Who goes first?

Week 11

Teamfights, last

This is where the course disagrees most with how Dota is usually taught.

A fight is the most legible thing in a match — and the worst place to begin.

Nearly everything that decides one was settled earlier.

By the draft. By who had vision. By who could not be stopped from acting.

The habit this week breaks

Going in first because you have the most health.

Initiation is decided by which abilities combine — not by who is hardest to kill.

Who opens?

Initiation and counter-initiation

“Who opens” really means:

whose combination of abilities pays most while the enemy has not reacted yet?

The seconds before

Where everyone stands before a fight starts decides most of its outcome.

It is the part nobody is watching.

Buyback

A mistake you can purchase back.

Once. Expensively.

High ground

Attacking uphill is a structural disadvantage.

Vision and terrain — both against you.

The draft

Captains Mode, in concept

A ban handles what you cannot beat.

Pick order decides who is answering whom.

A flexible hero is a resource: it delays the moment you reveal your plan.

The Lobby Lab walks you through a real one.

Whose game is this?

Week 6 put power spikes on one hero.

This week puts them between two teams.

When to fight and how to draft turn out to be the same question, asked twice.

This week’s hero

Tidehunter — Ravage

The textbook shape of initiation: wide, forgiving, and its consequences are visible at once.

You can learn the judgement without the execution getting in the way.

This week’s item

Refresher Orb. A second attempt.

In 7.41f it refreshes abilities only — not items.

That makes what it buys unambiguous.

After this week

Say who opens for your team, and when you enter the fight.

Complete a simple Captains Mode draft, with a reason for every ban.

Name a fight lost on initiation timing rather than execution.

Lobby Lab 11

Draft, don’t play.