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Draft helper

Parallel Plays

Hot Zone · Mythic · back to the map · how to read the numbers

Before the draft

What gets decided before anyone stands on the board below. On the left, who you take away from the enemy: not the strongest brawler but the most effective one — edge times frequency. On the right, what a first pick costs: the brawlers recommended here, sorted by their worst matchup. Whoever picks first shows their hand; what matters then is not the average but what happens once the enemy knows the answer. The ban column is for this map, the first-pick column for the Hot Zone mode — duels are only available per mode.

Ban first

First-pick risk

For reference

Order: picking runs 1–2–2–1. Whoever places the first brawler thereby decides who starts — after that the selection jumps to the next turn on its own. You only need to click a slot to remove a pick again.

Bans go in under 1 Bans — both sides, as many as your mode allows. Anyone banned then drops out everywhere: out of the grid, out of the recommendations and out of the projection of what the enemy would answer your pick with. The quickest targets are listed there as suggestions to click; in full with numbers above under Ban first. It works without bans too — then go straight to 2 Draft.

The range under the scoremin 58.1 · 60.2 · max 61.3 — reads from the middle outwards: that is the measured win rate, the same number as on the map page. Left and right are the bounds between which the true value lies with 95% confidence; the more games, the closer they move together. The calculation uses the minimum — a pick that is only good in the best case is no pick in a draft. That is why the score above shows the left-hand number and not the middle one. In full, with an example.

What is in the number: the base on this map, plus whatever each entered opponent and team-mate contributes. In the row the two halves of that are summarised as matchup (against the other side) and synergy (with your own). That is all it is — the number describes the board as it stands.

The answer is a hint, not an entry. “Answer: …” names the brawler the enemy can best play in response to this pick, and how that pairing goes for you — a minus means he copes better against you than he usually does. It does not go into the points. What is on the board is settled; what the enemy does next is a guess about a move that does not exist yet, and the two in one number could not be told apart afterwards. ±0 means he has nothing special against it — on the first pick that is the most important thing in the row.

The individual effects are measured, their sum is an expectation — for “exactly these six brawlers on this map” there would never be enough games. Duels and pairings are available per mode, the base per map.