomancer | Pos 5: Crystal Maiden
Why Bad: Cannot secure kills (enemies just walk away). Cannot stop TPs. Cannot interrupt channels.
Fix: Replace CM with Bane/Lion. Replace Veno with Earthshaker. Need reliable lockdown.
Draft: Carry: Ursa | Mid: Huskar | Offlane: Underlord | Pos 4: Undying | Pos 5: Ogre
Why Bad: All heroes peak before 25 min. If you don't win early, enemy outscales and you auto-lose.
Fix: Replace Ursa with scaling carry (Spectre, Terrorblade). Need late game insurance.
Draft: Carry: Sniper | Mid: Drow | Offlane: Viper | Pos 4: Shadow Demon | Pos 5: Dazzle
Why Bad: Cannot start fights. Just wait for enemy to jump you. No proactive plays possible.
Fix: Replace Viper with Tidehunter/Mars. Need someone who can blink in and start fights.
Draft: Sniper | Phantom Assassin | Juggernaut | Riki | Drow
Why Bad: No supports = no wards, no vision, no stuns, no saves. Enemy push ends game by 20 min.
Fix: Have 2 supports (pos 4/5). Carry + Mid + Offlane + 2 Supports is the standard.
Before final pick, mentally check: "Do we have stuns? Both damage types? Initiation? Scaling?" If any answer is no, adjust your pick to fill that gap. Don't instalock your favorite hero if it creates a garbage comp. A balanced mediocre draft beats an unbalanced "pro" draft 70% of the time.
Hide Your Strategy
Flex picks are versatile heroes that can effectively play multiple positions (roles) or lanes. Picking flex heroes early in draft hides your team's strategy, lane assignments, and role distribution from the enemy. This forces enemies to guess your game plan and prevents them from counter-picking optimally. Flex picks provide draft advantage through strategic ambiguity.
Ultra Flex - 4 Positions
Pos 2 Mid: Farms well, roams with Arrow, scales with items (Aghs, Maelstrom)
Pos 3 Offlane: Safe laner (Leap escape), initiates with Arrow, provides vision/utility
Pos 4 Support: Roaming, Arrow setups, Starstorm harass, Leap mobility
Pos 5 Support: Arrow stun, Moonlight Shadow utility, low farm priority
Draft Value: Pick Mirana early. Decide position after seeing enemy draft. Huge flexibility. Enemy cannot prepare.
High Flex - 3 Positions
Pos 2 Mid: Fast farmer (Powershot), scales with Focus Fire + items, high damage late
Pos 3 Offlane: Difficult to gank (Windrun), initiates with Shackleshot, tanky with items
Pos 4 Support: Long-range stun, Windrun mobility, doesn't need many items to function
Draft Value: Versatile pick. Can adapt to physical or magical damage builds. Fits multiple strategies.
High Flex - 3 Positions
Pos 2 Mid: Fast farmer (Dragon Slave), burst damage, scales with items (Aghs, Bloodstone)
Pos 4 Support: Long-range stun, high damage, mobile (passive movement speed)
Pos 5 Support: Stun + Laguna Blade utility, works with minimal items
Draft Value: Common flex pick. Hard to tell if mid or support until items/lanes shown.
High Flex - 3 Positions
Pos 1 Carry: Farms with Sidekick, scales with attack speed items, high DPS with ult
Pos 3 Offlane: Tanky, initiates with Rebound + Dispose, provides ally buffs
Pos 4 Support: Stun setup (Dispose), Sidekick ally buff, doesn't need farm
Draft Value: Relatively new hero but extremely flexible. Can pivot carry vs support.
Medium Flex - 2 Positions
Pos 3 Offlane: Farms jungle + lane, split pushes, creates map pressure
Pos 4 Support: Jungling support, global gank potential (Teleportation), Sprout setup
Draft Value: Hides whether you're farming jungle or supporting. Both are viable.
