AN EXAMPLE COACHING REVIEW · full match breakdown →
EXAMPLEThis is one real game by one real player — Wraith King, Offlane, Guardian Iii. It's a loss, and it's still graded on the decisions. Yours will read differently — a review is written against the hero, role, and bracket you actually played, and against what happened in that game.
Wraith King
Wraith KingDEFEAT
position 3 offlane
41:28 · 2/8/25 · Ranked All Pick · Guardian 1
+0.5k @1:00−15.3k @37:00GG @41:28Your previous report asked you to own the laning river, press Focus Fire when fights started, and queue the tempo purchase first.
GRADES
OverallC+
THE VERDICT

Your previous report asked you to own the laning river, press Focus Fire when fights started, and queue the tempo purchase first. Those targets were not measurable from this game, so I am using the actual lane, fight, and purchase moments here. Your economy trend is improving across the role series, but it remains a recurring pressure point in four of your last six offlane games.

TOP 3 PRIORITIES
1
THE #1 FOCUS
Spend the bank on survivability before greed
Gold was available for the defensive window from 25:00, but the build reached Blade Mail only at 36:40. Target: Have a named magic-survival or physical-survival answer before the next fight after the enemy's first major damage spike.
2
Deny under pressure
You reached 1 deny by 10:00 while the Crusader offlane target is 5, with seven enemy pulls dragging your waves. Target: Reach 5 denies by 10:00.
3
Use the map information before farming deep
You farmed through 5 of 14 shown enemy convergences, including the solo death at 30:33. Target: After every enemy convergence appears, leave with an ally or take the next safe wave on your side.

Patch: 7.41

I read this as a normal ranked game, so economy, timings, deaths, and objective conversion all carry their usual weight. Your lane role was an uphill offlane matchup, and the game eventually ran past the enemy's earlier power curve. The important read is how you used the space and initiation your position was supposed to provide.

1
Front-line purchase rule

When the enemy's first major damage item or initiation tool appears, lock the defensive component that answers the actual damage family before another greedy purchase.

TARGET

have the chosen defensive answer before the first fight after 25:00.

2
Ranged-creep deny drill

When Tusk or the opposing support starts a pull, draw creep aggro, secure the ranged creep deny, and keep your body between the enemy carry and the wave. This turns the contested wave into experience denial instead of a lost camp cycle.

TARGET

5 denies by 10:00.

3
Shown-convergence exit

When two or more enemy heroes appear and begin closing, stop the current camp, ping the danger, and move toward an ally or tower. Do the map glance before every deep move, especially when Juggernaut is missing.

TARGET

leave every shown convergence next game, with zero solo deep-farm deaths.

4
Two-life disengage

When your first ally dies and your team has not traded back, cast Wraithfire Blast on the closest pursuer and walk toward the surviving core. Use Reincarnation to buy time for a regroup, not as permission to stay alone after the fight has ended.

TARGET

recognize the lost fight within two seconds and exit before becoming the last hero in the damage zone.

Keep doing

KEEP DOING

Keep using 20-plus creep-aggro commands to hold contested lane access.

Keep opening fights when your team is actually nearby.

Keep converting personal smokes into a visible pickoff.

Keep taking the front and absorbing enemy proximity pressure away from Slark.

Keep entering fights with usable mana.

Your next games get measured against this focus.
SCORECARD
OverallC+You executed the offlane space and initiation job, while the defensive purchase order and late map response kept you from converting that space into a stable front line.
LaningB
34 CS and level 6 by 10:00 in an uphill lane, but only 1 deny against 6 from the enemy lane pair and a wave that pushed out after 4:00.
TeamfightC+
Strong stun control, 75% participation, and 56% of contested enemy attention, but you were the first death in TF4, TF9, TF11, and TF13.
Farm/economyC+
141 CS at 3.4 per minute, with no major idle route gaps, but the long-game income pace left the item queue vulnerable to deaths.
Death disciplineC+
The eight scoreboard deaths included five free Reincarnation revives, and zero deaths bought nothing by diving forward, but one isolated death and several shown collapses needed earlier exits.
ItemizationC
Phase Boots and Desolator gave a real damage window, but the first defensive answer arrived after the late fight chain had started.
Macro/objectivesC
Your team secured Roshan at 28:13, but your 805 building damage stopped at 21:24 and you missed a live defense call while your barracks fell at 37:40.
1
2
3
4
THE EVIDENCE · 14 SECTIONS · OPEN WHAT YOU NEED

You won the lane's farm battle despite the matchup

34 CS, level 6, and 3,308 net worth at 10:00 in an uphill lane Seven enemy pulls and two drops below 30% HP made access hostile, but 24 creep-aggro commands kept you in range of contested creeps.

