
Drafting in DotA -cm

Table of Content•
Changelog (started 22 August):
Introduction:
Rock/paper/scissors aspect:
The current metagame:
Improving and keeping up with the scenes:
Knowing your team:
Casual level drafting:
Practical examples, observations and pointers:
Scenario 2:
Scenario 3:
Scenario 4:
Scenario 5:
Scenario 6:
More scenarios will be added.
Thank you for reading.
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Warning:
- This guide does not cover the very basics! If you play on a very casual level or simply are new to the game, there are other aspects you should focus on, which are not in this guide.
- Aspects are left out. If people wan't me to write more, I will.
- Visuals are kept simple and maybe not as fancy as you want it.
- Grammar is far from perfect.
- Walls of text. No way around it considering the subject. You can put on some music.
- This guide does not discuss the aspect of acting as a captain ingame.
- This guide discusses the -cm mode and not the -cd mode.
Table of Content•
- Introduction
- The rock/paper/scissors aspect
- The current metagame
- Improving and keeping up with the scenes
- Knowing your team
- Casual level drafting
- Practical examples, observations and pointers
Changelog (started 22 August):
Introduction:
I’ve decided to write this guide mainly because I feel that I can contribute on this subject, but also to learn in the process. Back when I began to draft, I found it very hard to find useful information from the people, who actually knew, what they were talking about. No guides were to be found etc., and I hope this will help at least a few people out there. The title is drafting for intermediate, since it definitely isn't for beginners. Whether it is for intermediate or advanced, I frankly don't know, and I'd like to spare myself of the "this is far too simple for advanced"- comments. I could only find one published guide to drafting on PD, and I felt that it was outdated and flawed. My knowledge picking-wise is limited for sure, and I still have much to learn. Furthermore, this is only my take on the drafting phase. However, I hope that you will all feel that you’ve learned a thing or two regardless of your level of skill. I like that DotA is such a complex game strategywise, which has led me to analyze a lot while both playing, picking and watching, and I feel that I have many valid conclusions to draw.
"Always pick hard carry last,” I sometimes hear. I even sometimes still see people picking with the old-school mentality. However, DotA has reached a much more complex level since the 6.48b version. First of all, the range of valid heroes has grown. Especially due to the evolvement of the support role, which has helped widen the range of heroes used. Back in the day we had the 2-1-2 lanes, and 1 side-lane would typically be some stun/nuke combo, whereas the other side-lane would consist of a hard carry and a babysitter. The babysitter role is still valid for sure, but with the discovery of the tri-lane, the added support items and the buffing of jungling and pushing, there is now a ton of other ways to play the support heroes, not to mention DotA in general, but I’ll get back to that. The reason I will be using the timespan from 6.48b till now to explain certain things is simply that it is the time I started playing competetive.
Rock/paper/scissors aspect:
I came to the conclusion that it would be better to let you read the entire article instead of a summary. First of all, it is already explained for everyone to understand, and the article is fairly short. It is an interesting point of view indeed, but it should only be kept in the back of your head, considering the fact that DotA obviously isn't as simple, as it is put. To understand some of my theory later on, you will have to read this.
A Look at the Rock Paper Scissors of -CM
If you disagree or still do not fully understand, you should read the spoiler below. It is taken from my reply in the comments.
The current metagame:
I am going to start this chapter with a brief introduction to the history of the metagame in Europe meassuring to a timespan of approximately two years.
For a long period of time, the metagame was very gang-oriented. I can't define the exact timespan, but it was atleast from 6.48b and up until early 2010, where the Chinese changed the European metagame for good. This was with the strategy of running two pure supports and relying entirely on the carries, which also meant the comeback of the trilane - now with a new playstyle. Since then, top teams such as Na'Vi, MYM and m5 have been adapting from ganging into a more pushoriented gangstyle, and with a lot of help from Icefrog it has now proven to be superior at the moment. I can explain this further if you wan't, but it isn't that relevant for you. Therefore I'm going to take it a level down.
