DOTA 2

Zaphid

Trakanon Raider
5,862
294
Germinate attack + SB Charge on lifestealer was fun, shame I couldn't find a fitting last ability or ulti so I ended up having Drow silence and Infest. Fuckers stole both rocket barrage and Naix rage

Centaur with Nyx ulti, Soul assumption from Visage and Hoof stomp, just add medallion and go to town.
 

Fight

Ahn'Qiraj Raider
4,730
5,614
My personal best so far is a Pugna 22-3 with the abilities below. Magic Missile -> Macropyre -> Ensnare -> Dual Breath -> GG:

Ensnare (Naga)
Range: 650
Duration: 2/3/4/5

Magic Missile (Vengeful)
Cast Range: 500
Stun Duration: 1.45/1.55/1.65/1.75
Damage: 100/175/250/325

Dual Breath (Jakiro)
Range: 500
Radius: 200 (Starting radius) / 500 (Distance) / 250 (Final radius)
Duration: 5
Damage over time: 16/36/56/76
Movement speed slow: 30%
Attack speed slow: 30

Macropyre (Jakiro)
Cast range: 850 (1150*)
Radius: 225
Duration: 7
Damage per second: 100/140/180 (125/175/225*)
Effect distance: 900 (1350*)
 

Cybsled

Naxxramas 1.0 Raider
17,418
13,926
Nah, it's fine as is. It's just a goof off mode. Just have some fun with what you pick.
 

Jozu

Bronze Baronet of the Realm
6,986
6,295
Man, ability draft is the best thing EVER.

There are endless possibilities. Id say about 30% of the games are broken and unfair (ranged walrus punch, take aim with bash on a melee, fiery soul with 2 spammable nukes and an auto attacker etc) but its usually fun 90% of the time. My best build was NP with riki invis, incapacitating bite, thirst and teleport. Got deso and deadalus was filthy.
 

MaulNutz_sl

shitlord
182
3
Anyone here have a lot of experience with drafting in captains mode? I just started taking the role and it can be really stressful but also fun and rewarding. Been doing fairly well despite a lot of mistakes early on and don't feel like I've lost any games because of a bad draft. Just played one though where I made a huge mistake on one pick but otherwise thought it was a good draft, what do you guys think?

Radiant:
Clockwork
Warlock
Naix
Windranger
Silencer

Dire:
Veno
Mirana
Dragon Knight
Undying
Bane

My big fuck up was picking DK instead of razor because I thought hey we have Bane ez counter...until they last picked a Silencer, lesson learned. Even with that mistake I thought we would be fine cause warlock cant do shit vs an offensive trilane. The trilane raped hard despite somehow giving up first blood and they never recovered, ez win. Veno Undying combo is just insane.
But anyway assuming equal player skill, who do you guys think had the better draft? I ask because there were 3 assholes together berating me on my picks despite not saying shit when I asked what they wanted. Gave them plenty of time to take the captains slot too so fuck em. Seems like most people don't realize how hard drafting can be with all the mind games and shit you have to remember.
 

Zaphid

Trakanon Raider
5,862
294
Link the match ID if you want better advice, or at least say which heroes were where. I think I'd give an edge to Radiant in this case, because they multiple way to cancel Bane ulti and don't really care about BKBs
 

Sulrn

Deuces
2,159
360
Without seeing the draft pool, it looks fine to me. Assuming you kept good vision you could initiate on silencer or proceed to pick off hero's without worry. Especially if you positioned to take control of their jungle early, in a slug out I'd probably give it to radiant because of counter initiation taking less skill. Depends on team though, if you have assholes that cant make it work that's not entirely the drafts fault.
 

Cyni

Lord Nagafen Raider
566
216
I wouldn't have ran a tri lane either. Mirana + Bane is a really strong combo to rape their lane.
 

TecKnoe

Molten Core Raider
3,182
51
since the patch that initially added terrorblade I have been getting massive packet loss with normal pings only in dota, every other game is fine.
 

gmstbfla_sl

shitlord
141
0
Good drafts and bad drafts have a few thing you want to look at:

(1) The skills of the people involved. Wisp might be a terrorist in the hands of a professional player, but no one I know can play him well, so if I drafted him in my stack that would be a bad move. Even if a hero or combo is theoretically good, if the people you are playing with can't hack it then you are just setting yourself up for failure. Same thing goes with banning. You have to weigh the likelihood of another player on the other team being able to use any particular hero to good effect. If you're not in a very high bracket, the chances are probably pretty slim that an opponent would be able to do more with Wisp than any other support. Now, heroes like Warlock and Death Prophet are a different can of potatoes. They can have huge impacts on a game and require relatively little skill to accomplish it. Even if you play horribly, a rock in your face or 25 spirits floating around is something to be concerned about. If you're in a stack, make sure that your best players are in roles that give them the most game impact (carry and mid, primarily).

(2) Win your lanes. Your wombo combo isn't going to do anything if you lose mid, your offlane feeds, and your safe lane gets disrupted. Whatever your other strategies are, its essential to have a shot at winning or at least breaking even during the laning stage. If your mid doesn't bottle crow like a pro, its really dangerous to put a hero like DK there against a Viper, Invoker, QoP, etc. If the enemy picked Dark Seer, don't leave a melee in the safe lane while you try to offensive tri. If you're planning on running a defensive tri, winning the lane means getting kills, so don't pick supports that have a hard time doing that.

