Ability Draft Plus

Ability Draft Plus · under the hood

How the app decides what you should draft

Turn on role suggestions and the overlay stops handing everyone the same ten abilities. This page walks through what actually happens: what comes from data, what the community curates by hand, and how the two get combined. The plain-language version reads straight through; the math hides in the fold-outs.

scanned pool global stats your history role layer hard gates top 10 winrate + pick order linked profile greed · needs · verdicts everyone sees this only when a role is set excluded entirely
Every ability and hero model runs through the same pipeline on each scan. The layers adjust scores; the gates at the end can throw a candidate out entirely. With role suggestions off, the purple layer does exactly nothing.
01the foundation

Every ability starts with a stats score

Before roles come into it, every ability gets a score from thousands of real Ability Draft games. Two inputs: how often it wins, and how early people grab it. Wins a lot and disappears in the first picks — high score. Sits around until pick 40 — low score.

The catch is that pick order measures popularity, and drafters are only human. Some abilities get insta-grabbed and then lose the game anyway. Rearm goes ninth on average and wins 45.7% of its games. When something is picked way earlier than its winrate can justify, the app knocks its score down and says so:

Rearm
Winrate: 45.7%
Pick Rate: 8.8
Picked early but wins only 45.7% — likely overrated
under the hood

Base score = 0.4 × winrate + 0.6 × inverted pick order (pick order normalized over positions 1–50). The overrated damp fires when winrate < 48% and average pick ≤ 15 — calibrated on live data, it catches 21 of 513 abilities, essentially a who's-who of famous trap picks. It subtracts a flat 0.12 and applies whether role mode is on or not. If you link your Windrun profile, your personal winrates are blended into the inputs first (small samples are shrunk toward the global numbers so five lucky games can't hijack a score).

02the greed axis

Farm priority is measured, not guessed

The core question behind role awareness: is this a farming ability or a supporting ability? Nobody at a keyboard decides that. For every ability, Windrun tracks how its drafters' numbers shift — do the people who pick it end up richer than average, or poorer? That measurement is the greed axis.

Each position has a home on the axis, learned from expert drafts. Suggestions near your position's home get a bonus; suggestions far from it lose points:

−1 0 +1 drafters farm less → support game drafters farm more → core game pos 5 pos 4 pos 3 pos 2 pos 1 Shadow Strike Primal Roar Chem Rage measured from real drafts — each ability is ranked against the current pool
Real measurements: Shadow Strike's drafters farm like supports (−0.57), Chemical Rage's like hard carries (+0.88), and Primal Roar's land almost exactly on the mid-lane anchor (+0.43). None of these placements is anyone's opinion.
under the hood

The raw shift columns have undocumented units, so the app only ever uses their ordering — every axis is a percentile rank within the current pool, rescaled to [−1, +1]. Gold and XP shifts build the greed axis. Position anchors: pos 1 = +0.7, pos 2 = +0.4, pos 3 = +0.1, pos 4 = −0.35, pos 5 = −0.6. The greed bonus fades as your draft progresses (weights 1.0 → 0.85 → 0.6 → 0.4 per pick) — experts grab their greed engine first and shop for utility later, so late picks are judged more by what your build still needs. Secondary axes (kill-taking for pos 2, playmaking for pos 4, healing for pos 5) add small accents on top.

03tags & needs

Tags describe what a spell does — needs decide what you're missing

Every ability carries a few function tags from a fixed vocabulary — hard_cc waveclear steroid save_ally and so on. A tag is a mechanical fact: this is a stun, this clears waves. The community curates them in the Tag Lab. They exist so the app can reason about your build as a whole instead of scoring picks one at a time.

Each position has a short checklist of things a real draft at that spot wants. As you pick, the app tracks what your build already covers. A candidate that plugs a hole gets a boost, and the tooltip names the hole:

PositionFirst prioritySecondThird
1 · Carryattack steroidfarm tool or waveclearmobility or self-sustain
2 · Midnuketeamfight ult or hard disablemobility
3 · OfflaneAoE disableinitiationdurability
4 · Soft supporthard disablewaveclear or nukemobility
5 · Hard supporthard disablewaveclear or nukeally save

Priorities follow one rule: what defines the role and can't be bought from the shop ranks highest; what items can patch ranks lowest.

✦ Role Pick
Torrent
Winrate: 52.1%  ·  Pick Rate: 18.4
Role fit: pos 5
Covers your missing hard disable
under the hood

Need boosts scale with pool scarcity — two stuns left in the pool nearly doubles the disable boost; twelve steroids dilute the farm boost. Coverage is fractional: a slow or silence counts as half a hard disable for your own build, but a slow is only suggested as your disable once no real stun remains in the pool. Overstacking is damped too — the third single-target stun, or a third mana-hungry active on one mana pool, loses points. Chips always tell the truth about the match: a nuke satisfying the wave-control need reads "covers your missing nuke", and half-credit reads "partially covers".

