Ability Draft
From Liquipedia Dota 2 Wiki
“ | ▶️ We descend into chaos.
— Chaos Knight
|
” |
Create a Custom Hero via 4-Round Draft. You Can Choose Up to 3 Regular Abilities and 1 Ultimate.
Ability Draft is an official core game mode that vastly differentiates from all other game modes, with practically infinite possibilities and unique matches.
Each player is given a random hero with no abilities. The pool of abilities consists of the abilities of these 10 random heroes, plus 2 additional random heroes' abilities. Players then take turns drafting the 3 regular abilities and 1 ultimate ability they want.
Drafting[edit]
- Players have their player slots shuffled within their teams. In hosted lobbies, this can be toggled off.
- An initial 60-second planning phase begins, during which the teams can see which heroes everyone got and which abilities are available. Players can use the chatbox or voice chat to plan out their picks.
- The picking phase begins afterward. The pick order consists of 2 phases that repeat twice, and every player gets to pick 4 times.
Radiant always gets to pick first.
- Each player has 7 seconds to pick an ability on their turn.
- The picked ability is granted to the drafting player, then removed from the pool.
- If the player does not pick an ability within 7 seconds, a random ability from the remaining pool will be assigned.
- If the player picks an ability, the pick time still has to elapse before the next player's turn starts.
- This means each phase takes a total of 70 seconds.
- After each phase, there is a 5-second break before the next phase starts.
- Overall, there are 4 picking phases and breaks, resulting in a drafting duration of 300 seconds.
- After the picking phase, there is a 5-second waiting period before the 30-second strategy phase begins.
- At all times, the players can communicate with their teams via the chatbox or voice chat.
- In total, the drafting takes 395 seconds, or 6 minutes and 35 seconds.
Available Heroes[edit]
All 126 heroes are currently available in Ability Draft.
Invoker[edit]
Main Article: Invoker in Ability Draft
Due to Invoker's uniqueness, his abilities are implemented differently in Ability Draft. When Invoker is in the hero pool, 3 of his adapted abilities are chosen randomly. Invoker does not add ultimate abilities to the draft pool. These Ability Draft versions work like the original, but are modified to follow the default 4-level system.
Although Invoker gains the traits of Quas, Wex and Exort as passive/innate buffs, he neither gains the passive attributes given by the abilities, nor is able to cast these abilities. These buffs level up alternatingly and automatically according to Invoker's level.
Quas Wex Exort Buff | |||
---|---|---|---|
Buff | Bonus | Unlock Level | |
Quas | Health Regeneration | 1/4/7/10/13/16/19 | |
Wex | Attack Speed and Movement Speed | 2/5/8/11/14/17/20 | |
Exort | Attack Damage | 3/6/9/12/15/18/21 |
Ability Pool[edit]
The pool of abilities consists of the abilities of 10 random heroes, plus 2 additional random heroes' abilities as extras. These extra heroes themselves do not appear in the match. This results in a total of 48 regular abilities and 12 ultimate abilities for drafting.
However, some heroes do not have all of their abilities available in the pool, some abilities are restricted from the game mode for varying reasons.
If a hero with an unavailable ability appears in the pool, a replacement ability from another random hero is added in. Only one hero that requires a replacement ability can be within the pool of 12 heroes.
Ctrl+Alt to highlight available Aghanim's Scepter and Aghanim's Shard upgrades while drafting abilities.
[edit]
Unavailable Abilities in Ability Draft
Arc Warden – Tempest Double1
Meepo – Dig2
Meepo – Divided We Stand1
Morphling – Attribute Shift 3
Morphling – Morph1
Invoker – Invoke4
Ogre Magi – Unrefined Fireblast2
Ogre Magi – Fire Shield2
Ogre Magi – Multicast1
Omniknight – Degen Aura6
Oracle – Rain of Destiny6
Phoenix – Toggle Movement3
Rubick – Spell Steal1
Shadow Demon – Shadow Poison Release3
Shadow Fiend – Shadowraze (Near)3
Shadow Fiend – Shadowraze (Far)3
Treant Protector – Nature's Guise4
Troll Warlord – Berserker's Rage5
Visage – Stone Form4
- 1 Disabled for balance reasons.