Medium Flex - 2 Positions
Pos 4 Support: Gets some farm, builds aura items (Medallion, Solar Crest), initiates
Pos 5 Support: Hard support, stuns, saves with Swap, minimal farm priority
Draft Value: Common support flex. Adapt farm priority based on team needs.
Medium Flex - 2 Positions
Pos 4 Support: Gets farm, builds items (Aghs, Blink), high damage
Pos 5 Support: Stuns (Scatterblast), saves (Cookie), works without items
Draft Value: Very strong hero. Flexes between greedy and hard support easily.
Medium Flex - 2 Positions
Pos 2 Mid: Fast farmer (Shockwave + Empower), gets Blink fast, high impact
Pos 3 Offlane: Tankier build, still gets Blink, Empower ally carry
Draft Value: Hides whether you're farming mid or playing tanky offlane.
Pick versatile hero in first phase (picks 1-4). Don't reveal position. Just pick the hero. Example: Pick Mirana pick 2. Enemy doesn't know if you're mid, offlane, or support.
Watch what positions enemy fills. If they pick weak mid laner, put your Mirana mid. If they pick strong mid but weak offlane, put Mirana offlane. Adapt to create favorable matchups.
After all picks done, decide final position. Communicate with team. "Mirana going mid" or "Mirana pos 4 roaming." Lock in role at last moment to minimize enemy preparation time.
In loading screen, stand in multiple lanes. Move Mirana from mid to offlane to side lane. Confuse enemy. When creeps spawn, go to real lane. Enemy wasted time preparing for wrong matchup.
Lesson: Flex picks force enemy to guess. When they guess wrong, you get free advantages. This is advanced drafting - using information asymmetry to outmaneuver opponents.
Don't flex pick if you can only play one position. Example: If you can only play Mirana mid but not support, don't flex her. Enemy might force you into support role and you'll feed. Only use flex picks if you're comfortable with all positions the hero can play. Flexibility requires skill in multiple roles.
Deny Enemy Advantages
Bans remove problematic heroes from the draft pool. Good bans deny enemy comfort picks, remove overpowered heroes, and protect your strategy from counter-picks. In Captains Mode, teams get 10 total bans. In All Pick ranked, each player nominates 1 ban (randomized selection). Strategic banning can increase win rate by 5-10% before the game starts.
Deny overpowered heroes and enemy comfort picks
Every patch has 5-10 heroes that are statistically overpowered. These heroes have 54%+ win rates and dominate professional games. Always ban these first.
Example Meta Bans (will change with patches): Muerta, Primal Beast, Bane, Snapfire - whatever is dominating current patch
If you know enemy players' favorite heroes (from checking profiles), ban them. Players have 10-15% higher win rate on comfort heroes.
How: In loading screen, check enemy Steam profiles. Look at their most-played heroes. Ban their top 2-3 if strong.
Example: Enemy mid has 200 games on Invoker with 60% win rate. Ban Invoker. Force them onto uncomfortable hero.
Heroes that are strong regardless of team comp. These heroes are first-pick quality and work in any draft.
Examples: Bane (best disable in game), Snapfire (versatile), Primal Beast (unkillable offlaner), Invoker (scales infinitely)
Counter enemy draft direction and protect your strategy
Based on what you've picked, ban heroes that specifically counter your strategy.
Identify enemy team's win condition and ban heroes that complete their strategy.
Example: Enemy picked Io + Tiny. Ban Gyrocopter (Io + Gyro is broken combo). Ban Mars (Io + Mars is also broken). Deny them their enablers.
Ban heroes that absolutely destroy your lanes and make early game impossible.
Example: Your carry is melee. Ban Viper (destroys melee carries in lane). Ban Undying (zombies make lane unplayable).
If enemy has last pick, ban the heroes that would perfectly counter your cores.
Example: You picked Phantom Lancer. Enemy has last pick. Ban Axe, Earthshaker, Ember (your hardest counters). Force them to pick suboptimal counter.
