AN EXAMPLE COACHING REVIEW · full match breakdown →
EXAMPLEThis is one real game by one real player — Slardar, 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.
Slardar
SlardarDEFEAT
Offlane
51:23 · 1/14/10 · Ranked All Pick
+1.3k @29:00−9.2k @39:00GG @51:23Your previous report gave you two concrete jobs: bank safer farm between fights and spend unreliable gold before dangerous movement.
GRADES
OverallC-
Space creationC
THE VERDICT

Your previous report gave you two concrete jobs: bank safer farm between fights and spend unreliable gold before dangerous movement. You hit both. The gold carried through a death fell from two instances to one, and the farm pace target also landed. The frontline-presence target could not be measured from the old assignment, so this game becomes the first proper review of that decision.

One focus · next few games
Make every opening commit produce a target result
The lane and farm targets matter, but your next improvement will be easiest to see in fights. You already know how to start contact. Now make the first Corrosive Haze and Slithereen Crush lead to sustained attacks on one target.
TOP 3 PRIORITIES
1
Make the first contact count
Open on the called target with Corrosive Haze and Slithereen Crush, then maintain contact for Bash of the Deep attacks.
TARGETIn the next five fights, each opening commit produces a focused target or a clear forced retreat.
2
Raise offlane CS through the pressure
Use creep aggro and safe experience access against the contested offlane.
TARGETReach 30 CS at 10:00.
3
Turn the next wave into the next fight
After securing a wave, take the nearest available camp or fight route before crossing to another jungle.
TARGETEach midgame farm move reaches a wave, adjacent camp, or live fight.

Hero Slardar, position 3 offlane
Patch 7.41

I read this as a normal ranked game, so economy, timings, deaths, and objective conversion all carry their usual weight. Your own medal was Guardian 1, so the targets below are tuned to your bracket and the next step toward Crusader.