REPEAT IT

Use aggro to pull contested creeps toward your side before the enemy drags the wave away.

You created real space for Slark

56% of contested enemy proximity pressure landed on you You occupied the front and let Slark operate behind you, which is the correct Wraith King shape.

REPEAT IT

Absorb the first pressure, then exit cleanly after Wraithfire Blast.

Your initiation control was present

49 seconds of stun applied and five team fights opened by your team Wraithfire Blast started the early fight chains and gave Sniper and Slark targets to finish.

REPEAT IT

Lead with Wraithfire Blast when the follow-up is in range.

Your resources and smoke play were clean

Usable mana in all 13 fights and 1 of 1 personal smokes converted into a pickoff Usable mana in all 13 fights and a 1-for-1 smoke conversion show that you preserved resources and attached the smoke to an isolated target with a follow-up route.

REPEAT IT

Tie each smoke to a visible isolated hero and a follow-up route.

YOUR TEAM · GOLD / XP ADVANTAGEgoldxp
+0.5k−15.3k9:50 tower28:13 Roshan
0:0020:4441:28

The opening stayed nearly even. Your lane produced a small team deficit by 10:00, but your own offlane farm was healthy and your team took the first mid tower at 9:50. TF3 converted into two towers, giving you the cleanest stretch of the game.

The turn arrived in the midgame. The team was already 4.7k behind by 24:00, then your team secured Roshan at 28:13 and briefly pulled the deficit back toward 1.8k. That recovery needed a controlled reset around the Aegis window. Instead, the 30:28, 31:48, and 33:10 fight chain created the decisive 13.3k swing against you. The win at TF12 was excellent execution from a bad state, but it happened deep in your own territory with no reachable building afterward.

After Juggernaut completed Aghanim's Scepter at 33:58 and Butterfly at 31:31, the remaining fights became a physical-survival test. The late game ended with the enemy using a large building lead and an Aegis-backed push.

The early causal thread was favorable. You opened TF1 on Juggernaut, your team won the river exchange, and TF3 gave you the only clear objective conversion beyond Roshan. Those fights showed the intended shape: your front line created a target, Lion and Sniper supplied control and damage, and Slark had room to follow.

The middle thread broke when the enemy's initiators began opening on your back line and your team answered without a stable formation. TF2 and TF6 were lost immediately after Enchantress or Storm Spirit opened on Sniper or Lion. You were split from the team at TF2 and TF3, and the team did not have all five bodies together when those fights started.

The decisive late thread was the chain from TF10 through TF13. At TF10, the team was only three heroes at the whistle. At TF11, Juggernaut opened on you and four of your heroes died in the first twelve seconds. TF12 was a strong response, with you dealing the most damage in the winning fight, but the conversion window was closed because the fight occurred deep in your own territory.

Your role in the decisive threads was mixed. You drove the one clean late win at TF12 and repeatedly absorbed the enemy's attention, but your deaths at TF10, TF11, and TF13 made the enemy's siege easier. The team-level collapse was amplified by Lion's repeated deaths, while your controllable contribution was the late regroup and defensive purchase that never arrived before the final chain.

Laning phase
GOLD @10
YouYou3,308
Centaur WarrunnerCentaur Warrunner3,564
JuggernautJuggernaut2,915
LEVEL @10
YouYou6
Centaur WarrunnerCentaur Warrunner7
JuggernautJuggernaut6
LH @10
YouYou34
Centaur WarrunnerCentaur Warrunner32
JuggernautJuggernaut41

The lane equilibrium began safely near your tower for the first four minutes. From 4:00 onward, the wave pushed toward the enemy tower and stayed exposed. The computed lane read was offlane-even, not a safelane freeze situation. The useful offlane response was aggro, deny, and pressure the enemy carry's access while timing your level 6 and Wraithfire Blast around the enemy's pull.