Heroes that are good in almost every patch
Bane, Invoker, Rubick, Earthshaker, Enigma, Tidehunter, Faceless Void
These heroes have fundamentally powerful abilities that don't depend on meta. Always safe bans if you don't know what to ban.
Heroes that make the game unfun regardless of win rate
Tinker, Techies, Pudge, Slark, Riki, Broodmother
These heroes are frustrating. Tinker spams map, Techies mines everywhere, Pudge hooks randomly, Slark is slippery. Ban for mental health.
Heroes that require specific counters or lose games alone
Meepo, Huskar, Broodmother, Arc Warden, Visage
If you don't have counter, these heroes auto-win. If enemy is specialist player, they'll pick their hero and stomp. Ban to avoid dealing with it.
Heroes that facilitate comebacks even when behind
Spectre, Medusa, Techies, Tinker, Nature's Prophet
These heroes make closing game difficult. Spectre always scales. Medusa defends forever. Tinker/NP rat push. Ban if you want clean wins.
Heroes that win lane so hard enemy core can't recover
Viper, Huskar, Undying, Silencer, Bane, Venomancer
If these heroes counter your core in lane, that core has 0 CS by 10 min and game is over. Ban to protect your lanes.
In All Pick, each player nominates 1 hero to ban. Half the nominations (randomized) become actual bans. This means your ban has ~50% chance of going through.
Tinker: Most banned hero. Annoying to play against. Requires team coordination to deal with.
Pudge: Second most banned. Random hooks lose games. Nobody wants to play vs Pudge.
Techies: Third most banned. Makes game 50 min long. Mines everywhere. Frustrating.
Invoker: High ban rate. Stomp games when played well. Nobody wants enemy to have god Invoker.
Slark: Hated by supports. Unkillable. Steals stats. Difficult to lock down late game.
If you don't know what to ban, follow this simple rule: 1) Check Dotabuff for top 10 highest win rate heroes this patch, 2) Ban one of them, 3) You'll be right 80% of the time. High win rate heroes are overpowered for a reason. Ban them and your games get easier. Update your ban list every major patch.
Draft Analysis and Adaptation
Draft is a conversation between teams. Every pick reveals information about enemy strategy, win condition, and weaknesses. Reading draft means analyzing enemy picks to predict their game plan and adapting your picks to counter it. Players who can read drafts win 10-15% more games than those who can't.
Every draft has a win condition - the way they plan to win the game. Identify it and counter it.
When is enemy draft strongest? When are they weakest?
Strategy: If they're early game draft, defend until they fall off. If they're late game draft, push and fight early. Avoid fighting during their power timing.
What does enemy draft lack? Exploit these weaknesses ruthlessly.
Predict their lanes and adapt yours for favorable matchups.
Thought Process: "They picked Viper. Viper always goes mid. Our mid is Invoker. Viper destroys Invoker. Solution: Swap lanes. Put our offlaner Mars mid vs Viper. Put Invoker safe lane. We win both lanes now."
Do they have hero combos? Understand their synergies to disrupt them.
Carry: Phantom Lancer | Mid: Storm Spirit | Offlane: Tidehunter | Pos 4: Earthshaker | Pos 5: Grimstroke
Carry: Spectre | Mid: Outworld Destroyer | Offlane: Doom | Pos 4: Rubick | Pos 5: Dazzle
Carry: Lycan | Mid: Death Prophet | Offlane: Beastmaster | Pos 4: Chen | Pos 5: Shadow Shaman
Don't rigidly stick to one plan. Adapt as enemy draft unfolds:
After draft phase, take 10 seconds to think: "What is their win condition?" and "When are they strongest?" If you can answer these two questions, you know how to play the game. Example: "They want to teamfight at 25 min. So we avoid fights from 20-30 min, then fight after they fall off." Simple analysis wins games.
Use our Timer App to track all critical game timings during matches. Perfect your execution after winning the draft phase. Never miss power spikes, objectives, or timing windows that convert draft advantages into victories.
Download App