• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:18
CET 06:18
KST 14:18
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies1ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1643 users

Ability Draft Thread - Page 20

Forum Index > The Tavern
Post a Reply
Prev 1 18 19 20 21 22 38 Next All
Panzamelano
Profile Joined September 2010
Colombia248 Posts
February 05 2014 03:41 GMT
#381
i just played against a dark seer with ion shell , rot , hearth stopper aura and riki´s ulti... that was the most frustrating build i have ever seen... he even rushed a radiance and a shivas Q.Q
LuckoftheIrish
Profile Joined November 2011
United States4791 Posts
February 05 2014 03:42 GMT
#382
Essence Aura is amazing.
On Twitter @GosuGamers_LotI | Grubby has a huge head!
Svetz
Profile Joined April 2010
Australia311 Posts
February 05 2014 04:21 GMT
#383
I made the mistake of picking fiery soul on drow thinking I was going to have some awesome combo, then realised there wasn't a single spell or ability with a low cd or for less than 100 mana to pick with it

But it turns out Spirit Lance works really well with any hard carry, so I was still able to do a lot of damage (with drow ulti/passive to finish off my skills)
When I grow up I want to be Harry Dresden ;(
Dubzex
Profile Joined October 2010
United States6994 Posts
Last Edited: 2014-02-05 04:39:04
February 05 2014 04:37 GMT
#384
Overload works with rot toggling.
"DONT UNDERESTIMATE MY CARRY OR YOU WILL BE CARRIED INTO THE ABYSS OF SUFFERING" - Tyler 'TC' Cook
levelping
Profile Joined May 2010
Singapore759 Posts
February 05 2014 04:44 GMT
#385
If anyone wants a guide, there are really just 3 things to take note of:

1) Be familiar with your basic hero stats

Some heroes are butt awful without their iconic skills. So if you get Weaver but can't get any of his skills, he is most probably going to suck. Same with alchey without his ulti, Night stalker without his passive, etc. On the other hand, some heroes have great stat growths and you should bear these in mind (e.g. Punga with any int scaling spell).

If you have shitty hero, don't wory. Go support. Normally in AD no one wards so you'll be contributing to your team a lot more than trying to gank with lousy stats. You should also try to block the opponent's draft by taking skills they want. When blocking skills, remember you don't need to take the whole combo to block, just the key skill. This allows you to block more stuff by selectively taking skills.

2) Skills generally: mobility>initiation/stuns/disables>farming>passives

Public AD games are usually decided in the first 30 minutes. If your build takes level 12 and 2 expensive items to get online, you're probably useless. Also, focus on skills that have great gains for 1 skill point. That way you can start being active as soon as possible. If in public games, picking a huge amount of passives is almost a sure way to lose because you never get to the point where all your auras come online AND you will need a team mate/item to hold someone in place so you can kill them.

If you have the luxury of playing with friends, then having one farmer/carry (again figure out who has the best stat growth) would be good. Warning though, EVERYONE is going to try and take the carry passives, which makes building a good set difficult.

Specific Skills that are great:

I just want to highlight two that most people don't talk about:

Borrow Strike. This is a blink AND a stun AND a nuke, and it is a great initation skill. Pair it with another or nuke and you're good to go.



3) Roles

Generally, play aggressively and try to gank as much as possible. This is why initation and mobility skills are so great.

Keep in mind that focusing on particular roles is generally going to get you no where. For exmaple, lots of people think that they are going to build a hero that is tanky as shit, and so pick a skill set like reactive armour, dragons blood, bristleback, or evasion. Sure you'll be super hard to kill, but you also contribute nearly nothing to fights (unless you can farm up items). So what is going to happen is that people will just ignore you since there is no need to kill you. Similarly focusing on being super DPS is uselss if you don't have a stun or disable, since everyone will just run away from you.
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
February 05 2014 05:39 GMT
#386
On February 05 2014 13:44 levelping wrote:
If anyone wants a guide, there are really just 3 things to take note of:

1) Be familiar with your basic hero stats

Some heroes are butt awful without their iconic skills. So if you get Weaver but can't get any of his skills, he is most probably going to suck. Same with alchey without his ulti, Night stalker without his passive, etc. On the other hand, some heroes have great stat growths and you should bear these in mind (e.g. Punga with any int scaling spell).

