In a previous post, I started an analysis of Dota 2’s Ability Draft mode. This is continued here, with a focus on increasingly fine-grained analysis. That post is probably a better place to start, if you haven’t read it yet.

If you just want the data, I’ve uploaded it to a few Google fusion tables:

Ability Synergy

Probably the defining aspect of ability draft that makes it so fun is the ability to combine abilities from different heroes, and so I spent some time analyzing pairs of abilities.

One major disclaimer here is to take all of this with a grain of salt. This is based on a sample size of more than 300,000 games, but each pair of abilities is relatively rare, so one pair usually has a sample size of about 200-400. This makes the confidence in the accuracy of these statistics much lower than all of the previous ones. However, good abilities tend to be drafted much more often, so the strongest pairs have a higher sample size: tending towards 500-1,000. I feel it’s enough of a sample size to still draw conclusions. In most cases, the “true” win rate is very likely to be within 1% of the measured rate. But I have used some discretion and totally omitted pairs that have a sample size below 50 or so, as those are not likely to be statistically significant, and instead are probably flukes. As an example, there is a single pair of abilities with a 100% win rate in the data: Riki Permanent Invisibility + Bounty Hunter Shadow Walk. Exactly one person played that pair once, and they managed to win. But you’d have to be braindead to think that’s actually the strongest pair of abilities in AD.

Also because of the sample size problem, I did not even attempt to analyze triplets of abilities, or entire 4-ability builds. Specific 3- or 4- ability combinations are just too rare.

With that out of the way, let’s look at the strongest combinations:

Top 20 ability pairs by win rate

Rank Ability 1 Ability 2 Win Rate
1 Bloodseeker Thirst Alchemist Chemical Rage 76.80%
2 Wraith King Reincarnation Necrophos Heartstopper Aura 75.04%
3 Huskar Berserker's Blood Alchemist Chemical Rage 74.80%
4 Riki Permanent Invisibility Leshrac Pulse Nova 74.65%
5 Huskar Berserker's Blood Ursa Fury Swipes 74.53%
6 Bloodseeker Thirst Tiny Grow 74.18%
7 Wraith King Reincarnation Viper Corrosive Skin 74.16%
8 Leshrac Pulse Nova Weaver Shukuchi 73.47%
9 Earthshaker Aftershock Storm Spirit Ball Lightning 73.34%
10 Necrophos Heartstopper Aura Alchemist Chemical Rage 73.19%
11 Weaver Shukuchi Alchemist Chemical Rage 73.05%
12 Necrophos Heartstopper Aura Leshrac Pulse Nova 72.69%
13 Ursa Fury Swipes Alchemist Chemical Rage 72.62%
14 Necrophos Heartstopper Aura Weaver Shukuchi 72.21%
15 Warlock Fatal Bonds Batrider Sticky Napalm 72.11%
16 Earthshaker Aftershock Outworld Devourer Arcane Orb 72.10%
17 Bloodseeker Thirst Huskar Berserker's Blood 71.81%
18 Lina Fiery Soul Alchemist Chemical Rage 71.73%
19 Viper Corrosive Skin Alchemist Chemical Rage 71.70%
20 Bloodseeker Thirst Wraith King Reincarnation 71.63%

76.8% win rate! Think about that for a second, that’s one hero in a game of 10 that, more often than not, totally takes over the game. Regardless of how your teammates are doing, you’re still going to win more than 34 games. Of course, it’s very rare to get two very good spells like that.

There are a few notable exceptions, but most of this list is just two good spells. One take-home point is this: picking two individually good abilities is usually better than two mediocre abilities that have a cool interaction. If you can get two of the real powerhouses, you’re pretty much going to win, but that’s unlikely in reality. Most games you’re not going to get any of the top 20 or so abilities, let alone two.

What’s more interesting is if I introduce the concept of synergy. That is, how much does the combination of two abilities contribute to the overall win rate, compared to each of them individually. To calculate this, I simply took the difference between the pair’s win rate and the arithmetic mean of the individual abilities’ win rates (arithmetic mean fit very slightly better than geometric mean).