An overview of the current popular lane-combinations:
The trilane (1-1-3 or 3-1-1):
The dual woods/roaming (1-1-1):
The one jungling and one supporting (1-1-2 or 2-1-1):
Dual babysitting (2-1-2):
Mid babysitting (1-2-2, 2-2-1 or 1-2-1):
Clashoriented straight push (0-1-4 or 4-1-0):
Note: It's all roughly speaking though. You need to be able to adapt in the early stages of the game, if the opponents are not doing, what you expected them to, or if for example a teammate is failing horribly. These are also just the popular ones. Sometimes you will see three mid at lvl 1 to grab a quick tower or even completely adapting in the last second.
Choices of laning:
As both Scourge and Sentinel you are faced with a mid lane, a short/hard lane and a long lane. To explain the choices of laning, I'm going to explain what the idea has been during the trilane prime, since it has pretty much transitioned into the other lanecombinations aswell.
You lane your trilane based on how strong it is compared to the opponent's trilane. This typically means that if you have a hard carry on your trilane, you probably want to be on the long lane or in other words the safe lane. Here you are closer to tower, you can easily pull, and you got the forest advantage. However the heroes you have for solo also influences the choice of lanes, but it is pretty situational. It will come with experience.
If you currently can't predict who will be on the trilane amongst the opponent's lineup, you need to watch replays and get some experience, cause it would take too long for me to list a million scenarios.
An example of the above could be these two trilanes:
Pressure:
As for pressure, I can't tell you what to do, but you should keep the aspect in mind. I'll give you a few examples. Scourge has trilane top and Sentinel bot. It's a farmfest, and the sidelane solos are not having a nice time. However, an important job they have is to put enough amount of pressure on the lane to make sure that the two opponent supports do not go to gang mid for example. Although, not too much pressure, since that would result in getting caught.
A trilane would sometimes want put so much pressure on the lane that the opponent supports have to come help, which leaves room for your solo at the hard lane. It's pretty situational, you just have to keep in mind that you can pressure to dictate the movement of the opponent support/roamers.
Core heroes of the current version:
Listing a bunch of heroes that are strong in this version would not be of much help. I would need to explain my thoughts on each and every hero, which would take too long. If you have any questions, feel free to leave a comment. Also, I will most likely be discussing some of the core heroes in the final chapter.
However, Lumi has already made a list of the current core heroes based on how often they are picked or banned, so I'll give you the link here. If you wan't to interprete it as to whether a hero is strong, be critical, since that is not what it's meant to show. The data from the August list was collected from June to August, and for the subsequent months (September and so forth) conclusions are and will be drawn based on the previous month. Thanks to Lumi for clearing that up.
Hero Tier List – Aug 2011
Hero Tier List – Sep 2011
Hero Tier List – Oct 2011
Thanks to Yagachi for providing link.
Now back to the overall metagame. An aspect I think many are missing out on is how much this version is designed for pushing and jungling. Back in the day your towers would be invulnerable, when you teleported to them, and you could even have like four chickens teleporting, which means that you could turtle your ass off. This has been removed obviously, but also a ton of other things. At the top of my head I can mention the added cooldown on buybacks, the added pushing items, the buffing of core push heroes etc.
I read a great article on gg.net some time ago, which summed it all up, and I will see if I can track it down. Basically what you need to understand is that the current version is the most push-appealing there has ever been, and the top teams have explored that. There's also the aspect of the fact that the metagame has been turtling with the trilane era, which makes the pushing even more attractive. I'll say this again though. Don’t get me wrong. Pushing is not a combination of five ultimate pushing heroes with no synergy, who gather mid at level 1 to storm the opponents, like some think, I believe. For now I think you should listen to these two videos:
The first is Dendi from the team Na’Vi known to be great at pushing, and after his Invoker show-off he explains to us what the deal is with this aggressive playstyle they got going on.