If you have shitty hero, don't wory. Go support. Normally in AD no one wards so you'll be contributing to your team a lot more than trying to gank with lousy stats. You should also try to block the opponent's draft by taking skills they want. When blocking skills, remember you don't need to take the whole combo to block, just the key skill. This allows you to block more stuff by selectively taking skills.

2) Skills generally: mobility>initiation/stuns/disables>farming>passives

Public AD games are usually decided in the first 30 minutes. If your build takes level 12 and 2 expensive items to get online, you're probably useless. Also, focus on skills that have great gains for 1 skill point. That way you can start being active as soon as possible. If in public games, picking a huge amount of passives is almost a sure way to lose because you never get to the point where all your auras come online AND you will need a team mate/item to hold someone in place so you can kill them.

If you have the luxury of playing with friends, then having one farmer/carry (again figure out who has the best stat growth) would be good. Warning though, EVERYONE is going to try and take the carry passives, which makes building a good set difficult.

Specific Skills that are great:

I just want to highlight two that most people don't talk about:

Borrow Strike. This is a blink AND a stun AND a nuke, and it is a great initation skill. Pair it with another or nuke and you're good to go.



3) Roles

Generally, play aggressively and try to gank as much as possible. This is why initation and mobility skills are so great.

Keep in mind that focusing on particular roles is generally going to get you no where. For exmaple, lots of people think that they are going to build a hero that is tanky as shit, and so pick a skill set like reactive armour, dragons blood, bristleback, or evasion. Sure you'll be super hard to kill, but you also contribute nearly nothing to fights (unless you can farm up items). So what is going to happen is that people will just ignore you since there is no need to kill you. Similarly focusing on being super DPS is uselss if you don't have a stun or disable, since everyone will just run away from you.


That last paragraph seems so backwards. Drafting for a specific role seems like -exactly- what you want to be doing. The problem arises when there are holes in your team's skillset overall - For example, if three of your teammates all drafted "Passive-heavy farm-dependent carries" Then you're kind of fucked. Even if none of their builds are individually bad, the fact that you've now got to fit three essentially position-one cores into three lanes leaves extremely little space for your remaining two members to draft, and -chances are- at least one of the remaining two drafted more nukes and spells than their set can contain, so they -also- need farm to get themselves online.

So you end up with awkward greedy teams that can't get the money they need and end up with a bunch of shitty timings.

So it isn't that you shouldn't draft for a specific role, it's more that you should lean away from drafting a skillset that requires farm most of the time, because most of the time you're not going to be able to rely on getting it.

There -really- needs to be a way to communicate before / during drafting, so you can give your allies some idea of what you're going to try and do, so you can coordinate.
I'm actually Fleetfeet D:
NeonFlare
Profile Blog Joined September 2008
Finland1307 Posts
February 05 2014 07:20 GMT
#387
I recently had 2 very silly games, in another one I got Clinkz and last pick (2 skills in row) and they let me have Jinada and Enchant Totem (the rest I got were Skeleton Walk and Brood's Ult) so at level 8 I started to crit around 1000 and oneshot pretty much everyone, it was pretty hilarious with the lazy attack speed of clinkz and the sloppy flight of the arrow. Built blink so they couldn't really stop me from pre-cast totem and just jump in to shoot someone and run away. One of them managed to build blademail towards end but the game was already over.

Another one I got OD with Skywrath's spam nuke, essence aura and manashield, enemy Skywrath got so angry that after few deaths he started to jungle, died to neutrals and started to intentionally feed/cruise around the map being useless.

Ranged orbs on melee and some ridiculous passives on ranged like-wise seems pretty insane, though I personally enjoy getting bunch of good stuns/nukes and blink.
WakaDoDo
Profile Joined July 2009
Sweden1183 Posts
February 05 2014 07:54 GMT
#388
This game mode caught my interest by a far larger amount then I expected. As someone whos only been playing for 6months it is quite the learning experience feeling different heroes stat gains and how important some of their skills really are to them. I also found that I can't find a taste for dexterity heroes in this mode.

1st Pick is almost always a skill on the board that just look too good to pass up and/or too good to give to the opposistion. Perm invis/grow/chemical rage/living armour/reactive armour/take aim.
2nd 90% of the time a projectile stun, unless I took the only one as 1st pick. Then this is probably an OP passive.
3rd Would be a passive, some sort of low-cost aoe nuke or more lockdown.
4th Is almost always one of the leftover ultimates. I've found that most are situational utility, but no matter which one I get it's easy to put it to good use.

