Initiation
Who reveals first and forces the enemy to react? If the answer relies on one long cooldown, preserve a secondary form of catch.
Good strategy is not a list of rules. It is a repeatable sequence: read the draft, identify what the map currently allows, choose one objective, and review whether the move created lasting control.
A readable lineup needs a way to start contact, enough damage to finish a target, wave clear to defend the map, and a hero who can safely occupy dangerous space. It also needs a clear plan for buildings and Roshan after winning a fight.
Who reveals first and forces the enemy to react? If the answer relies on one long cooldown, preserve a secondary form of catch.
Can your damage reach the target your initiator catches, or will terrain and defensive spells split the team?
Decide which hero can show on risky lanes and which core must stay hidden. Five heroes waiting for safe farm is not a map plan.
Identify the hero, summon, aura, or timing that turns a won fight into a tower or Roshan instead of five players returning to farm.
A pushed wave is information. It shows defenders, threatens a building, and shortens the route to the next objective. Before smoking or entering enemy territory, assign someone to create that pressure without exposing the entire team.
Stop trying to occupy every lane. Defend the shortest route to your next timing, send the hardest-to-catch hero to the far wave, and trade an unimportant area for information. The aim is to create one synchronized move, not to win all three lanes simultaneously.
After a kill, count what the enemy cannot contest: heroes, ultimates, teleport positions, vision, and buyback status. Then take the closest durable advantage. A tower changes future routes; Roshan changes who can stand in front; deep vision changes which waves can be farmed.
Your creep wave is close, building damage is available, and the enemy cannot create a favorable wraparound.
The relevant enemy damage or scouting hero is dead or showing far away, and your team can secure the pit exits.
The team cannot safely finish a larger objective, but can use the temporary numbers advantage to make the next enemy movement visible.
Health, mana, cooldowns, or lane position would turn the attempted objective into an equal or losing fight.
Before contact, name the spell that cannot hit your most important hero. The initiator should force that spell or catch its owner. Supports should stand where their first save does not expose them to the same area damage. Cores should preserve enough mobility or immunity to change targets after the first kill.
Choose one recurring decision for a five-game block. Examples: the first death, the second major item, the first smoke, or the first high-ground attempt. Reviewing one category across several games reveals a pattern; reviewing every mistake in one game usually creates noise.
Example: replace “watch the map more” with “before showing on a side wave, locate the two enemy heroes who can start on me.” The second statement produces an observable habit.