You executed the farm side of that response with 24 aggro commands and 34 CS. The missed piece was denying. The enemy lane pair secured 6 denies to your 1, so the next mechanical step is to contest the ranged creep before the pull steals the wave's location and XP value.

ADJUST

At 4:30, when the wave had pushed toward the enemy tower and Tusk was repeatedly pulling, use aggro to drag the next wave back and take the ranged creep deny before following the camp. When your HP dropped below 30%, reset behind your creeps and spend the regen before contesting the next exchange. You had enough farm access to preserve level 6 without taking the low-HP trade that caused the 4:20 death.

Mid game

The midgame began with your team 1k behind, your lane still showing healthy CS, and the first enemy tower already down. Your farm engine was one of the cleaner parts of the game. You had no route idle gap of 45 seconds or more, five minutes of enemy-side farming with a TP or mobility item ready, and both on-foot rotations produced kills.

The problem was fight-start alignment. You started with the team in five of eight fights, but you were 13.1k and 12.9k from the living ally center at TF2 and TF3. That distance matters for an initiator. You can be in front, but you need the team close enough to turn your first Wraithfire Blast into a kill.

TF4 was the clearest spacing lesson. Enchantress opened on you from fog after being shown two seconds earlier, and you fell first. This was a caught-by-initiation moment, not a wasted dive. At TF7 and TF8, you fought with your Blink Dagger spike, but both fights began with Lion or Sniper already under pressure. The item was spent, yet the team formation was not stable enough to make the spike decisive.

Roshan at 28:13 was a good recovery call. Your team traded four for four around the pit and gave the Aegis to Slark, the correct win-condition carrier. The wave was around river-even in mid and bot, so the next move was to regroup around the Aegis rather than keep taking disconnected farm routes.

ADJUST

At TF2 and TF6, with Storm Spirit already shown near the fight, hold your route until Sniper and Lion are within one screen. The enemy had the opening first, so your available play was to arrive as the counter-initiation front line. After Roshan, walk with Slark and use the Aegis window to claim the next safe area. If no building was reachable, take the nearby wave and camps together instead of farming the enemy side alone.

Late game

The late phase began with your team 1.8k behind but 8.1k behind in experience, and the map had already lost several outer buildings. The phase became a survival test rather than a normal farm race. You were in deep own territory for 62% of your alive time, yet the enemy still reached you because the team was defending in fragments.

Your best late fight was TF12 at 33:10. You dealt 2,070 damage, helped focus Centaur Warrunner, and your team killed four enemies for one loss. There was no reachable objective afterward because the fight occurred deep in your own territory and the enemy respawned before a building could be reached. That fight was a good defensive hold, not a missed push.

The losing late fights had a consistent shape. You were first to die at TF10, TF11, and TF13. At TF13, Enchantress opened on you while visible for eight seconds, and you died with several tools available. The lesson is to stand where the first enemy disable cannot reach you before your team is ready, then take the front after the opening spell has been spent.

ADJUST

At 30:28, the team was only three heroes at the whistle and Reincarnation was still on cooldown. Give the outer defense and regroup under the next tower rather than walking into Juggernaut's opening. At 37:40, you were alive with 67% HP, 75% mana, and TP available while the barracks were falling. Answer that call immediately and stand between the enemy and the building with Wraithfire Blast ready.

SlarkSlark
SniperSniper
Wraith KingWraith King
WindrangerWindranger
LionLion
VS
JuggernautJuggernaut
Storm SpiritStorm Spirit
Centaur WarrunnerCentaur Warrunner
EnchantressEnchantress
TuskTusk

Your lineup had four pickoff tools around two scaling cores. You were the front-line bridge between Windranger, Sniper, Slark, and Lion. The clean combo was Wraithfire Blast into Shackleshot, Earth Spike, or Pounce, followed by the right-click damage from Slark and Sniper.

The enemy's early-mid curve was sharper. Centaur Warrunner and Tusk could force the first contact, Storm Spirit could reach your back line, and Enchantress's converted neutral creeps created early pressure and sustain. Juggernaut was the late physical threat, especially after Manta Style, Butterfly, and Aghanim's Scepter.

