Drafting: how to pick a lineup
Half of the win is decided before the game starts. A few rules that help build a strong lineup.
Principles
- Cover the positions: carry, mid, offlaner and two supports. Five carries with no control lose even with great mechanics.
- You need control (stuns, slows) and initiation, or you cannot start fights on your terms.
- Mix damage types: pure physical damage is easy to stop with armor, pure magic with Black King Bar and Pipe of Insight.
- Think about saves (Force Staff, Glimmer Cape, heroes with saves), taking buildings and clearing waves.
- Choose a game plan and pick heroes for it: teamfight, push, ganks or late game.
- Pick flexible heroes who play several positions early; save counterpicks for last, once the enemy has shown their heroes.
Using the statistics
- Pairs and counters on this site come from recent public matches: how much more often a pair wins than each hero's own strength predicts. It is a good hint, not a law — what matters more is that the heroes fit the plan and you can play them.
- Strategies: pairs and counters
- Team builder
Common mistakes
- No answer to invisible heroes, illusions or healing.
- Nobody who can take towers — the game drags on and the enemy reaches their late-game heroes.
- Every hero peaks at the same time, and the game plan does not match that time.