If im one of 4 last ones picking then I get all stuns/lockdown and push skills.
How do you draft?
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
February 05 2014 08:02 GMT
#389
On February 05 2014 16:54 WakaDoDo wrote:
This game mode caught my interest by a far larger amount then I expected. As someone whos only been playing for 6months it is quite the learning experience feeling different heroes stat gains and how important some of their skills really are to them. I also found that I can't find a taste for dexterity heroes in this mode.

1st Pick is almost always a skill on the board that just look too good to pass up and/or too good to give to the opposistion. Perm invis/grow/chemical rage/living armour/reactive armour/take aim.
2nd 90% of the time a projectile stun, unless I took the only one as 1st pick. Then this is probably an OP passive.
3rd Would be a passive, some sort of low-cost aoe nuke or more lockdown.
4th Is almost always one of the leftover ultimates. I've found that most are situational utility, but no matter which one I get it's easy to put it to good use.

If im one of 4 last ones picking then I get all stuns/lockdown and push skills.
How do you draft?

I usually try to look for combos which look interesting (two ability combos, I think it's unreasonable to expect getting the really ridiculous 4 ability combos people like to theorycraft). After that, I look at what hero I got. If I get an int hero, I will almost always go for stun combos, so I can stunlock and gank a lot early. If I'm strength, I try to go for annoying initiation/tank style. If I'm agility, I start looking at carry passives.

If there is a good ultimate I want, I will usually go for it second pick, first pick is almost always a stun, regardless of my hero, stuns are just so god damn good in Dota. Otherwise, I do like you and just last pick a remaining ulti, I feel like the strength of ability draft comes more from your combination of normal skills than ultimates anyway.
toemn
Profile Joined March 2010
Germany915 Posts
February 05 2014 08:10 GMT
#390
essence shift is autowin.
passives op in this mod. or lowcost nukes.
¯\_(ツ)_/¯
RiZu
Profile Joined February 2012
Singapore5715 Posts
February 05 2014 08:14 GMT
#391
Rearm + demonic conversation <3. Literally nightmare for your opponent.
wuhan_clan
Profile Joined April 2012
United States5609 Posts
February 05 2014 08:36 GMT
#392
The only rule I have for drafting is get as much lockdown as possible, regardless of base hero.
I will first pick a spammable stun 100% of the time.

Chain stunning/nuking that used to require 2-3 people can now be done with a single hero. It's just way too good to pass up. Most people in AD try to draft a super hard carry so instead of trying to do the same, I let them farm and draft hero killing abilities and get gold that way. It's more fun and far more effective.

Like the guy a few posts above mentioned, Burrowstrike is probably the #1 spell in the game to take first. There is just way too much utility in the spell for either a support/ganker or a carry. The spammable combos that you can create through burrowstrike or similar aoe disables really allow you to control fights and the game.

As a tip for drafters, really look at all the options during that time before picking begins. Have a plan ready and secondary options/combos if your spell gets taken. Also be aware of where in the pick phase you are. If you are blue/pink or orange/brown you have a double pick (or close enough) at some point so use that to your advantage.
Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
February 05 2014 08:56 GMT
#393
Stuns are ridiculously good in this mode for early game if you have a decently coordinated team. I solo queued an AD game today where our team ended up with basically every form of lockdown in the pool. Impale, burrowstrike, earth spike, spiked carapace, walrus punch, chrono. Obviously with all the stuns on one team, the game was rather lopsided.

Was a hilarious game too, as burrowstrike, earth spike and spiked carapace were all on our Ursa, who dubbed himself the Spike Lord. We also had a void, and I had chrono, so whenever I chrono'd, we had 2 heroes running around killing things in it.
saltywet
Profile Blog Joined August 2009
Hong Kong1316 Posts
February 05 2014 09:35 GMT
#394
fury swipes and focus fire with take aim on ranged hero?

devour + rearm for 20 minute 6 slot hero?

support with repel, aphotic shield and PtA for stun removal?
levelping
Profile Joined May 2010
Singapore759 Posts
February 05 2014 09:40 GMT
#395
On February 05 2014 14:39 Staboteur wrote:
Show nested quote +
On February 05 2014 13:44 levelping wrote:
If anyone wants a guide, there are really just 3 things to take note of:

1) Be familiar with your basic hero stats

Some heroes are butt awful without their iconic skills. So if you get Weaver but can't get any of his skills, he is most probably going to suck. Same with alchey without his ulti, Night stalker without his passive, etc. On the other hand, some heroes have great stat growths and you should bear these in mind (e.g. Punga with any int scaling spell).