4 drills
One focus
Make every opening commit produce a target result
The lane and farm targets matter, but your next improvement will be easiest to see in fights. You already know how to start contact. Now make the first Corrosive Haze and Slithereen Crush lead to sustained attacks on one target.
1
Opening target routineTeamfight impact
WhenAn ally begins a fight or an enemy initiator becomes visible.
DoName the target, cast Corrosive Haze before contact, use Slithereen Crush, and keep attacking while an ally remains in range.
TargetFive consecutive fights with a kill or forced retreat after the opening.
2
Offlane wave routineLaning and creep control
WhenThe wave reaches your tower or the enemy begins a pull.
DoUse creep aggro, secure the ranged creep when healthy, and contest the pull with Ogre Magi.
Target30 CS, 5 denies, and level 6 by 10:00 when playable.
3
Adjacent-camp routeFarm route and economy
WhenA wave dies or you survive a fight.
DoTake the nearest camp before crossing to the other jungle.
TargetEvery midgame movement ends at a wave, adjacent camp, or live fight.
4
Commit-distance checkPositioning and commitment
WhenYou are about to use Blink Dagger or Guardian Sprint.
DoIdentify the target, immediate ally follow-up, and enemy disable before entering.
TargetZero deaths that bought nothing across the next three games.
Keep doing
Check the shop before dangerous movement.
Enter fights with usable mana.
Start fights when the team is ready.
Buy back for a live Ancient defense.
SCORECARD
OverallC-The initiation portion of position 3 was executed, but the lane deficit and low fight follow-through left Juggernaut carrying too much damage.
TeamfightC
57 seconds of stun applied and the control chain started, but 21 percent participation and zero kills limited follow-through.
Space creationC
Enemy attention was split 45 percent toward Slardar and 55 percent toward Juggernaut.
Death disciplineC
The 11:59 solo pickoff bought nothing, and the 41:22 over-commit went 7,062 units deep without a kill, trade, or cover.
ItemizationC-
Blink Dagger arrived at 26:56 and Black King Bar at 42:10, while heavy magic deaths began at 15:44 and the realistic defensive line began around 34:00.
Macro/objectivesC-
The 25:47 fight was a winnable response missed while Slardar was alive at full health with teleport available.
LaningD
20 CS and level 5 at 10:00 in a favored draft lane, with three enemy pulls, 74 enemy spell hits, and six health drops below 30 percent.
4 leaks
Teamfight output was too low for the frontline jobTeamfight impact
21 percent teamfight participation and zero kills, with attacks reaching opponents for only 16 seconds across 611 teamfight seconds.
DrillWhen an ally makes first contact → Cast Corrosive Haze before colliding, cast Slithereen Crush across the escape line, and keep attacking the same target. — Maintains armor reduction and Bash of the Deep progress on one target.
TargetIn the next five fights, every opening commit produces a focused target or forced retreat.
The offlane gave away too much early accessLaning and creep control
20 CS and level 5 at 10:00, with next-rank targets of 30 CS and level 6.
DrillWhen an enemy pull begins or the wave reaches your tower → Use creep aggro, secure the ranged creep when healthy, and call Ogre Magi to contest the pull path. — Converts the safer tower window into CS and denies enemy XP from the next wave.
TargetReach 30 CS, 5 denies, and level 6 by 10:00 when the lane remains playable.
The first ten minutes left an economy gapFarm route and economy
2.0k net worth at 10:00 against Axe's 3.4k and 351 GPM against the Guardian position-3 median of about 411.
DrillWhen a wave dies or a fight ends while alive → Take the nearest camp before crossing to the other jungle, and cross only when the nearby camp is cleared or a visible fight demands it. — Converts travel time into neutral kills and preserves gold for frontline items.
TargetReach 2.9k net worth at 10:00 and end each midgame farm move at a wave, adjacent camp, or live fight.
One decisive fight lacked a commitment checkPositioning and commitment
At 41:22 you died first after going 7,062 units deep with 83 percent mana available, buying no kill, trade, or cover.
DrillBefore Guardian Sprint or Blink Dagger entry → Name the target and identify the ally who can damage it immediately plus the enemy disable that can answer you. — Keeps the frontline opening connected to follow-up instead of creating an isolated deep death.
TargetReduce deaths that buy nothing from 1 to 0 across the next three games while keeping productive initiations.
THE EVIDENCE · 14 SECTIONS · OPEN WHAT YOU NEED
4 strengths
You completed the old farm-safety assignment
Gold carried through a death fell from two instances to one.
You were no longer dying with a large unreliable bank as a repeated pattern, so purchases stayed attached to the game.
KeepCheck your shop before deep movement.
You applied the control that starts fights
57 seconds of stun applied.
Slithereen Crush was available often enough to give the team a real entry point.
KeepPair the opening stun with sustained target contact.
Your mana discipline stayed clean
Usable mana going into all 13 fights joined.
You had resources for the full Slardar spell sequence when fights arrived.
KeepKeep checking mana before committing.
Your final buyback was correct
The 51:05 buyback was followed by the game ending eight seconds later.
It was a last-stand defense for the Ancient.
KeepSpend buyback when the building or throne can still be defended.
Loss · 51:23
YOUR TEAM · GOLD / XP ADVANTAGEgoldxp
+1.3k−9.2k25:47 tower33:36 Roshan
0:0025:4251:23

The lane opened badly and stayed behind through the first half. Your team was 2.3k down at 10:00, then reached a 5.9k deficit at 24:00. The 25:47 and 27:15 fights gave you the largest recovery, with the team moving from 7.4k behind to a 1.3k lead at 29:00.

That lead lasted one wave. At 28:43, the team entered a 3v5 fight and lost three heroes without taking one. The enemy then took Roshan uncontested at 33:36, with an Aegis on Necrophos, and converted that state into bottom barracks. Your team recovered two fights and a mid barracks of its own, but the late exchanges happened with the enemy already holding the map and superior sustain. The final high-ground defense ended the game at 51:23.

·
18:00

The first positive thread came at roughly 18:00.

Your team picked off Jakiro, took the bottom tier-one tower, and narrowed the deficit. The next major thread went the other way at about 23:00 when the enemy took your mid tier-two and produced a 4.6k swing. That building loss opened the map while Axe's Blink Dagger was already online.

·
25:47

Your two cleanest recoveries were fights 5 and 6.

Juggernaut removed Necrophos first at 25:47, then again at 27:15, and your team converted the second fight into the mid tier-two. Those conversions were correct. The problem came immediately after: at 28:43, Ogre Magi opened while only three of your heroes were present against five. The team lost three and gave the lead back.

33:36

Five of seven won fights were converted, which is strong.

The damage came from fight selection and map control. Roshan was uncontested at 33:36 because no friendly observer covered the pit, then the Aegis-backed push took three bottom buildings. Later, the enemy took six high-ground buildings during the 43:29 attempt while your team was already 2.6k behind and one defender was dead.

