Read your own six picks first
Most draft advice asks “what should we run.” This page asks the reverse: given the six heroes your team has locked, what are you, and where do you leak? You do this before the match, in the draft, so the weakness is a known quantity instead of a surprise in round two.
The team composition guide covers how many tanks and supports you need. This is the review pass on top of it.
Step 1 — Name your archetype
Count roles and how your Duelists reach the enemy.
| Your shape | You are | You win by |
|---|---|---|
| 2 Vanguard holding a corner, ranged Duelists behind | Double-shield shell | Out-sustaining and out-ranging |
| 3+ mobile Duelists, a Strategist who follows the dive | Dive | Deleting one support before the team reacts |
| 2–3 Strategists, 1–2 Duelists | Sustain / triple support | Winning fights so long they cannot out-damage healing |
| Held crowd control, grouped backline | Anti-dive | Punishing the dive that keeps coming |
If your six picks do not fit one row cleanly, the gap between what you built and a clean shape is your first weakness.
Step 2 — Find the leak
Each archetype has one failure mode. Name yours before the enemy names it for you.
- Double-shield shell → leaks to high-burst Duelists who pierce shields: Hela, Hawkeye and Iron Man shoot through or over the barrier. If your draft has no mobile Duelist to punish a flanking Hela, that is your hole.
- Dive → leaks to peel-heavy Strategists and crowd-control Vanguards: Mantis, Scarlet Witch and Thor break an engage that has already committed. No peel in your six picks means every dive is a coin flip.
- Sustain / triple support → leaks to burst that kills a support before healing lands. Two Duelists and one Vanguard cannot punish a mistake the way three Duelists can, so losing one support first collapses the wall.
- Poke → leaks to dive and close-range pressure: Spider-Man and Black Panther close the distance a poke comp needs. If your dive-counter is weak, the poke never gets to poke.
Step 3 — Check the map fit
Your archetype prefers certain map shapes. This is a tie-breaker between similar maps, not a hard rule.
- Long sightlines, open lanes (open Convoy and Convergence maps) → double-shield and poke shine; dive struggles to reach a backline that has room to retreat.
- Tight, multi-level, flanking routes (close-quarters Domination maps) → dive and anti-dive win; a shield shell has no angles to hold.
- Mixed, objective-heavy → sustain comps grind value; the fight comes to you and the healing matters.
For the specific hero picks that suit each map, the best heroes per map page goes hero-by-hero. This page stays at the draft level.
Step 4 — Fix one slot
When the review shows a leak, change the one pick that closes it. A double-shield shell missing dive-punish adds a mobile Duelist, not a third tank. A dive comp with no peel adds a crowd-control Vanguard, not more damage.
One swap, then play two fights before judging — constant swapping keeps your ultimates at zero, which is its own draft failure.