Your draft needed to make the midgame count before the enemy carry completed its full physical package. That meant using Reincarnation as permission to start fights, then buying enough survivability to survive the second wave of control. Your team did not have a clean front-to-back defense once the enemy reached high ground, so the safest fight was a grouped pickoff around your stun chain, not a deep solo route.

CENTAUR WARRUNNERYOU
Net worth @103.6k3.3k-256
CS @103234+2
Level @1076-1
GPM441368-73
XPM725611-114
Denies/min0.20.0-0.2
Stun appliednot shownrole readrole read
Idle time alive3:322:141:18 less
EACH GAP IS SCALED WITHIN ITS OWN ROW · GREEN LEANS TO YOUR ADVANTAGE

The direct comparison with Centaur Warrunner is useful because you played the same position in the same game.

You were slightly ahead in lane CS, and you moved more efficiently across the living map. The gap was experience, deny pressure, and sustained income. Centaur Warrunner also reached 3.5k building damage while your total was 805, which shows how much more often he turned his front-line presence into structure pressure.

The sharpest improvement is not copying his farm. It is turning your lane access and fight presence into a building or forced retreat after the first successful initiation.

DECISIVE WINDOW26:0036:00
−1.8k−15.1k28:13 Roshan
26:0031:0036:00

The decisive window was 28:13 to 33:10. Roshan gave your team a brief recovery, and Slark picked up the Aegis immediately. The next objective was not a forced tower hit from the pit. It was a five-man reset that used the Aegis to control the next enemy approach.

Instead, TF10 started with only three of your heroes, then TF11 began with Juggernaut opening on you while four of your team died in the first twelve seconds. The better line was to concede the exposed side of the map, bring all five heroes under one tower, and make the enemy spend its early curve into your Reincarnation front line.

Roshan at 28:13ROSHAN

Your team took Roshan uncontested after trading four heroes for four around the pit. That was a worthwhile recovery objective because the game was already 4.7k behind and the Aegis gave Slark, your position 1 and second-ranked net-worth core, a second life for the next contest.

The Aegis was picked up immediately and reclaimed at 28:23 after the team won the surrounding fight. The carrier dying inside a winning fight was a productive use of the Aegis. Your 19% share of Roshan damage was appropriate for a front-line Wraith King contributing to the pit while Sniper secured the last hit.

Roshan at 39:59ROSHAN

The enemy took Roshan while your team contested. Your observer had covered the pit since 38:28, and you, Windranger, and Lion dealt 1,917 damage to Roshan while the enemy was within 952 units.

The steal attempt was the right kind of response because the pit was visible and the game was already on the final high-ground clock. The available improvement was to commit to the steal or the surrounding fight as a single plan, rather than split damage between Roshan and the approaching enemy. The enemy Aegis expired unused, which became a bare piece of game state while their push still ended the match.

TF16:31WON 31Centaur WarrunnerEnchantressJuggernautSlark199 dmg

You opened on Juggernaut, who fell first, and your team won three kills for one. The fight was in the river and had no reachable objective afterward.

+

Wraithfire Blast created the first kill, and you contributed damage into Juggernaut and Tusk.

Keep the same opening, but make the follow-up target explicit. Your best lane-to-river pattern was stun the carry, then let Sniper and Slark collapse.

NEXT TIME

The opening kill was already correct. The next-game improvement is preserving that same target priority when the enemy has Omnislash available.

TF211:24LOST 03WindrangerSniperLion0 dmg

Enchantress opened on Sniper after being visible for 38 seconds. Your team lost three heroes before killing anyone.

+

You arrived with full mana and were positioned to provide a counter-front line if the team had formed.

The fight started with you split 13.1k from the living ally center. Your action was to stop moving into the side route and close the distance before the enemy initiation landed.

NEXT TIME

A call for help was pinged. Answer it by walking into the fight before the first disable, or bring the retreating core back through your stun range after the first death.

TF312:01WON 21Centaur WarrunnerTuskLion470 dmg

Your team won two kills for one while 4v5 at the whistle. Lion opened on Tusk, and the enemy's front line fell quickly.

+

You added 470 damage and 494 healing while the fight was already being won around the initial disable.