·
28:43

Your role in these swings was mixed.

You fought in the recovery fights and helped the team regain the map. You also died in losing threads at 28:43, 31:02, 33:58, and 41:22. The specific personal thread to fix is the 41:22 over-commit. You had full enough resources and a playable 4v3, but your entry went too far ahead of the follow-up and removed your frontline from the fight before the enemy's response could be controlled.

even · even · lost
Late gamePhase lost30:00 → 51:23
Fights3 / 6 won
Buildings8 taken · 11 lost
Team lead−1.6k → −4.7k
Your NW7,431 → 17,733
Deaths6

The late phase began at 30:00 with your team 1.6k down and 6.2k behind in experience. You farmed more efficiently in this phase, reaching 4.8 creeps per minute, and you joined five of six fights. That improvement did not solve the fight problem because your team needed you to survive the first control sequence against Necrophos, Ancient Apparition, and Jakiro.

At 31:02, Axe was visible before opening and you died first for your team after Jakiro fell. At 33:58, the enemy opened on Dazzle with the killer visible, and you died four seconds later in the losing fight. Those deaths were part of a map state where the enemy had the initiative, so the specific lesson is to survive the first disable window and preserve the next re-entry.

At 38:54 and 40:41, your team won fights and took the bottom tier-two. At 41:22, however, you entered 7,062 units deep and died first despite the 4v3 opening. That was the clearest late-game decision error. The team still won at 44:38, but the fight was deep in your own territory and could not produce a reachable tower. Your late-game farm and participation improved. Your fight entry discipline needed to improve faster.

In-the-moment adjustments

  • At 31:02, Axe was visible for two seconds before the opening and Riki had already found Jakiro. Hold your body just outside Berserker's Call range until the first disable lands, then enter with Slithereen Crush.
  • At 41:22, after Ogre Magi opened on Spectre, use Corrosive Haze and one Slithereen Crush, then stay within ally range instead of chasing 7,062 units into enemy territory.
JuggernautJuggernaut
RikiRiki
SlardarSlardar
Ogre MagiOgre Magi
DazzleDazzle
VS
SpectreSpectre
NecrophosNecrophos
AxeAxe
JakiroJakiro
Ancient ApparitionAncient Apparition

Your draft was built to fight through a physical frontline. Slardar and Ogre Magi create the first collision, Riki supplies silence and backline access, Dazzle extends the life of the core being focused, and Juggernaut converts the opening into kills. The clean combination was Corrosive Haze on Necrophos or Spectre, then Slithereen Crush, Fireblast, and Omnislash.

The enemy's structure had three major answers to your role. Axe and Jakiro could start fights before you reached your target. Necrophos punished extended physical contact through Death Pulse, Heartstopper Aura, Radiance, and Reaper's Scythe. Ancient Apparition made Dazzle's sustain unreliable with Ice Blast, while Spectre could join a split fight through Haunt.

Your offlane matchup was favored on paper against Spectre and Ancient Apparition, but the actual lane became hostile through pulls and the Necrophos rotation. The adaptation was to secure the lane's first safe levels, then leave with a real timing. You eventually did that with Blink Dagger, but the enemy's Axe reached his own initiation timing at 13:33 while you were still completing Vanguard and Power Treads.

The draft also contained global pressure from Spectre. Once she had level 6, a solo route was never truly isolated. Your team used no smoke, while the enemy used two and converted one. Your safe response was to move with an ally when farming beyond your own side and to treat missing enemy heroes as a possible Haunt arrival.

vs Axe
MirrorSlardar vs Axe
Pairingrole queue · high
MetricYouAxeΔ
Net worth @102.0k3.4k-1.4k
CS @102040-20
Level @1056-1
GPM351484-133
XPM593768-175
Denies/min0.10.0+0.1
Hero dmg/minarch188.3493.1-304.7
Tower dmgctx0.4k2.3k-1.9k
Killsctx18-7
Deathsctx1413+1
Assistsctx1023-13
Camps stacked000
Obs wards placedctx000
Sentries placedctx000
Rune pickupsctx220
Tread switchesctx10+1
Creep-aggro pullsarch1317-4
Tormentors attendedctx01-1
Idle time (alive)3:163:460:00
Time deadctx10:019:11+0:50
DECISIVE WINDOW23:0031:00
+1.3k−7.4k25:47 tower
23:0027:0031:00

The decisive window was 25:47 to 29:00. Your team won the fights at 25:47 and 27:15, took the mid tier-two, captured the outpost, and moved from 7.4k behind to a 1.3k lead. The first fight had no reachable objective, but the second had an open mid-tower window and was converted correctly.

