First of all, even pro teams fail at drafting.
Usually its important that you counter something in the enemyteam. If someone picks alch and undying, you want to get a good counter like lifestealer or timbersaw.
and you have to make sure that your team has synergi, you cant just random add a support bcause you feel like you need one, you have to have a plan and pick the right heroes to follow that plan.
Sup nigga,
There really nothing about whose side is stronger or weaker, or who has a good draft, if your team synergizes well with their heroes and with the players, you can have a zip on the positive side.
It really depends on the first stage, the bans, check out their bans, if you see them banning heroes that would certainly have a good time on their lane, you should also decide whether which hero is indefinite to the hero they banned.
The first pick is really important, its your very core in the team, your giving away this hero because the two heroes the other would pick are really crucial.
talk to your teammates, a good conversation can never be a downfall.
Communicate. Watch replays. Learn the heroes
You can draft to further your own strategy or to try to prevent the enemy's. Usually both. Around the Ti3, a few teams commented that their performance improved after they stopped overdoing the latter (drafting around the enemy team) and instead played their own strengths.
Pretty much what Blunt said.
Learn the picking/ban order. E.g. Bat is a popular pick, but if you're second pick, you always want to ban it (unless you're confident your team knows how to handle one) because even if you want it, chances are the first pick team will get it.
Good point. Still I'd like to check the capacity of my teammates on how well they are rounded with their roles, so i wouldn't be bothered with my picks, because one guy cant play this, cant play that. So yea, its better if my teammates are well rounded.
i just lost a draft yesterday when i stupidly picked OD as third pick... enemy picked razor and then it was downfall since OD is fucking useless with no items, damage and att speed! Even the supports ended up looking more useful than me and we just called gg min 13
At the pro level drafting really becomes a fascinating strategic question. But at the pub level its best to just pick something you know your team can play and have an overall idea of how you want to win.
The game is won by taking towers. Do you get them by having a strong early teamfight so you can take towers, ready to win a teamfight if they dare to try to stop you? Do you get a powerful ganking lineup so you can reduce their numbers before the push and then get easy towers after kills? Do you have more map control and split push everywhere dodging the fights so they cannot stop you from getting one tower or the other? Or do you farm up so much that your carries can win no matter what and then take the towers with high dps and magic immunity?
Those are basically the 4 ways to do it. Pick one, make a lineup that your team can play that fits that basic strategy and go for it. If you know 3 heroes that each of your team can play that fit your strategy it will be almost impossible to ban it. As for the other team, just ban what they like to pick. Make them prove they can play heroes they did not use in earlier games. Most teams can't play another set of heroes anywhere near as well as their favorites.
If with friends pick heroes they're comfortable with. Beyond that countering is nice but you can theorycraft so much and it still might not work out. Like the other team picks bounty so you go slardar, bounty might not be in your lane and might gank the crap out of the other lane and start snowballing before you get a chance to team fight.
What I really like to pay attention to is simply to set up strong lanes, balance range and melee and have team disables. Most pub matches come down to team fights so making sure you have strong lanes gets you ahead in farm to win those team fights, and most team fights are won by the team with more/better disables. I love picks that work well in both roles like disruptor, lich, cm, tide, jakiro. All those guys support carries in lane well and have great team fight potential.
In lower level pub CM, never ban wisp. Wait for the other team to instapick wisp+ck when they don't know to play it well, and just go for a normal lineup, maybe with a naga siren or some AoE damage just in case they do know how to use their ult. They will most probably have a 1 position CK , while you can get away with an AM or Alchemist, which secures you better late game if they do not continuously gank you with wisp.
you can check my last two games how i drafted. turns out to be good results since an ursa fucks a LS
Why is wisp/CK a popular combo anyway vs other carries with stuns? Like wisp sven/slardar/skeleton king?
The reason wisp+CK is better is that the tether stun is instant with reality rift or other blink strikes...riki, PA...but they don't have a stun to chain it. CK is the only carry with a blink and a stun.
But wisp is very good with any carry with a stun or a slow ...or with other ganking heroes like Pudge or Leshrac.
Do they have to touch the tether (blink behind them) or you just blink to them any position and it goes off?
I think there are basically 3 overall strategies:
1) 4 protect 1 one hero farms, is the main dmg dealer crushes the enemy lategame (for the best example of this watch TI3: DK vs Alliance game 2
2) Ubercombo: You focus on getting the greatest overall dmg output from a combo win 1 huge teamfight and win (no matter if you are behind because combos usually still work lategame) for example imagine: tidehunter(ulti)-> jariko(icepath) ->dark seer (vaccum) ->enigma (blackhole) A
3) Split push: Natures prophet, Leshrack all heros with fast pushing ability. If you want example look at the final Game of TI3 Grand Final, its a very good strategy which causes many people dissaray but in my opinion its just sheer grinding, its boring and I rather see a good combo which cleans the house than this boring shit. This is the signature of the team (A)lliance
Drodorn, I found that my friends and I used to draft towards one of those strategies (or other ones) but what we were neglecting was beginning of game laning. If your team doesn't come online until mega team fights you might just lose all your lanes to gankers and be too far behind in the mid game when team fights really take off. For example I love warlock but he's not good in lane early, he has a weak heal and no disables or nukes. Or we'd draft enigma for team fight, jungle him early, but not pick a good enough off laner and lose that lane badly. You need to take that into account. Now I try to draft more specific lane combos I know work for us like visage + spirit breaker, crystal maiden + juggernaut, stuff like that. Generally if you just draft strong lane combos and a strong mid you'll win the lanes and win the game. You don't have to setup perfect team fights or ganks or whatever.
When drafting, I generally look at the following:-
For your team:
1. Player versatility - How flexible are your teammates? Can they play a myriad of heroes/roles, or are they very specialized? Your maximum hero pool is significantly influenced by the list of heroes your team are capable of playing well.
2. Player aggressiveness - Each player has an innate nature to play passively/aggressively. Putting someone out of their comfort zone will result in less than optimal performance, which is undesirable. Aggressive players can be given aggressive heroes such as NS, roaming supports etc., passive players should be given quieter roles such as safelane tri, jungler etc.
3. Push/farm potential & levels of control at different stages of the game - You should always have a time frame in mind; would you like to end by mid game, or would you prefer for it to drag til late. Lineups should be balanced around the amount of pressure you wish to exert on your opponents at different stages throughout the game.
For your opponents:
1. Research your opponent - If it's a pre-scheduled draft, take the time to go through your opponent's match history. See the heroes they play, and how well they play it. If there's anything you can't deal with, that's a candidate for your bans.
2. Push them out of their comfort zone - As in point (2) for your team, the opposite applies here; force your opponent to pick heroes they don't play well. Picks such as LS force the opponents to go for counterpicks that they might not be fluent with. As Puppey demonstrated in the finals for TI2, it's possible to "force" your opponents to pick a specific lineup; he even mentions it in one of the post-game interviews.
Final thoughts: Drafting is a mind game, and confusion is a powerful ally. It's possible to draft the first few picks without actually giving away any information regarding their laning, thus making it more difficult for your opposite drafter to counterpick. There are plenty of draft guides online, but experimenting is the best way to go about it. You learn more from your losses than you ever can from your wins, so don't be afraid to lose.
Lütfen yorum yapmak için giriş yapınız
I'm wondering how to draft a stronger side and what makes that side stronger. So rather than picking a side just on on "oh he's a support and he's a carry ok done". When do you include a durable hero or when to use a nuker? And what makes the pros pick the teams they do and why they are such good drafts.
Thanks for any replies I get :)