Dota Diver
Replay-first friend analytics
Dota Diver
Replay-first friend analytics
All 10 Players
Match Dive
Dire Offlane. Combat was strongest; review Objective
Match DS
917
One-match rating
Dire
Avg 704
Zeus top
Radiant
Avg 145
Shadow Fiend top
Match Dive
Radiant
5 players / 1 tracked
Avg Match DS
145
Shadow Fiend/ CarryRole likely
Match DS
417
Hero-role history n=6
Best factor
Combat 25
K/A 8/1
Review gap
Objective 4
Push 282 / Push target 5500
Role read
Carry
inferred Snorkel role, team roles cover 1-5; Turbo first 5 min
Role Impact
27
Driven by Combat 25 / Also Support 19
Lane
68
lane evidence limited
Combat
25
K/A 8/1
Econ
3
waiting for factors
Objective
4
Push 282 / Push target 5500
Support
19
Wards 1 / Sentries 1
Vision
19
Wards 1 / Sentries 1
Ogre Magi/ OfflaneRole likely
Match DS
167
Hero-role history n=9
Best factor
Econ 55
GPM 389 / XPM 452
Review gap
Combat 20
K/A 1/7
Role read
Offlane
inferred Snorkel role, team roles cover 1-5; Turbo first 5 min
Role Impact
25
Driven by Econ 55 / Also Combat 20
Lane
67
GPM 389
Combat
20
K/A 1/7
Econ
55
GPM 389 / XPM 452
Objective
0
objective evidence limited
Support
2
waiting for factors
Vision
-
waiting for factors
Snapfire/ MidRole likely
Match DS
61
Role history n=314
Best factor
Econ 42
GPM 350 / XPM 500
Review gap
Combat 14
K/A 1/5
Role read
Mid
inferred Snorkel role, team roles cover 1-5; Turbo first 5 min
Role Impact
26
Driven by Econ 42 / Also Combat 14
Lane
67
GPM 350
Combat
14
K/A 1/5
Econ
42
GPM 350 / XPM 500
Objective
0
objective evidence limited
Support
2
waiting for factors
Vision
-
waiting for factors
Undying/ Hard SupportRole likely
Match DS
45
Hero-role history n=11
Best factor
Econ 53
GPM 339 / XPM 487
Review gap
Combat 21
K/A 2/7
Role read
Hard Support
inferred Snorkel role, team roles cover 1-5; Turbo first 5 min
Role Impact
19
Driven by Econ 53 / Also Combat 21
Lane
67
GPM 339
Combat
21
K/A 2/7
Econ
53
GPM 339 / XPM 487
Objective
0
objective evidence limited
Support
5
waiting for factors
Vision
-
waiting for factors
Arc Warden/ Soft SupportRole likely
Match DS
37
Role history n=314
Best factor
Combat 20
K/A 4/2
Review gap
Objective 1
Push 20 / Push target 2500
Role read
Soft Support
inferred Snorkel role, team roles cover 1-5; Turbo first 5 min
Role Impact
20
Driven by Combat 20 / Also Support 8
Lane
68
lane evidence limited
Combat
20
K/A 4/2
Econ
3
waiting for factors
Objective
1
Push 20 / Push target 2500
Support
8
Sentries 5
Vision
7
Sentries 5
Dire
5 players / 0 tracked
Avg Match DS
704
Zeus/ OfflaneRole likely
Match DS
917
Hero-role history n=6
Best factor
Combat 76
K/A 7/22
Second factor
Econ 75
GPM 444 / XPM 724
Review gap
Objective 2
Push 113 / Push target 4800
Role read
Offlane
inferred Snorkel role, team roles cover 1-5; Turbo first 5 min
Role Impact
69
Driven by Combat 76 / Also Econ 75
Lane
68
GPM 444
Combat
76
K/A 7/22
Econ
75
GPM 444 / XPM 724
Objective
2
Push 113 / Push target 4800
Support
14
Wards 1
Vision
6
Wards 1
Luna/ CarryRole likely
Match DS
900
Hero-role history n=5
Best factor
Combat 56
K/A 9/14
Second factor
Objective 51
Push 4017 / Push target 5500
Review gap
Econ 50
GPM 398 / XPM 541
Role read
Carry
inferred Snorkel role, team roles cover 1-5; Turbo first 5 min
Role Impact
60
Driven by Combat 56 / Also Objective 51
Lane
67
GPM 398
Combat
56
K/A 9/14
Econ
50