- 2
/
Ability unavailable due to its reliance on another ability that is disabled in game mode.
- 3 Only ultimate abilities are allowed to use up to 3 ability slots, due to Hotkey issues.
- 4 This innate ability is neither available nor is bound to any of the hero's abilities.
- 5 Possible technical issues. May cause broken ability interactions between abilities that affect attack range and range type.
- 6
/
Ability unavailable, due to it not being hooked up to any ability yet. Most likely unintended.
Adaptations[edit]
Due to the very chaotic nature of Ability Draft, several abilities and heroes have received some changes to work within the game mode.
Attack Range[edit]
Main Article: Attack Range
Hero abilities that grants attack range bonus work as intended for melee heroes and grant the described bonuses having into account the heroes' base range as well.
Generic Talents[edit]
Generic talents (i.e. plain stats bonuses) are unchanged. Talents that affect specific abilities which have not been drafted by that hero are replaced by an instant 250/500/750/1250
boost.
+1250 Gold | 25 | +1250 Gold |
---|---|---|
+750 Gold | 20 | +750 Gold |
+500 Gold | 15 | +500 Gold |
+250 Gold | 10 | +250 Gold |
▃ ▃ ▃ ▃ ▃ ▃ ▃ +2 All |
Unique Talents[edit]
Hero specific talents that are not bound to any ability, will be still available regardless of the abilities are drafted by that hero.
Unique Talents
Cleave Sources[edit]
Main Article: Cleave
Ranged heroes are unable to cleave. The cleave-granting ability either has its cleave part disabled for them, or the ability is unobtainable by them. An attack is classified as
melee when the attack does not rely on projectiles.
If a game mode allows ranged heroes to obtain the normally unobtainable cleave abilities (e.g. Ability Draft), these cleave sources (e.g. Tidebringer and Great Cleave) fully work for them. The cleave area, just like for melee heroes, is based on the attacking unit's position and happens on attack hit. This means the cleave damage is always applied in front of the attacking hero, even when the target was much further away.
Bash Sources[edit]
Main Article: Bash
In Ability Draft, multiple sources of bash fully stack, and they proc independently from each other sources. Heroes with abilities that uses the bash mechanic are allowed to purchase items that provide bash (e.g. Skull Basher and Abyssal Blade) and also proc bash from drafted abilities.
Innate Abilities[edit]
Innate Abilities Adaptation
- This innate ability is bound to Greevil's Greed.
- This innate ability is bound to Magnetize.
- Faceless Void can move inside any Chronosphere.
However, the haste effect is limited to the drafting hero and their units. - This innate ability is bound to Mystic Flare, and works with any of the drafting hero's abilities that trigger on-cast effects.
Modified Abilities[edit]
Abilities Modified for Ability Draft
- The ability checks for the level of the drafting hero's ultimate ability, instead of checking specifically for Hand of God.
- Skeleton Archers have a minimum attack range of 500.
- Skeleton Archers have a minimum attack range of 500.
- Cooldown cannot be reset with Rearm.
- Does not remove Overcharge buff if they are not drafted by the same player.
- Allows casting any other non-channeling ability (including item abilities) for its duration, and is not limited to Lich's original abilities.
- Grants charge-based abilities a single charge back upon getting a kill.
- Uses the hero proc value for Juxtapose.
- Grants charge-based abilities a single charge back.
Abilities Requiring Multiple Slots[edit]
To prevent Hotkey conflicts, non-ultimate abilities are limited to 1 ability slot at max, while ultimate abilities can use up to 3 ability slots. This means a hero cannot have more than 7 ability slots occupied at a time. To accommodate for this, abilities that require multiple slots have been adapted to fit this scheme.
Multiple Slots Abilities Modified for Ability Draft
- Toggling Autocast on swaps this ability out with Call of the Wild Boar. Turning it off again swaps them back. Their cooldowns are separate.
- This ability is bound to Terrorize.
