Counterpicking is one of the most overrated tactics in Dota 2.
Many "Counterpicks" Aren't Counterpicks
- Myth: They have
Riki, therefore I should pick
Bounty Hunter or
Slardar so we have vision of him.
- Reality: A smart player isn't going to auto attack some creeps, then initiate on you so you have time to (a) see him, (b) cast your true sight ult. Reactionary/Premeditated ults like
Amplify Damage and
Track won't prevent a
Riki from initiating onto you, using cloud to silence, and ripping you apart. Only good team play, map awareness, and use of
Sentry Wards/
Gem will help.
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Many "Counterpicks" Can Hurt More Than They Help
A hero like
However,
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You Don't Have to Deal With Their Heroes to Win
You win the game by hitting buildings. In many situations, you can just get them responding to your pushes and the carries they chose will have difficulty farming when their map control is reduced to jack shit.Let's say you pick
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You're going up against let's say a
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However, with those 2 heroes you can bulldoze their T1 tower in < 5 min. Then proceed to the T2. If there are no TPs, then you'll be at their base in under 10 minutes.
If there are TPs, now your offlaner gets a 1v1 lane against
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If
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When It Makes Sense to Counterpick
Only counterpick when it fits in with your original plan, or you can work your plan around it.For instance, let's say you were going to pick some sort of semi-carry for mid. The opposing team has
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If your team needs a playmaker, then you might have to go with
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Regardless of whether you're drafting in a captain's game or just choosing your own hero in AP, I think it's generally much better to take a high level view rather than trying to counter specific heroes. If your opponent picks someone who's obviously going to be in a certain lane (for example
Outworld Devourer mid) then feel free to pick accordingly, but most of the time I'd say just look at the kind of heroes that are showing up in the opposing draft, and try to pick yours with that in mind.
For example if they're drafting heroes with a lot of burst damage, you want to avoid picking anyone too fragile. It's not so much a case of 'they picked 
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Similarly, think about how they're going to be playing the game
If they're picking heroes who like to fight early, don't choose someone who needs 40 minutes of farm to be useful. That applies to your own team's picks as much as it does to your opponents.
There are some heroes that are worth counter-picking specifically
The best examples that I can think of are
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Once you have a list of heroes that everyone can play (at least 3-4 per player that they are "good" at and another 2-3 that they understand the basics of) make up a list of 4 ideal teams for the core playstyles: ganknig aggression, 4 protect 1, 5 man push, and split push. Maybe also throw in a wombo combo team as well for when you want to rely on winning silly teamfights with stuff like
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Going into a game, know which of the team plans you are going to use
Start your draft by banning out T1 heroes that you think will erally mess with your plan. For example, if you want to split push, you might want to ban out clockwerk. If you are going to rely on
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In your first round picks, you either want to get your most versatile heros (like alchemist, clockwerk or mirana) or a hero that is 100% core to the team (like nature's prophet in a split push team or visage in a really aggressive team)
If you pick versatile heroes, the enemy has very little information to ban with and doesn't have much idea how your lanes will look. If you take a core hero first, you know it won't get banned, but the enemy team has a better idea of what your game plan is and can draft around that.
Second ban phase is where the draft gets interesting
Both sides know some information about the enemy comp and can choose to either target bans on heroes that make sense in the enemy team or you can keep banning heroes that acn mess with your comp. What heroes you ban depeneds a lot on your skill as a drafter, and you will only get that with experience.
The second ban phase is where your flexibility comes in
You should have a pretty good idea what their game plan is, certainly after their 3rd pick. Here, you can swap in some of the alternate heroes you planned for. Does it look like they have a very squishy team?
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Last ban is tough
There are often 2-3 good heroes for the remaining slot on their team, or even more if you think they are running duo lanes or aggressive trilane. Just get rid of whatever you think will be most annoying and that would fit in their comp.
Last pick should be saved for the hero you think is most counterable
Often this will be your mid or carry hero (
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