So, when asked about his team and their pushing, he gives us this gold:
Quote:
Dendi: “Okay, I’ll try to explain. People think that it’s pushing, but that is not really what it is. If you get tower, you get advantage, and I think the right way to play DotA is to pick up towers. If you can pick up towers, you get advantage. So if you take heroes that let you push six towers, you still have lategame, and you defend your six towers, you always win, because you have gold advantage. Lategame is very random. When you go lategame, you can lose any moment. Any mistake - small mistake. What is the point of playing lategame, if you can finish them in twenty minutes? You risk. Sixty minutes and boom, you lose the game. I think it is really not good at the moment.”
Some people refer to this strategy as aggressive turtling, when you have carries such as Syllabear or AM in the lineup. Either way, it is pushing though.
The next video is Lumi, who gives us an analysis of the newest version. You should especially take note in the jungling he talks about.
Like Lumi also discusses, the disappearance of Shadow Fiend pretty much symbolizes the game play of the current version, especially with the adding of Smoke of Deceit, and invention of the popular dual jungle/-roaming. Feel free to ask questions, and I’ll elaborate.
But knowing this, do we just go with the flow or is there a way to beat the metagame? First of all, there are a lot of ways to push. The metagame is very versatile in my opinion. Typically people think to counter push with mass antipush waveclearing heroes and turtling like there's no tomorrow. But as Na'Vi points out in several interviews, one would have atleast some lategame to back it up, and the pushing of towers are just for the gold advantage. Also, for the clashpushing the usual idea is to have little pushing power, but strong heroes such as Omni, Balanar, Viper or Slardar, so that they can towerdive you, kill and then push. Knowing this, creepclearing heroes are still a bit of a pinpoint to countering pushing, but there are other aspects to consider in terms of which sort of pushing they will be doing, and how you smell it in the first phase.Quote:
Maelk: "A few versions back, defensive DotA and in particular the utterly boring '5-man train'-style was very dominant, but nowadays it's rewarded being aggressive and pushing."
To first establish a key element, a theory on one aspect goes something like this: The current metagame is very push- & gangoriented, which means that towers will fall, and the games will finish relatively early giving the carry less time to farm. This should lead to a conclusion that you shouldn't rely on the once very popular trilane with a hard carry. There is simply not time and space for such a hero to reach its' potential, which is where semi-carries such as Lycan or Weaver come into the picture.
So generelly, don't pick hard carries. Anti-Mage, Spectre and perhaps Syllabear can be exceptions for their superiority. Broodmother for it's counterpushing capabilities.
Taking the rock/paper/scissor aspect into consideration, people are maybe trying to counterpick with the wrong approach. Typically people are thinking how do we defend, but think about this for a second. When you want to gang, heroes are typically hiding or caring, but here your opponents has or chooses to stand on lane big parts of the game very vulnerable to gangs. Practically speaking though, it comes down to each and every pick.
Regarding Na'Vi and aggressive pushing:
This quote probably wasn't needed, but a great thing about this metagame is that everyone plays an important part. Teamwork really is key.Quote:
Tobi: "It basically comes down to the skill of the players."
In continuation of that, another aspect in regards to the metagame is the role of the support. I've been told that it was NS who said it and then afterwards that it was Fear, who said it. Either way, it does not change the relevance. It isn't an exact quote, but something alongside this was said:
This was especially with the Smoke of Deceit being added.Quote:
NS or Fear: The role of the support has evolved. It is simply not enough being the ward bitch anymore. You have to make an impact on the game, and you can.
Improving and keeping up with the scenes:
Experience is monstrously important, and a captain is always going to make mistakes, which is okay. You learn far more from mistakes, which cost you the game than from just running over your opponents. It is very important that you realize and admit to these mistakes. Typically captains love their own picks and blame the team or individual skill, but this is bad. If you truly were right, and the opponents were outpicked, maybe consider other aspects. Yes, maybe they were outpicked, if the level of play in the game was different (read the section: Casual level drafting). In other words, what would’ve been the best picks for these players.