- Does not grant active abilities of devoured neutral creeps, except Dragonhide Aura.
Passive abilities gained are granted as status buffs. - Replaces Time Walk until the sub-ability is used or until the reversal time window expires.
- Does not require Summon Spirit Bear to be drafted to gain Entangling Claws and Demolish.
Their levels is always one level higher than True Form. - Does not take any ability slot and is hidden. A permanent status buff appears instead.
- Replaces Tree Dance once reaching the tree. This means jumping between trees is not possible.
- Stand-alone ability.
- Stand-alone ability.
- Only turning in place is possible.
- Replaces Illusory Orb while the orb is in flight, until the sub-ability is used or until the orb reaches maximum travel distance.
- This ability utilizes Autocast in Ability Draft, it automatically toggles on if enemies are debuffed. When toggled off, Shadow Poison is released.
- Number of Charges: 3
Cooldown:
Stand-alone ability, and does not come with its Near and Far versions. - This ability is bound to Rearm.
- Stand-alone ability.
- Stand-alone ability.
- Does not require Summon Familiars to be drafted cast the active ability, even though it is based on Stone Form.
Unlockable Abilities[edit]
The following ultimate abilities grant the drafting player additional abilities upon acquiring Aghanim's Scepter or Aghanim's Shard.
Unlockable Abilities
Hairball is bound to this ability.
Toggling Autocast on swaps Quill Spray out with Hairball. Turning it off again swaps them back. Their cooldowns are separate. Viscous Nasal Goo must be drafted for it to get applied.Torrent Storm is bound to this ability.
Toggling Autocast on swaps Torrent out with Torrent Storm. Turning it off again swaps them back. Their cooldowns are separate.Death Seeker is bound to this ability.
Toggling Autocast on swaps Death Pulse out with Death Seeker. Turning it off again swaps them back. Their cooldowns are separate.Shadow Step is bound to this ability.
Spectral Dagger must be drafted as well for it to get applied.Terror Wave is bound to this ability.
Toggling Autocast on swaps Metamorphosis out with Terror Wave. Turning it off again swaps them back. Their cooldowns are separate.Tree Volley is bound to this ability.
Toggling Autocast on swaps Tree Grab out with Tree Volley. Turning it off again swaps them back. Their cooldowns are separate. Cannot swap to Tree Volley while Tree Throw is active.
Ability Dependencies[edit]
Sometimes ability synergies require multiple abilities to be present at the same time on the same hero for its effect. The following abilities have ability effects that require or rely on other abilities and should be drafted with consideration.
Ability Dependencies
- Mist Coil must be drafted as well for it to get applied.
- Battle Hunger must be drafted as well for it to get applied.
- Sticky Napalm must be drafted as well for it to get applied.
- Jinada must be drafted as well for it to get applied.
- Quill Spray must be drafted as well for them to passively proc.
- Phantasm must be drafted as well for it to get applied.
- Searing Arrows must be drafted as well for it to get applied.
- Searing Arrows must be drafted as well for the Skeleton Archers to gain them.
- Searing Arrows must be drafted as well for the Skeleton Archers to gain them.
- Frostbite must be drafted as well for it to get applied.
- Bramble Maze must be drafted as well for it to get applied.
- Passive spirit spawns only work with the drafting hero's attacks (including instant attacks), Crypt Swarm, Silence, and Spirit Siphon.
- Frost Arrows must be drafted as well for it to get applied.
- Aftershock must be drafted as well for it to get applied.
- Astral Spirit must be drafted as well for the magic resistance reducing debuff to get applied.
- Impetus must be drafted as well for it to get applied. Does not perform regular attacks if it is not drafted.
- Time Lock must be drafted as well for it to get applied.
- Rocket Barrage must be drafted as well for it to get applied.
- Press the Attack must be drafted as well for it to get applied.
- Savage Roar must be drafted as well for Spirit Bear to gain the ability.
- The buff only affects the drafted hero and the Spirit Bear and does not affect any other player-controlled units.
- Lucent Beam must be drafted as well for the ability to deal damage with its beams.
