Explore decisions

Find the right decision.

Browse the complete decision library by game phase, or search for the situation you are dealing with right now.

Should we go high ground?

Measure the advantage and map preparation required to siege the base.

Enemy is turtling

Break a defensive shell by shrinking the map instead of donating a base fight.

Should we chip the barracks?

Take safe barracks damage when the enemy cannot turn one extra hit into a full-team death.

Can we siege without Aegis?

Judge whether the team can pressure high ground without relying on a second life to fix a bad commit.

Who hits the building?

Assign the safest hero to damage structures while the rest of the team protects the siege.

Should we wait for Glyph?

Use the enemy's Glyph timing as part of the siege instead of donating damage into invulnerability.

Can we pressure two buildings?

Split pressure only when the enemy cannot punish the separated heroes faster than the buildings fall.

How do we play against buyback?

Pressure buildings while tracking which enemy returns can actually change the siege.

Should we reset after the tower?

Stop the siege when the tower is already a win and the next step would give the defender a better fight.

Can we defend high ground?

Choose the defensive line that protects the base without spending every cooldown on the first creep wave.

Is this a throne call?

Choose between ending and resetting when the enemy base is exposed but the defenders can still refresh the fight.

Should we cut the creep wave?

Remove the siege wave when cutting buys a real reset and the path does not hand the enemy a kill.