(3) Give yourself leeway. If your relying entirely on one aspect to win the game (ganks, pushing, deathballing, etc.) and it fails, you automatically lose when it doesn't work completely and win you the game. I'm sure you've all been in games where it feels like you have to constantly do everything right to win, and as soon as you slip up once you're finished. You don't want to be in that position. A lot of times it happens because your team is really good at one thing, but but bad at everything else. You can push towers really well as a 5 man, but you can't actually control the map because individually you're not that scary. You can gank well, but have no pushing power so you get turtled to death. You have an amazing teamfight wombo combo, but do nothing once the enemy gets a few BKBs, that sort of thing. For an illustration, look at game 1 of the TI3 finals. Na'Vi was able to destroy all of Alliance's outer towers easily within the first 15-20 minutes, but they still ended up losing badly because their lineup was a complete gambit that was super strong in the first 20 minutes, but sucked afterwards. They had zero leeway in their composition. It was throne it by 20 minutes or lose the game.

(4) Psychology matters. If your teamlooksscary, there's a good chance it will be scary. If you've followed dota for any substantial period of time, I'm sure you've noticed that heroes go from zero to OP overnight without actually changing much or at all. A lot of that is just people becoming afraid and playing scared or with a defeatist attitude when they encounter the hero. If your team is stacked with "OP" heroes, and theirs isn't, dissension will set in immediately on the other team and the "inevitable" loss will be a self-fulfilling prophecy. Conversely, if you draft a bunch of dark horses, people will immediately be skeptical of what your doing, start flaming, and not play as well as they otherwise would if they believed they could win from the outset.

(5) Make sure you can initiate. If every time you try to do something the enemy team hard backs and you find yourself asking why you can't get anything done, it's probably because you can't initiate. Basically, you can initiate in two ways: (A) You can force fights. You can do this by having a good push lineup or by doing Roshan. In most situations the other team will feel compelled to respond and will be forced into a team fight. Often times they will jump on you, so make sure you have at least one hero that can stand back and counter initiate. The idea is that you choose when to fight, so hopefully you will pick a time that's advantageous to you. (B) You can pick fights. To do this you need heroes that can move quickly and stop fleeing people in their tracks. I'm talking blink dagger carriers and long ranged stunners. You use these assets to get the jump on people when they are at unawares or isolated from their team, allowing you to push down objectives at a numerical advantage or pick off people one-by-one as they come to help the target you jumped on. If you can't start fights through either of these methods, you have a serious problem and are probably going to lose.
 

Obtenor_sl

shitlord
483
0
Just played an ability draft, was Witch Doctor and I had: Teleport, Nature's guise (treant stealth), Sacrifice and Death Ward. Loved, LOVED just TPin invisible and dropping death ward. Ended up 22/3 haha
 

Cybsled

Naxxramas 1.0 Raider
17,418
13,926
Ya, it's a fun mode just because of the stupidly OP combos. I had a match where disruptor had Storm Spirit's ult + Shadow Shaman's shackle. He would just zoom in, shackle the guy, then we'd all own the hapless dude ;p
 

Jackie Treehorn

<Gold Donor>
3,093
7,856
After playing ability draft quite a few times now, yeah, it's fun, but...it starts to wear on me. The games are almost always incredibly lopsided. One team has one or two guys who buttfuck the other team, and it's always like that it seems. Never a fair game, it's always like 60 kills to 15...which I understand is gonna happen, it's the nature of the mode, but it gets boring. I think the novelty of it is wearing off for me already.
 

Pyros

<Silver Donator>
11,313
2,419
I've had a few even games, rest tends to be lopsided, but then again so were the normal games. It's just how dota goes. A lot of time though people draft super awesome combos then fuck it up by not farming properly or buying the wrong items(like not buying arcane boots when you don't play a int hero and drafted 2 200+mana abilities and a 400+mana ult). And then there's still basic dota techniques, I played a game earlier and the enemy had no wards the entire game as far as I could tell(I had slark ult and don't think it got removed a single time other than creeps/players) and hadn't upgraded their courier at 45mins when we finished. It's a fun mode but if you don't play it like dota then you're still gonna have a bad time, because you still win by destroying the throne, not by amassing kills.
 

Sulrn

Deuces
2,159
360
Centaur, warstomp, return, riptide, Dark Shroud (slark invis) - Treads, AC, Heart, Drums, Halberd. Regen 400hp/sec. Was going to get satanic if they didn't get rolled over when I tanked two lanes + rax and my team finally showed up. Died twice in 10 minutes, never died again after finishing treads and drums. Riposting for ~150-175 dmg for just sitting there being fat.

If you miss, you take (increased) damage. If you hit, you take (increased) damage. If you don't focus me I regen to full. If you do focus me, you have to buy back to kill me twice (8K [4K+4k] hp). When we dove the fountain I sat in it for 30 seconds and killed three of them before I had to pop shroud and walk out to chase the other two.
 

Sulrn

Deuces
2,159
360
I think the downside to ability draft is people not realizing which hero they have and the approximate stat/hp/mana gain. Oh you want to play svenn with 3 (mana intensive) actives and a shit ult? Go for it. Oh you want to backstab (agi dependent) as lich? Cool.
 

Cybsled

Naxxramas 1.0 Raider
17,418
13,926
I had a pretty cool combo today...I had tiny /w mirana arrow + mirana leap + mirana ult + centaur's double edged blade. Max stun arrow, leap in, use blade...it gibbed most low HP heroes pretty well early game ;p

Guy on our team has bristleback quills + aftershock...that was pretty OP in teamfights ;p