Top 20 ability pairs by synergy

Rank Ability 1 Ability 2 Win Rate Synergy
1 Warlock Fatal Bonds Batrider Sticky Napalm 72.11% 20.84%
2 Earthshaker Aftershock Outworld Devourer Arcane Orb 72.10% 19.91%
3 Huskar Berserker's Blood Ursa Fury Swipes 74.53% 19.82%
4 Earthshaker Aftershock Storm Spirit Ball Lightning 73.34% 19.32%
5 Bloodseeker Thirst Alchemist Chemical Rage 76.80% 18.23%
6 Earthshaker Aftershock Storm Spirit Static Remnant 69.89% 17.64%
7 Kunkka Tidebringer Tusk Walrus Punch 68.38% 17.55%
8 Bloodseeker Thirst Tiny Grow 74.18% 17.50%
9 Huskar Berserker's Blood Alchemist Chemical Rage 74.80% 16.89%
10 Huskar Berserker's Blood Brewmaster Drunken Brawler 71.58% 16.63%
11 Riki Permanent Invisibility Leshrac Pulse Nova 74.65% 16.41%
12 Lina Fiery Soul Bristleback Quill Spray 66.97% 16.40%
13 Sniper Take Aim Alchemist Chemical Rage 70.81% 16.09%
14 Earthshaker Echo Slam Outworld Devourer Arcane Orb 64.67% 16.07%
15 Lina Fiery Soul Alchemist Chemical Rage 71.73% 15.89%
16 Lich Frost Armor Dazzle Shadow Wave 66.35% 15.87%
17 Slardar Slithereen Crush Sniper Shrapnel 69.47% 15.77%
18 Weaver Shukuchi Brewmaster Drunken Brawler 71.59% 15.68%
19 Ursa Fury Swipes Alchemist Chemical Rage 72.62% 15.68%
20 Earthshaker Aftershock Bristleback Quill Spray 68.69% 15.65%

Now we’re getting somewhere! Thirst + Chemical Rage is still in there, but there’s a lot more interesting combinations here. Most of these are well-known to AD players: Aftershock combos well with a lot of things, two great carry passives are good together, Walrus Punch + Tidebringer, Permanent Invisibility + Pulse Nova. But there are some surprises too. Like Sniper Shrapnel + Slithereen Crush: I guess shrapnel lets you cut the distance to get in range for the crush.

One spell that is noticeably absent from both of these lists is Heartstopper Aura. I think this helps explain why it’s at the top of the single abilities in the first place: it’s good with everything. You don’t really have to draft abilities that work with it, nor do you have to play it a certain way. It’s always good. Here are the top skills to draft with it, and the pairs’ win rates:

Top 10 Abilities with Heartstopper Aura

Rank Ability Win Rate Synergy
1 Wraith King Reincarnation 75.04% 15.14%
2 Alchemist Chemical Rage 73.19% 12.69%
3 Leshrac Pulse Nova 72.69% 12.82%
4 Weaver Shukuchi 72.21% 12.99%
5 Abaddon Borrowed Time 71.50% 11.66%
6 Warlock Chaotic Offering 71.10% 11.02%
7 Sandking Burrowstrike 70.63% 11.08%
8 Tidehunter Ravage 70.49% 12.53%
9 Riki Permanent Invisibility 69.82% 10.59%
10 Bloodseeker Thirst 69.34% 10.42%

Those are all just good abilities in general; there’s not that much actual game synergy. Contrast this with, say, the top abilities with Aftershock:

Top 10 Abilities with Earthshaker Aftershock

Rank Ability Win Rate Synergy
1 Storm Spirit Ball Lightning 73.34% 19.32%
2 Outworld Devourer Arcane Orb 72.10% 19.91%
3 Wraith King Reincarnation 71.08% 13.36%
4 Storm Spirit Static Remnant 69.89% 17.64%
5 Weaver Shukuchi 68.75% 11.70%
6 Bristleback Quill Spray 68.69% 15.65%
7 Outworld Devourer Essence Aura 68.39% 15.22%
8 Abaddon Borrowed Time 67.16% 9.50%
9 Sven Storm Bolt 66.49% 9.52%
10 Alchemist Chemical Rage 66.06% 7.73%

There are a few that are just good (Chemical Rage, Borrowed Time), but the rest all have obviously strong interactions with aftershock, which aligns with what the synergy values show.