If you have shitty hero, don't wory. Go support. Normally in AD no one wards so you'll be contributing to your team a lot more than trying to gank with lousy stats. You should also try to block the opponent's draft by taking skills they want. When blocking skills, remember you don't need to take the whole combo to block, just the key skill. This allows you to block more stuff by selectively taking skills.

2) Skills generally: mobility>initiation/stuns/disables>farming>passives

Public AD games are usually decided in the first 30 minutes. If your build takes level 12 and 2 expensive items to get online, you're probably useless. Also, focus on skills that have great gains for 1 skill point. That way you can start being active as soon as possible. If in public games, picking a huge amount of passives is almost a sure way to lose because you never get to the point where all your auras come online AND you will need a team mate/item to hold someone in place so you can kill them.

If you have the luxury of playing with friends, then having one farmer/carry (again figure out who has the best stat growth) would be good. Warning though, EVERYONE is going to try and take the carry passives, which makes building a good set difficult.

Specific Skills that are great:

I just want to highlight two that most people don't talk about:

Borrow Strike. This is a blink AND a stun AND a nuke, and it is a great initation skill. Pair it with another or nuke and you're good to go.



3) Roles

Generally, play aggressively and try to gank as much as possible. This is why initation and mobility skills are so great.

Keep in mind that focusing on particular roles is generally going to get you no where. For exmaple, lots of people think that they are going to build a hero that is tanky as shit, and so pick a skill set like reactive armour, dragons blood, bristleback, or evasion. Sure you'll be super hard to kill, but you also contribute nearly nothing to fights (unless you can farm up items). So what is going to happen is that people will just ignore you since there is no need to kill you. Similarly focusing on being super DPS is uselss if you don't have a stun or disable, since everyone will just run away from you.


That last paragraph seems so backwards. Drafting for a specific role seems like -exactly- what you want to be doing. The problem arises when there are holes in your team's skillset overall - For example, if three of your teammates all drafted "Passive-heavy farm-dependent carries" Then you're kind of fucked. Even if none of their builds are individually bad, the fact that you've now got to fit three essentially position-one cores into three lanes leaves extremely little space for your remaining two members to draft, and -chances are- at least one of the remaining two drafted more nukes and spells than their set can contain, so they -also- need farm to get themselves online.

So you end up with awkward greedy teams that can't get the money they need and end up with a bunch of shitty timings.

So it isn't that you shouldn't draft for a specific role, it's more that you should lean away from drafting a skillset that requires farm most of the time, because most of the time you're not going to be able to rely on getting it.

There -really- needs to be a way to communicate before / during drafting, so you can give your allies some idea of what you're going to try and do, so you can coordinate.


I'd have to disagree. My point is that three-passive-and-ult-carry builds are horrible because it is too specialised and depends on all kinds of stuff that won't happen. You will be entirely dependent on your team mates to stun, intitate and chase, and you can't do any of that because you want to be a DPS god. If you look at normal dota, the good carries will have utility spells that help them initiate, avoid damge, or chase.

Same for tanky heros - they have annoying abilities that make you need to kill them, isntead of ignoring them.
MotherOfRunes
Profile Joined December 2010
Germany2862 Posts
February 05 2014 09:41 GMT
#396
is it btw officially confirmed that ad makes no use of your hidden mmr rating? because the variety of skill is retarded. this isnt a normal mmr whine its just that it feels way way different to normal matchmaking
"Your Razor sucks!" -Kuroky's Dad
Kreb
Profile Joined September 2010
4834 Posts
February 05 2014 09:44 GMT
#397
On February 05 2014 17:02 Tobberoth wrote:
Show nested quote +
On February 05 2014 16:54 WakaDoDo wrote:
This game mode caught my interest by a far larger amount then I expected. As someone whos only been playing for 6months it is quite the learning experience feeling different heroes stat gains and how important some of their skills really are to them. I also found that I can't find a taste for dexterity heroes in this mode.