If you want to be good at drafting, you have to keep up with the scenes. Maybe you want to invent your own picks and not “copy the pros”, which is totally fine. However, you need to know what you’re up against. What could be coming, how heroes typically are played, and of course what you need to counter. The pros probably spend more hours playing DotA than you, and it is therefore also totally fine to copy their picks. But to do so, you need to understand the mentality behind the picks. This is in my opinion pretty simple and obvious stuff, but I can explain further, if you want. I felt, I had to write this section, even though it’s not very new and advanced. Personally I use GosuGamers DotA | Replays a lot, but beware of the forum. It is filled with quite a lot of trolls and some inexperienced players who give slightly unintelligent advice. The same goes for the strategic forum on playdota.com, I'm afraid. While some advice given here is valid, a lot of people are handing out advice based on way too quickly drawn conclusions. I personally can't read through a topic in the strategic forum without getting a bit annoyed. However, it is better than no advice and people wanting to help should never be put down. Just be critical.
Knowing your team:
Obvious, yet overlooked. Before showing off your mastermind or anything else - know your team. I still see people out there not taking into account what people on the team can actually play. Remember that the point of picking well is so that you can ultimately win the game. Picking something that looks good and makes you proud of yourself does not make you a good drafter, if the picks are very unsuited for the team, and the game is lost. This goes for both newly formed teams and drafting for unknown players.
Regarding whether or not to communicate while picking, there are definitely pros and cons, while it also varys from team to team obviously. If several people on the team are good drafters, great things can be thought out together, but if your team rarely takes an interest in drafting and are shouting out stupid suggestions - considering them for the sake of being nice is not being a good captain. You are simply wasting valuable time and letting them mess with your head. Note that this is only my opinion.
Casual level drafting:
People tend to copy their picking-mentality when drafting for their team and paste it in whatever inhouse league or public game they’re playing. This is wrong, and I’ll try to explain.
First of all, which may be obvious to many of you, some heroes have more potential than others, but also need more skill to be played. I feel, I need to make this clear, so I will give you a rough example. Queen of Pain, Chen, Lina etc. are heroes with very much potential, but needs skill to be succesfully useful. Other heroes such as Sven, Naix, Leoric, Barathrum and perhaps Lycan are to reach a level of "usefulness" with less effort, but are also more limited in terms of what they're capable of. How is this valuable information? When you pick for your team, who assumingly have better individual skill than a random league or pub game, a team of paper heroes with great potential is good, because the players can use its’ potential. When you pick for a team, who don’t know each other and probably aren’t very good skill-wise, you need to pick heroes with potential that they can fulfil.
Practically speaking:
In public games at low level, the team of strength heroes will almost always win. You will be shocked to see a list of public games and then notice that somwhat 70 % of the winning teams have more strength heroes than the opponents. With such heroes there is room for mistakes, and they are therefore not very hard to play. Also consider other aspects. You need lategame to fall back on, considering you can’t expect the pub players to push when they have the advantage, or gang like your lineup may suggest. Then ofcourse there are also the aspects of picking heroes who are easy to farm up, focusing on strong lanes etc.
Practical examples, observations and pointers:
It is time for some practical examples you can relate to. I am going to make these scenarios in which I will justify why I am doing, what I am doing as well as write random thoughts of the process. Please keep in mind that the observations are not explained in details, and you may think to yourself "this is not advanced thinking..", but I didn't want to write 2000 words to every scenario. I hope you're satisfied with what is written.Scenario 1:
It seems that some people would just like a list of counters, so I'll consider making that.
Scenario 2:
Scenario 3:
Scenario 4:
Scenario 5:
Scenario 6:
More scenarios will be added.
Thank you for reading.

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Written by 14553
Misc guide Author: 14553
Map Vers.: 6.72f
14553
Drafting in -cm for intermediate
Last Comment:09/11/2012
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