Your distance from the ally center was still 12.9k. The fight succeeded because Lion and Sniper found the target, not because the formation was stable.

NEXT TIME

Once Tusk fell, regroup immediately instead of taking the next isolated route. The nearby tower was too far for a conversion, so the correct reward was safe farm with the surviving group.

TF417:17LOST 13JuggernautWraith KingWraith KingLionYOU DIED1,402 dmg

Enchantress opened on you from fog, you fell first, and the team lost three heroes for one.

+

You dealt 1,402 damage before dying and drew the opening attention that an offlaner is meant to draw.

This was an enemy initiation read, not a wasted dive. Enchantress had been shown only two seconds earlier, and you were 4,062 units deep on the enemy side. The alternative was to stand one screen closer to your team until her opening was spent.

NEXT TIME

Move when Enchantress disappears from the visible edge. Enter after the first Centaur Warrunner or Enchantress spell, then use Wraithfire Blast on the target Sniper can reach.

TF518:08WON 21Centaur WarrunnerTuskSlark73 dmg

Slark opened on Centaur Warrunner, and your team won two kills for one. The fight was in the river with no building reachable.

+

You had full HP and usable mana, and the team converted the first kill into a clean retreat.

Your personal damage was low because the fight ended around Slark's target. Use the time after the first disable to attack the same target rather than searching for a second angle.

NEXT TIME

Follow Slark's opening with Wraithfire Blast, then stop once Juggernaut spends Omnislash on him.

TF623:14LOST 03SniperSlarkLion0 dmg
FightMacro readYour key lesson
TF6Storm Spirit killed Sniper first; your team lost three for none.Centaur Warrunner's Blink Dagger was visible for nine seconds. Group before his opening.
TF7Storm Spirit opened on Lion; your team traded two for two in your own territory.You died two seconds after the opening with the enemy already in your team's vision. Hold your front-line position until Storm Spirit commits.

At TF7, your Blink Dagger spike was active, but the fight was already 4.7k behind and three enemies returned within 40 seconds. The available reward was a reset, not a tower chase.

TF826:03LOST 33Centaur WarrunnerStorm SpiritTuskSniperWraith KingSlarkYOU DIED1,657 dmg

TF8 was an even three-for-three exchange, then TF9 became a four-for-three loss around Roshan. You were first to die in TF9 after Centaur Warrunner opened on you while shown for seven seconds.

+

You dealt 1,657 damage in TF8 and 975 in TF9, staying in the fight long enough to absorb attention.

You were entering at 20% HP in TF8 and 35% HP in TF9. The front line can start the fight, but it cannot start it with the enemy's full combo already pointed at a low-health body.

Key moments that could turn the fights Reset at the edge of the fight when your HP is below half. At TF9, let Centaur Warrunner show Blink Dagger before you commit, then use Wraithfire Blast on the first enemy who crosses your line.

TF1030:28LOST 03WindrangerWraith KingLionYOU DIED55 dmg

TF10 began 3v5 and TF11 began 4v5. Juggernaut opened on Lion in TF10 and on you in TF11. Both fights ended with your team losing every hero involved.

+

You dealt damage before falling and kept the front occupied, but the team did not have enough bodies to make that pressure useful.

At TF10, Reincarnation was still on cooldown. At TF11, you died first and then died again after the revive while the enemy's damage chain was already complete. The alternative was conceding the first contact and defending under a single tower with all five heroes.

Key moments that could turn the fights Count bodies before walking forward. If the team is 3v5 or 4v5, cast Wraithfire Blast only to cover the retreat. Save the front-line commit for the first fight where Reincarnation and your allies are both ready.

TF1233:10WON 41Centaur WarrunnerEnchantressStorm SpiritTuskLion2,070 dmg

Your team won four kills for one. Lion opened on Tusk, and you dealt the most damage in the fight.

+

This was your best late-game fight. You absorbed the enemy's approach, dealt 2,070 damage, and stayed useful through the full target sequence.

The fight happened too deep in your own territory to reach an objective afterward. Once the enemies died, reset toward the next defensive structure and preserve the buyback situation.

NEXT TIME

Repeat this exact front-line timing, but start the next one closer to the building you need to defend. Your initiation becomes more valuable when the enemy cannot simply respawn and return before you gain territory.