1st Pick is almost always a skill on the board that just look too good to pass up and/or too good to give to the opposistion. Perm invis/grow/chemical rage/living armour/reactive armour/take aim.
2nd 90% of the time a projectile stun, unless I took the only one as 1st pick. Then this is probably an OP passive.
3rd Would be a passive, some sort of low-cost aoe nuke or more lockdown.
4th Is almost always one of the leftover ultimates. I've found that most are situational utility, but no matter which one I get it's easy to put it to good use.

If im one of 4 last ones picking then I get all stuns/lockdown and push skills.
How do you draft?

I usually try to look for combos which look interesting (two ability combos, I think it's unreasonable to expect getting the really ridiculous 4 ability combos people like to theorycraft). After that, I look at what hero I got. If I get an int hero, I will almost always go for stun combos, so I can stunlock and gank a lot early. If I'm strength, I try to go for annoying initiation/tank style. If I'm agility, I start looking at carry passives.

If there is a good ultimate I want, I will usually go for it second pick, first pick is almost always a stun, regardless of my hero, stuns are just so god damn good in Dota. Otherwise, I do like you and just last pick a remaining ulti, I feel like the strength of ability draft comes more from your combination of normal skills than ultimates anyway.

I feel much like this too. People should generally look if they're an Agi/Str/Int hero and if Int->Try get at least 2 nukes/stuns/slows with damage, if Agi->At least 1 passive and at most 1 mana intensive skill (the typical 10-12 sec 300dmg stun/slow/nuke), sometimes 1 mana intensive + one not intensive works too. Str should probably be wary of the mana usage too, although it depends a bit on the hero. Timber can do a lot more with mana than many other for example.

I've seen a lot of int heroes insta-picking the typical "OP" passives (fiery soul, take aim, bashes, orbs, etc) and falling short because their hero is just not built to use them to do proper right click damage.

Then theres of course the picks that overrides all preferences. Shukuchi, Blinks, Perma-Invis, Other invis skills, Chemical rage and a few more. Those are good on all heroes and should probably be picked up asap if you get a chance.

Also something I think is good is to find a skill thats good with 1pt in it but doesnt require 4pts to be maxed. Examples would be, say, Doppelwalk (all heroes can use a 1pt escape), Dragon Tail (terrible scaling, awesome with 1pt, everyone can use a good stun), windrun, etc. These skills will very often complement your nukes if you're playing nuker and your passives if you're playing carry. And you just need to dump 1pt into them some time early and then max them lvl 12-14.
reapsen
Profile Blog Joined May 2010
Germany559 Posts
Last Edited: 2014-02-05 11:02:55
February 05 2014 11:01 GMT
#398
I had a Jakiro with Hex (from Rhasta) , Ice Path, Sprout and Macropyre.

Turned out as a pretty deadly combo, initiate with Ice Path, Sprout as many enemy heroes as possible, roast them with Macropyre and lockdown escapers with hex.

Too bad in the enemy team there was a Chrystal Maiden with Avalanche, Frostbite, Ensare, Mystic Flare which proved to be totally imbalanced... once caught -> guaranteed dead. Scariest 1v1 Chrystal Maiden you'll ever see.
Elgar
Profile Joined May 2007
United States231 Posts
Last Edited: 2014-02-05 11:49:52
February 05 2014 11:45 GMT
#399
I personally find God's Strength ridiculously powerful, since it stacks with any other potential booster. Very first game someone rolled my team with God's Strength and Jinada on a ranged hero. I can only imagine what it would be like with Tidebringer...or even worse, Static Link.
Pain, fear leaving the body. Pride, what your team is made of.
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2014-02-05 11:51:46
February 05 2014 11:50 GMT
#400
On February 05 2014 18:40 levelping wrote:
Show nested quote +
On February 05 2014 14:39 Staboteur wrote:
On February 05 2014 13:44 levelping wrote:
If anyone wants a guide, there are really just 3 things to take note of:

1) Be familiar with your basic hero stats

Some heroes are butt awful without their iconic skills. So if you get Weaver but can't get any of his skills, he is most probably going to suck. Same with alchey without his ulti, Night stalker without his passive, etc. On the other hand, some heroes have great stat growths and you should bear these in mind (e.g. Punga with any int scaling spell).

If you have shitty hero, don't wory. Go support. Normally in AD no one wards so you'll be contributing to your team a lot more than trying to gank with lousy stats. You should also try to block the opponent's draft by taking skills they want. When blocking skills, remember you don't need to take the whole combo to block, just the key skill. This allows you to block more stuff by selectively taking skills.