Another surprising absence is Sticky Napalm. It probably has the biggest reputation for being imbalanced in AD, but I don’t think the numbers actually support that very well. Here are its top 10 pairs:

Top 10 Abilities with Batrider Sticky Napalm

Rank Ability Win Rate Synergy
1 Warlock Fatal Bonds 72.11% 20.84%
2 Warlock Chaotic Offering 69.84% 14.62%
3 Alchemist Chemical Rage 66.67% 11.04%
4 Riki Permanent Invisibility 65.80% 11.44%
5 Dark Seer Ion Shell 64.46% 13.97%
6 Viper Corrosive Skin 64.46% 9.15%
7 Wraith King Reincarnation 63.20% 8.18%
8 Bounty Hunter Track 61.94% 8.94%
9 Earthshaker Aftershock 61.70% 7.90%
10 Abaddon Borrowed Time 61.52% 6.56%

Fatal Bonds was one I didn’t expect, but it’s easy to see why that would be so strong. Ion shell is also up there; it’s widely regarded as an auto-win, and 64.46% is very good, but far from what I think most people would expect. Shadow Shaman Shackles is also highly talked-about, but that combo isn’t even in the top 30, with a win rate of 56.53% and synergy of 5.89%.

Here are a few other top-10-with-X lists:

Top 10 Abilities with Tinker Rearm

Rank Ability Win Rate Synergy
1 Undying Tombstone 63.70% 13.28%
2 Necrophos Heartstopper Aura 56.60% 4.18%
3 Sandking Burrowstrike 53.88% 2.75%
4 Treant Living Armor 53.87% 6.19%
5 Viper Corrosive Skin 53.85% 2.09%
6 Sven Storm Bolt 53.24% 2.52%
7 Dragon Knight Dragon Blood 52.94% 5.33%
8 Undying Soul Rip 52.90% 7.83%
9 Pugna Nether Ward 52.78% 3.08%
10 Riki Permanent Invisibility 52.69% 1.89%

Basically, get Tombstone or don’t bother. Living Armor and Nether Ward can also be good because they’re relatively rarely picked, so you might be able to get one of them second, then rearm third. My thought process used to be that there are plenty of spells that work well with Rearm, but that’s just not true. There are only 23 that bring it above a 50% win rate.

Top 10 Abilities with Riki Permanent Invisibility

Rank Ability Win Rate Synergy
1 Leshrac Pulse Nova 74.65% 16.41%
2 Sandking Burrowstrike 71.10% 13.17%
3 Necrophos Heartstopper Aura 69.82% 10.59%
4 Sven Storm Bolt 68.48% 10.95%
5 Bloodseeker Thirst 68.42% 11.12%
6 Abaddon Borrowed Time 67.09% 8.87%
7 Tidehunter Ravage 66.79% 10.44%
8 Slardar Slithereen Crush 66.72% 10.57%
9 Vengefulspirit Magic Missile 65.85% 10.90%
10 Batrider Sticky Napalm 65.80% 11.44%

There are a lot of different types of abilities here. What this shows me is that there are multiple ways to play with Permanent Invisiblity. Pulse Nova is the clear winner, but there are some other really brutal combinations here. Initiation abilities (any of the stuns) are especially dangerous.

Abilities for Melee vs Ranged

In the last post, I mentioned that ranged orb effects don’t actually have a very high win rate, but I also theorized that this was possibly confounded by ranged heroes picking them. If you look at the top abilities by win rate for just melee heroes or just ranged heroes, they don’t differ much from the global top abilities. What is more interesting, though, is to look at the abilities that have the greatest difference in win rate between the two categories.