TF1334:46LOST 04WindrangerWraith KingWraith KingLionYOU DIED1,067 dmg

Enchantress opened on you while visible for eight seconds. You fell first, then Windranger and Lion were unable to start the fight on you. The fix was pre-fight spacing, not abandoning your initiator role.

NEXT TIME

Stand beside the building rather than in front of the enemy's fog angle. Let Enchantress reveal the opening, then step into the fight with Wraithfire Blast.

TIMEBYWHERESIGHTTAKEAWAY
4:20Tusk

Lost attrition trade — You entered at 14% HP. Reset for regen before contesting the next trade.

17:18Enchantress

Blind deep position with free revive — Move through ally vision after the enemy side goes dark, even when Reincarnation gives you a first life.

17:31Enchantress2s

Last man standing — Leave when the first exchange is lost instead of holding the enemy side alone.

24:09Storm Spirit

Blind magic burst — Use your wand and move toward the nearest ally when Storm Spirit's fight turns.

26:08Centaur Warrunner10s

Visible collapse — Take the safe side of the wave instead of accepting Centaur Warrunner's full collapse.

28:09Centaur Warrunner

Blind mixed burst — Enter after the enemy opener, with a magic-survival item and an ally close enough to follow.

28:27Juggernaut3s

Physical burst from Omnislash — Break line of sight and retreat toward your team when Juggernaut commits Omnislash.

30:33Juggernaut4s

Isolated deep farm — Move only with an ally once Juggernaut is missing from the map.

31:49Juggernaut10s

The free revive bought time, but the second life was spent inside the same collapse. Use Reincarnation to delay the enemy while moving toward a surviving core.

32:00Enchantress13s

The team fight was already lost and you were last to fall. Leave through your own tower route once two allies are down.

34:47Enchantress

You were at 29% HP and the enemy reached you through dark space. Wait for the team to show before taking the enemy-side angle.

35:04Storm Spirit

The magic burst arrived before a defensive answer. Stand outside Storm Spirit's first jump range until his opener is committed.

40:49Storm Spirit15s

Last man standing during the final defense. Retreat behind the structure when the fight is lost and preserve the next buyback decision.

41:01Juggernaut15s

Physical damage ended the final defense. Break away from Juggernaut after Omnislash rather than trading until death.

TRACK = YOUR BASE → RIVER → THEIRS · SIGHT = SECONDS OF WARNING · BAR = DISTANCE FROM HELP

The scoreboard showed eight deaths, but five were free Reincarnation revives. I am reading the eight real deaths as the meaningful death count. The pattern was not reckless diving. It was a mix of one isolated route, several last-man exits, and enemy openings that reached you while you were already deep.

Enchantress and Juggernaut each accounted for four hero-kill deaths, so there is no single killer to solve. The shared mechanism was more important: deep routes, enemy initiation, and a late physical threat that your build had not answered.

WHAT YOU BUILT
Quelling Blade0:00Quelling Blade
Magic Wand0:59Magic Wand
Phase Boots6:51Phase Boots
Desolator16:56Desolator
Blink Dagger23:26Blink Dagger
Aghanim's Shard26:26Aghanim's Shard
Blade Mail36:40Blade Mail
⚠ ON THE OTHER SIDE
Butterfly· Juggernaut31:31Manta Style· Juggernaut24:47Aghanim's Scepter· Juggernaut33:58Blink Dagger· Centaur Warrunner17:44Pipe of Insight· Centaur Warrunner34:15Blink Dagger· Tusk20:25

Your opening item path was sensible for lane stability. Magic Wand, Phase Boots, and Desolator gave you lane sustain, armor, movement, and a real midgame damage threat. Blink Dagger at 23:26 matched the offlane job and was used in the next three fight windows.

The purchase order then left the front line exposed. Aghanim's Shard arrived at 26:26 while the enemy was already showing repeated magic initiation and Juggernaut was approaching his physical spike. Your net worth could support a defensive purchase around 25:00. Against Storm Spirit's burst and Centaur Warrunner's lockdown, the magic-survival family included Black King Bar, Pipe of Insight, or a cheaper cloak-based stopgap. The correct choice depended on whether you needed personal spell immunity or team-wide resistance, but the slot needed to exist before the fight chain.