GPM 398 / XPM 541
Objective
51
Push 4017 / Push target 5500
Support
5
waiting for factors
Vision
-
waiting for factors
Axe/ MidRole likely
Match DS
577
Hero-role history n=13
Best factor
Combat 58
K/A 8/16
Second factor
Econ 57
GPM 450 / XPM 658
Review gap
Objective 1
Push 51 / Push target 5500
Role read
Mid
inferred Snorkel role, team roles cover 1-5; Turbo first 5 min
Role Impact
57
Driven by Combat 58 / Also Econ 57
Lane
68
GPM 450
Combat
58
K/A 8/16
Econ
57
GPM 450 / XPM 658
Objective
1
Push 51 / Push target 5500
Support
36
Wards 2 / Sentries 2
Vision
31
Wards 2 / Sentries 2
Pudge/ Soft SupportRole likely
Match DS
574
Hero-role history n=27
Best factor
Econ 57
GPM 358 / XPM 509
Review gap
Objective 10
Push 352 / Push target 2500
Role read
Soft Support
inferred Snorkel role, team roles cover 1-5; Turbo first 5 min
Role Impact
39
Driven by Econ 57 / Also Combat 47
Lane
68
GPM 358
Combat
47
K/A 7/10
Econ
57
GPM 358 / XPM 509
Objective
10
Push 352 / Push target 2500
Support
20
Wards 4 / Sentries 2
Vision
13
Wards 4 / Sentries 2
Juggernaut/ Hard SupportRole likely
Match DS
550
Hero-role history n=10
Best factor
Econ 85
GPM 556 / XPM 679
Second factor
Combat 76
K/A 14/10
Review gap
Objective 37
Push 1320 / Push target 2500
Role read
Hard Support
inferred Snorkel role, team roles cover 1-5; Turbo first 5 min
Role Impact
46
Driven by Econ 85 / Also Combat 76
Lane
68
GPM 556
Combat
76
K/A 14/10
Econ
85
GPM 556 / XPM 679
Objective
37
Push 1320 / Push target 2500
Support
7
waiting for factors
Vision
-
waiting for factors
Awards
Match Standout
Guest on
Zeus
Core Standout
Guest on
Luna
Support Standout
Guest on
Pudge
Replay
0:08
Early Item ActivityTeam drove the early item activity window. 82 purchases in this window; Team had 13. Radiant 34, Dire 48.
Replay evidence
82 purchases in this window; Team had 13. Radiant 34, Dire 48.
Why it mattered
Item timing changes the next fight window and shows who was converting farm into usable strength.
Review action
Review 0:08 onward and check whether Team used the purchase timing to force an objective or fight.
2:00
Peak Item Burst42 item purchases landed between 2:00 and 4:00; Team accounted for 7.
Replay evidence
42 item purchases landed between 2:00 and 4:00; Team accounted for 7.
Why it mattered
A clustered item burst usually marks a draft's next timing window.
Review action
Jump to 2:00 and check whether the team grouped, smoked, or delayed after the item timing.
5:00
Midgame Item ActivityTeam drove the midgame item activity window. 177 purchases in this window; Team had 31. Radiant 59, Dire 118.
Replay evidence
177 purchases in this window; Team had 31. Radiant 59, Dire 118.
Why it mattered
Item timing changes the next fight window and shows who was converting farm into usable strength.
Review action
Review 5:00 onward and check whether Team used the purchase timing to force an objective or fight.
15:19
Late Item ActivityTeam drove the late item activity window. 28 purchases in this window; Team had 13. Radiant 2, Dire 26.
Replay evidence
28 purchases in this window; Team had 13. Radiant 2, Dire 26.
Why it mattered
Item timing changes the next fight window and shows who was converting farm into usable strength.
Review action
Review 15:19 onward and check whether Team used the purchase timing to force an objective or fight.