Top difference in win rate (melee over ranged)

Rank Ability Melee Win Rate Ranged Win Rate Difference
1 Axe Counter Helix 55.34% 47.22% 8.11%
2 Clinkz Searing Arrows 55.09% 47.07% 8.02%
3 Viper Poison Attack 52.80% 45.66% 7.13%
4 Axe Beserker's Call 54.77% 48.48% 6.29%
5 Drow Ranger Frost Arrows 52.43% 46.51% 5.92%
6 Huskar Burning Spear 50.94% 45.55% 5.39%
7 Legion Commander Duel 49.97% 45.68% 4.30%
8 Centaur Return 52.76% 48.79% 3.97%
9 Centaur Double Edge 46.83% 42.96% 3.87%
10 Huskar Life Break 49.51% 45.92% 3.59%

As expected, the ranged orb attacks all made the top 10 greatest differences. Searing arrows seems especially strong on melee heroes, but the rest are still middle-of-the-pack. The other spells are all either ones that require you being up close anyway, or hurt yourself. The latter is probably better on melee strength heroes.

Top difference in win rate (ranged over melee)

Rank Ability Melee Win Rate Ranged Win Rate Difference
1 Drow Ranger Marksmanship 47.56% 55.24% 7.68%
2 Drow Ranger Precision Aura 46.06% 53.69% 7.62%
3 Medusa Mana Shield 49.75% 56.42% 6.67%
4 Slark Essence Shift 47.69% 52.82% 5.13%
5 Luna Moon Glaive 48.54% 53.29% 4.75%
6 Dragon Knight Elder Dragon Form 47.05% 51.70% 4.66%
7 Broodmother Insatiable Hunger 48.49% 52.73% 4.24%
8 Ursa Overpower 44.95% 48.78% 3.85%
9 Lifestealer Feast 51.09% 54.88% 3.79%
10 Tiny Grow 54.81% 58.60% 3.79%

Drow ranger’s skills are obvious, and Elder Dragon Form doesn’t work on most melee heroes, so that’s obvious too. I’m pretty surprised how strong mana shield is on ranged, though perhaps thats correlation and not causation, as it’s good on int heroes, which are often ranged. The rest of the list are all auto-attack buffs that come from melee heroes.

Grow is a very often picked skill, and it seems that is entirely justified on ranged heroes. 58.60% is solid first-pick material.

Overpower, on the other hand, is also very often picked early, but that’s probably a mistake! Yes, it is much better on ranged heroes, but it’s still not breaking even. 48.78% is probably not worth a first pick.

“The Dream”

Lastly, I want to address a subset of skills that I mentioned last time. The mythical “dream” build with the power to one-shot enemy heroes. I think the ultimate combination would probably be Tidebringer, Jinada, Enchant Totem, and Walrus Punch. But that specific combination has never been assembled in my 300k+ game sample. Three of the four has happened 8 times. But you can also substitute in a number of other spells: any crit, Grow, Shadow Walk, Vendetta, etc.

As I mentioned before, none of those abilities actually have a very good individual win rate:

Ability Win Rate
Tiny Grow 56.37%
Kunkka Tidebringer 53.38%
Bounty Hunter Wind Walk 48.77%
Bounty Hunter Jinada 48.53%
Tusk Walrus Punch 48.29%
Juggernaut Blade Dance 47.75%
Nyx Assassin Vendetta 47.03%
Wraith King Critical Strike 46.36%
Phantom Assassin Coup De Grace 45.94%
Earthshaker Enchant Totem 45.56%

However, pairs of most of them certainly do much better:

Ability 1 Ability 2 Win Rate
Tiny Grow Brewmaster Drunken Brawler 68.99%
Kunkka Tidebringer Tusk Walrus Punch 68.38%
Kunkka Tidebringer Brewmaster Drunken Brawler 68.35%
Earthshaker Enchant Totem Tiny Grow 65.30%
Kunkka Tidebringer Bounty Hunter Jinada 65.13%
Earthshaker Enchant Totem Kunkka Tidebringer 64.72%
Kunkka Tidebringer Tiny Grow 62.07%
Tiny Grow Bounty Hunter Jinada 61.32%
Earthshaker Enchant Totem Tusk Walrus Punch 60.89%
Juggernaut Blade Dance Tiny Grow 58.99%
Juggernaut Blade Dance Kunkka Tidebringer 55.30%
Tiny Grow Bounty Hunter Wind Walk 55.19%
Juggernaut Blade Dance Brewmaster Drunken Brawler 54.80%
Earthshaker Enchant Totem Bounty Hunter Jinada 54.41%
Earthshaker Enchant Totem Brewmaster Drunken Brawler 54.02%
Wraith King Mortal Strike Tiny Grow 53.69%
Kunkka Tidebringer Wraith King Mortal Strike 53.08%
Kunkka Tidebringer Nyx Assassin Vendetta 52.12%
Bounty Hunter Wind Walk Brewmaster Drunken Brawler 52.08%
Brewmaster Drunken Brawler Tusk Walrus Punch 52.01%
Phantom Assassin Coup De Grace Brewmaster Drunken Brawler 51.98%
Brewmaster Drunken Brawler Nyx Assassin Vendetta 51.87%
Kunkka Tidebringer Phantom Assassin Coup De Grace 51.76%
Kunkka Tidebringer Bounty Hunter Wind Walk 51.26%
Bounty Hunter Jinada Brewmaster Drunken Brawler 48.35%
Juggernaut Blade Dance Bounty Hunter Wind Walk 48.18%
Earthshaker Enchant Totem Bounty Hunter Wind Walk 47.79%
Bounty Hunter Jinada Bounty Hunter Wind Walk 47.72%
Wraith King Motral Strike Brewmaster Drunken Brawler 47.42%
Juggernaut Blade Dance Nyx Assassin Vendetta 47.41%
Juggernaut Blade Dance Wraith King Mortal Strike 46.44%
Earthshaker Enchant Totem Juggernaut Blade Dance 46.18%
Juggernaut Blade Dance Tusk Walrus Punch 45.89%
Wraith King Mortal Strike Bounty Hunter Jinada 45.50%
Juggernaut Blade Dance Phantom Assassin Coup De Grace 45.28%
Juggernaut Blade Dance Bounty Hunter Jinada 44.85%
Wraith King Mortal Strike Bounty Hunter Wind Walk 44.64%
Bounty Hunter Wind Walk Tusk Walrus Punch 44.60%
Bounty Hunter Jinada Nyx Assassin Vendetta 44.30%
Phantom Assassin Coup De Grace Bounty Hunter Wind Walk 44.07%
Earthshaker Enchant Totem Phantom Assassin Coup De Grace 44.04%
Wraith King Mortal Strike Nyx Assassin Vendetta 43.79%
Wraith King Mortal Strike Tusk Walrus Punch 43.75%
Earthshaker Enchant Totem Nyx Assassin Vendetta 43.70%
Earthshaker Enchant Totem Wraith King Mortal Strike 43.01%
Bounty Hunter Jinada Tusk Walrus Punch 42.48%
Phantom Assassin Coup De Grace Bounty Hunter Jinada 41.37%
Bounty Hunter Wind Walk Nyx Assassin Vendetta 40.69%
Wraith King Mortal Strike Phantom Assassin Coup De Grace 40.23%

Trying to distill all that down into a few simple ideas, I would say this:

  • Grow and Tidebringer are probably worth it on their own, especially on ranged.
  • If you don’t have one of those two abilities, Enchant Totem + Walrus punch is the only other really strong option.
  • Unreliable crits are still bad, even with a second synergy skill, but Juggernaut’s blade dance is least bad.

That’s the last of the analysis I have planned, but if there’s anything else you want to know, I would probably be happy to do some more. I might also do a post sharing and explaining some of the code I used to acquire, transform, and analyze the data.