04verdicts & gates

Where the community overrules the numbers

Stats miss things. Some abilities are quietly great for one role, some are famous traps, and a few literally don't work without a partner. The dataset carries hand-curated verdicts and gates for these — proposed and voted on in the Tag Lab, and always explained in the tooltip:

Must-pick

Always gets a suggestion slot on its positions, even when the raw numbers disagree. Glimpse for supports is the founding member — its value shows up in coordinated kills, not in aggregate stats.

must: pos 4·5

Never-suggest

Dropped from suggestions on its positions — or everywhere. Ransack is never suggested, full stop. The stats stay visible; only the recommendation is withheld.

never suggest

Dependency gates

Some spells are dead without a partner. Eclipse does nothing without Lucent Beam. Requiem needs the Shadow Fiend body, because the souls it feeds on are his innate. Rearm only shows up while something Rearm-worthy is drafted or still in the pool.

Body checks

A rare few abilities are wasted on the wrong attack type — Marksmanship does nothing for a melee body. Those get filtered against your chosen model, with sensible exceptions: an ability always works on its own hero, and drafting a range-granting spell like Psi Blades or Take Aim unlocks them again.

under the hood

Verdicts are deliberately not tags — tags are facts about what a spell does; a verdict is a judgment about who needs it. Both flow through the same community loop: propose in the Tag Lab (must-pick and never-suggest need a written rationale — they override the stats, so they must argue their case), vote, and accepted changes ship with the next app update. All-position verdicts apply even with role suggestions switched off, because "never take Ransack" isn't a role opinion.

05hero models

Bodies are drafted too

In Ability Draft your hero model is just a body: base stats, attack speed, talents, and one innate. The app rates bodies for your role on what they actually bring:

  • Attribute fit — agility growth and attack cadence for carries, raw bulk for offlaners, mana pool and move speed for supports. Always ranked against the models actually left on the board, not some global tier list.
  • Talents that survive the draft — most talents boost the hero's own spells, which you won't have. Only the generic ones (+attack speed, +health, +spell amp…) count, and there are fewer than you'd think: about 1.3 per hero.
  • Innates — Shadow Fiend's souls work with any kit. So does Medusa's mana shield. Luna and Drow bring team auras. All tagged and curated like everything else.
  • Pairing, both directions — picked a fast-attacking body? Steroids get a nudge. Drafted two right-click spells first? Fast-attacking bodies climb your model list.

The "don't steal Drow" rule

Premier carry bodies are marked avoid: pos 4·5 — if you're the support and you take the Drow model, your carry doesn't get it. Once every teammate has locked a model the restriction lifts: at that point taking Drow just denies the enemy team, which is a perfectly good crime. The same logic runs automatically for any body that fits cores much better than supports.

under the hood

An honest note for the data-minded: the app used to blend a greed axis for models like it does for abilities, and we killed it. Its signal was poisoned by a selection effect — supports pick Drow and Luna for the aura, which drags those models' measured "greed" to the bottom percentile and then wrongly tanked their carry rating. Model role fit now runs entirely on attributes, chassis numbers (attack rate, effective HP, speed), talent and innate tags, and curated verdicts.

06auto mode

Or let the app read your team

Don't want to declare a role? Set it to Auto and the app reads your team instead. Each teammate's picks add up to a farm trajectory on the same greed axis — someone stacking cleaves and steroids is building a carry game whether they announced it or not. The app matches trajectories to positions and suggests for whatever's left:

teammates, by drafted greed ally 1 ally 2 ally 3 ally 4 positions pos 1 pos 2 pos 3 pos 4 pos 5 unclaimed → suggested to you
Greediest build claims the greediest open position, and so on down the ladder. The one position nobody's trajectory claims — here pos 4 — becomes yours. Estimates only narrow as the draft goes on; they never override a role you set by hand.
under the hood

Matching is an order-preserving assignment of builds (sorted by mean drafted greed) onto position anchors — provably optimal on a one-dimensional axis, no heavy machinery needed. An evidence gate keeps Auto silent until at least two teammates have two named picks each; before that, trajectories are noise and scoring stays neutral. A separate team-balance term also runs in both modes: on a farm-stacked team, greedy candidates lose a little and supportive ones gain.

07the contract

Guardrails: how it all stays honest

  • The role layer is capped. All the greed, needs and pairing math together can only move a score so far. Role fit re-ranks the pool; it can't turn a bad ability into a good one.
  • Off means off. Kill role suggestions and you're back to the plain stats engine. The only things that survive are role-independent facts: body checks, dependency gates, the overrated marker, and the never-suggest-anywhere verdicts.
  • Everything is explainable. Every boost, damp, gate and verdict on this page shows up in the overlay tooltip — role-fit arrows, "covers your missing…" chips, "needs Lucent Beam", "likely overrated". If the app moved a score, it tells you why.
  • Everything is contestable. Tags and verdicts live in the Tag Lab. Think a tag is wrong? Propose the fix and let the votes decide.

Help tune the brain

The tag vocabulary, the must-picks and never-suggests, the model tags — all of it is community-curated. Browse every ability and hero body in the Tag Lab, propose changes, vote on other people's. Accepted changes ship with the next app update.

Draft statistics and ability shift data by Windrun.io. Position anchors, need priorities and layer weights are tuned against a corpus of ~3,000 expert Ability Draft games plus replay simulation. CC classifications sourced in part from Liquipedia (CC-BY-SA).