The physical threat needed its own answer. Juggernaut's Butterfly made true strike relevant for your right-click damage, and his Omnislash plus later Aghanim's Scepter made armor and disengage more valuable than another damage component. Blade Mail finally completed at 36:40, after the high-ground chain had already begun.

You also carried large unreliable banks through deaths. The worst was roughly 1,814 gold at 40:49. Convert gold into components at shop trips when the next fight is near, especially when you are already holding the front line and a death can erase the purchase window.

POSITION 3 · CORE DUTIES
FARM
141LAST HITS368GPM611XPM
TEMPO
13.7kNET WORTH20.7kHERO DMG805TOWER DMG
FIGHT PRESENCE
75%JOINED49sSTUN25ASSISTS

The offlane fundamentals were mostly present. Your farm source split was 87 lane creeps, 53 neutral creeps, and 7 ancient creeps. The midgame route was active, with 19 camp clears and only two meaningful walks, both producing kills. Your 75% teamfight participation and 56% attention share show that you were present and absorbing pressure rather than quietly farming through the game.

The lane-specific mechanic to sharpen is denying. In a hostile offlane, denies are not a cosmetic statistic. They reduce the enemy carry's access to experience and make the enemy support pay for every pull. You had 24 aggro commands, so the hand movement is already there. Add the deny decision to the aggro command.

Your initiation control was also real. Forty-nine seconds of stun is enough to start fights, but the next step is to connect the first stun to the building or pickoff that your team can reach. Your tower damage ended at 21:24, and your team later defended in a deep base position. The offlane cycle is front line, kill, building pressure, then reset. You had the first two more often than the third.

POSITION RELATIVE TO YOUR TEAM · HOLDING FIGHTS
TEAM
YOU +1,300u

Your positioning was appropriate for a short-range frontline core. Watching six fights back, you stood about 1,300 units ahead of your team's center, which is the correct front-line shape for Wraith King. The replay found zero deaths that bought nothing by diving forward, and only one death while more than 1,800 units from any ally.

The costly distinction was between being forward during a real fight and being forward before the team was ready. TF4 and TF13 were enemy openings on you, not dives you chose. The fix is to stand close enough that Enchantress cannot start on you alone, then move ahead once the first spell has been spent.

Your alive-time distribution shifted heavily toward deep own territory in the late game. That was a symptom of defending a shrinking map, but the 30:33 death still stands out because you were completely alone. At 11:15, four enemies were shown far away and you converted the free-map window once at 23:06, but at 31:20 you died within the next minute after another safe-looking window. Information only helps if the next route respects the enemy's likely collapse.

▲ YOU LOST 18▼ YOU TOOK 3
9:50 · Radiant tower10:58 · Dire tower12:18 · Radiant tower14:03 · Radiant tower15:49 · Dire tower21:34 · Dire tower26:28 · Dire tower32:23 · Dire tower32:37 · Dire tower32:43 · Dire barracks32:45 · Dire barracks35:41 · Dire tower36:01 · Dire tower36:07 · Dire barracks36:14 · Dire barracks36:20 · Dire tower36:24 · Dire barracks36:29 · Dire barracks41:17 · Dire tower41:17 · Dire tower41:28 · Dire ancient0:0041:28
TALL BAR = BARRACKS OR ANCIENT

The team's first structural problem was fragmented fight starts. Lion went 7/18/12, and his deaths repeatedly left your formation without its first disable. Your lever as the position 3 was to call the regroup around your Blink Dagger and Reincarnation, then refuse a fight until Sniper and Slark were close enough to follow.

The second problem was the late defense pattern. Enemy high-ground attempts at 31:57 and 35:38 took multiple buildings with the team split or already dead. At 37:40, the barracks fell while you were alive elsewhere with TP ready. Your offlane mitigation was direct: answer the building call, stand in front of the enemy's first jump, and make Centaur Warrunner or Tusk spend their initiation before Storm Spirit or the opposing support starts a pull, draw creep aggro, secure the ranged creep deny, and keep your body between the enemy carry and the wave. This turns the contested wave into experience denial instead of a lost camp cycle.

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