2) Skills generally: mobility>initiation/stuns/disables>farming>passives

Public AD games are usually decided in the first 30 minutes. If your build takes level 12 and 2 expensive items to get online, you're probably useless. Also, focus on skills that have great gains for 1 skill point. That way you can start being active as soon as possible. If in public games, picking a huge amount of passives is almost a sure way to lose because you never get to the point where all your auras come online AND you will need a team mate/item to hold someone in place so you can kill them.

If you have the luxury of playing with friends, then having one farmer/carry (again figure out who has the best stat growth) would be good. Warning though, EVERYONE is going to try and take the carry passives, which makes building a good set difficult.

Specific Skills that are great:

I just want to highlight two that most people don't talk about:

Borrow Strike. This is a blink AND a stun AND a nuke, and it is a great initation skill. Pair it with another or nuke and you're good to go.



3) Roles

Generally, play aggressively and try to gank as much as possible. This is why initation and mobility skills are so great.

Keep in mind that focusing on particular roles is generally going to get you no where. For exmaple, lots of people think that they are going to build a hero that is tanky as shit, and so pick a skill set like reactive armour, dragons blood, bristleback, or evasion. Sure you'll be super hard to kill, but you also contribute nearly nothing to fights (unless you can farm up items). So what is going to happen is that people will just ignore you since there is no need to kill you. Similarly focusing on being super DPS is uselss if you don't have a stun or disable, since everyone will just run away from you.


That last paragraph seems so backwards. Drafting for a specific role seems like -exactly- what you want to be doing. The problem arises when there are holes in your team's skillset overall - For example, if three of your teammates all drafted "Passive-heavy farm-dependent carries" Then you're kind of fucked. Even if none of their builds are individually bad, the fact that you've now got to fit three essentially position-one cores into three lanes leaves extremely little space for your remaining two members to draft, and -chances are- at least one of the remaining two drafted more nukes and spells than their set can contain, so they -also- need farm to get themselves online.

So you end up with awkward greedy teams that can't get the money they need and end up with a bunch of shitty timings.

So it isn't that you shouldn't draft for a specific role, it's more that you should lean away from drafting a skillset that requires farm most of the time, because most of the time you're not going to be able to rely on getting it.

There -really- needs to be a way to communicate before / during drafting, so you can give your allies some idea of what you're going to try and do, so you can coordinate.


I'd have to disagree. My point is that three-passive-and-ult-carry builds are horrible because it is too specialised and depends on all kinds of stuff that won't happen. You will be entirely dependent on your team mates to stun, intitate and chase, and you can't do any of that because you want to be a DPS god. If you look at normal dota, the good carries will have utility spells that help them initiate, avoid damge, or chase.

Same for tanky heros - they have annoying abilities that make you need to kill them, isntead of ignoring them.


Those are kind of special cases, though. You've picked the two most useless roles, including one which isn't even a role ("we need a tank!"), and then concluded that targeting a role is bad.

Targeting a role isn't bad in and of itself. Ganker, initiator, teamfight utility, snowball and midgame carry are all excellent roles to fill. The problem is that nobody wants to take those roles because omg critzzz.

Don't confuse stacking passives with specialisation in general.
Prev 1 18 19 20 21 22 38 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1d 6h
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft510
RuFF_SC2 202
SortOf 46
Ketroc 14
StarCraft: Brood War
Britney 45332
Yoon 190
ZergMaN 138
sorry 72
GoRush 53
Noble 42
Bale 17
ajuk12(nOOB) 12
Icarus 5
Light 0
Dota 2
NeuroSwarm100
League of Legends
JimRising 600
C9.Mang0445
Counter-Strike
summit1g8301
minikerr35
Super Smash Bros
hungrybox367
Other Games
Mew2King51
Trikslyr43
Organizations
Other Games
gamesdonequick1059
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 100
• practicex 44
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 22
• Diggity1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22246
Upcoming Events
WardiTV Invitational
1d 6h
Gerald vs YoungYakov
Spirit vs MaNa
SHIN vs Percival
Creator vs Scarlett
Replay Cast
2 days
WardiTV Invitational
2 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
3 days
Sparkling Tuna Cup
5 days
Krystianer vs TBD
TriGGeR vs SKillous
Percival vs TBD
ByuN vs Nicoract
Replay Cast
6 days
Wardi Open
6 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.