- The debuff can only be applied by the drafting hero, Lycan Wolves and
Lane Wolves.
Other player-controlled units do not apply the debuff around them. - Stone Gaze must be drafted as well for it to get applied.
- Starstorm must be drafted as well for it to get applied.
- Nature's Call must be drafted as well for Greater Treants to spawn.
- Swashbuckle must be drafted as well for it to get applied.
- Caustic Finale must be drafted as well for it to get applied.
- Necromastery must be drafted as well for the ability to work.
- Mass Serpent Ward must be drafted as well for Serpent Wards to spawn.
- Corrosive Haze must be drafted as well for it to get applied.
- Spectral Dagger must be drafted as well for it to get applied.
- Spectral Dagger must be drafted as well for it to get applied.
- Poison Sting must be drafted as well for it to get applied.
- Greater Bash must be drafted as well for it to get applied.
- Greater Bash must be drafted as well for it to get applied.
- Tombstone must be drafted as well for Undying Zombies to spawn.
- Enrage must be drafted as well for it to get applied.
- Plague Ward must be drafted as well for Plague Wards to spawn.
- The buff only affects the drafted hero and the Familiars and does not affect any other player-controlled units.
- Splinter Blast must be drafted as well for it to get applied.
- Vampiric Spirit must be drafted as well for Wraith King Skeletons to spawn.
- Lightning Bolt must be drafted as well for it to get applied.
Console Commands[edit]
The following console commands can be used while on the dashboard to create custom settings for private Ability Draft lobbies.
Note that all these commands are considered cheats and therefore only work on local lobbies.
Command | Default Value | Description |
---|---|---|
dota_gamemode_ability_draft_per_player_time | 7 | Total time in seconds a player has to draft an ability. |
dota_gamemode_ability_draft_pre_round_time | 5 | The duration of the break time between phases. |
dota_gamemode_ability_draft_pre_time | 60 | The duration of the planning phase before the picking phase begins. |
dota_gamemode_ability_draft_set_draft_hero_and_team | N/A | Sets the hero to be within the pool. Requires 2 variable, the hero name, and the team (radiant/dire/extra )
|
dota_gamemode_ability_draft_set_draft_hero_and_team_clear | N/A | Resets the hero pool to be random. |
dota_ability_draft_shuffle_players | 1 | Decides whether players should get their slot shuffled or not. |
Examples[edit]
The following console commands result in what is shown in the image.
dota_gamemode_ability_draft_set_draft_hero_and_team dawnbreaker radiant;
dota_gamemode_ability_draft_set_draft_hero_and_team terrorblade radiant;
dota_gamemode_ability_draft_set_draft_hero_and_team shadow_shaman radiant;
dota_gamemode_ability_draft_set_draft_hero_and_team omniknight radiant;
dota_gamemode_ability_draft_set_draft_hero_and_team invoker radiant;
dota_gamemode_ability_draft_set_draft_hero_and_team void_spirit dire;
dota_gamemode_ability_draft_set_draft_hero_and_team puck dire;
dota_gamemode_ability_draft_set_draft_hero_and_team hoodwink dire;
dota_gamemode_ability_draft_set_draft_hero_and_team troll_warlord dire;
dota_gamemode_ability_draft_set_draft_hero_and_team tinker dire;
dota_gamemode_ability_draft_set_draft_hero_and_team techies extra;
dota_gamemode_ability_draft_set_draft_hero_and_team riki extra;
This sets the hero pool to Dawnbreaker, Terrorblade, Shadow Shaman, Omniknight, Invoker on the Radiant side, Void Spirit, Puck, Hoodwink, Troll Warlord, Tinker on the Dire side, and Techies, Riki as extra heroes.
Techies and Riki are not assigned to any player, but have their abilities included in the pool. Invoker does not have an ultimate ability in the pool, so Rolling Thunder was randomly added as a replacement.
These commands allow for easy testing of combinations and interactions, without relying on luck to get the right abilities one wants to test.
Recent Changes[edit]
Main Article: Ability Draft/Changelogs