The next fight began at 28:43 with three of your heroes against five. Ogre Magi opened, Dazzle died immediately, and you died five seconds later. The alternative was to preserve the recovered lead, take the next wave, and wait for all five heroes before using Blink Dagger. That single fight gave the enemy the initiative back while Spectre and Necrophos were still scaling into the same midgame window.

Roshan at 33:36ROSHAN

The enemy took Roshan uncontested at 33:36. No friendly observer covered the pit, and neither side had used buyback in the preceding eight minutes. The Aegis went to Necrophos, was spent at 34:16, and was reclaimed afterward.

The actionable loss was information and contest timing. Your team had no sight of the pit, so the enemy took the objective without forcing a fight. Once Necrophos had the Aegis and your team had several heroes dead or displaced, the bottom high-ground push became much harder to defend. Your role in that state was to avoid walking into the pit blind and instead hold the nearest defensible building until the enemy showed.

TormentorTORMENTOR

The enemy killed Tormentor at 49:38 with Axe, Necrophos, and Spectre present. Spectre landed the last hit and received the Aghanim's Shard. No friendly observer covered the area.

This was a late tempo objective taken while your team was already defending its base. The map was too dark for a safe contest, and the useful response was to preserve the Ancient and force the enemy to spend time finishing the objective rather than walking into an unscouted fight.

7 W · 5 L · 1 E
Joined9 / 13
Ult ready9 / 9 fights
Won → objective5 / 7
14 deaths
In dark areas7 / 14
Killer seen first7 / 14
Repeat threatNecrophos ×7
Bought nothing1
0:37
Laning attrition
Spectre · own side · 848 from ally · Spectre visible ~12s
Entered at 51 percent health with Spectral Dagger ready. Reset after the first exchange and preserve the next wave.
4:31
Laning attrition
Ancient Apparition · deep in own territory · 873 from ally · Ancient Apparition visible ≥15s
Entered at 29 percent health. Use regen and wait for the next safe wave before another spell trade.
8:34
Dark-route gank
Necrophos · deep in own territory · 495 from ally · no sight on Necrophos
Move with an ally once Necrophos is missing from mid and treat the dark route as hostile.
11:59
Solo pickoff
Necrophos · own side · 11,436 from ally · no sight on Necrophos
The only death that bought nothing. Check where all five enemies are before crossing away from the team.
15:44
Fight magic burst
Necrophos · deep enemy territory · 184 from ally · Necrophos visible ~2s · in a fight
Leave the Death Pulse and Radiance zone after the first control cycle.
18:13
Visible gank
Necrophos · deep enemy territory · 634 from ally · no sight on Necrophos
The enemy was grouped with Spectral Dagger ready. Force Reaper's Scythe or wait before re-entering.
19:37
Dark-route gank
Jakiro · deep in own territory · 496 from ally · no sight on Jakiro
Track missing supports before moving through the river route.
28:48
Last alive in a lost fight
Necrophos · deep enemy territory · 334 from ally · no sight on Necrophos · in a fight
Leave when the second ally falls and preserve the next life. The unused Magic Wand was available during the exit.
31:11
Visible magic burst
Ancient Apparition · deep in own territory · 481 from ally · Ancient Apparition visible ~10s · in a fight
Move laterally as Ice Blast approaches and wait for its path to pass before committing.
34:02
Visible magic burst
Necrophos · deep in own territory · 622 from ally · Necrophos visible ≥15s · in a fight
You had time to leave Heartstopper Aura range. Preserve health for the next defensive cycle.
41:34
Dark-route fight death
Ancient Apparition · deep enemy territory · 227 from ally · no sight on Ancient Apparition · in a fight
Keep the frontline on the warded side and do not chase through the unlit route after the first disable.
44:42
Visible gank
Necrophos · deep in own territory · 123 from ally · Necrophos visible ~3s
Back away as the first control lands because Necrophos already had Reaper's Scythe available.
50:44
Final fight magic zone
Jakiro · deep in own territory · 652 from ally · Jakiro visible ~4s · in a fight
Move out of Macropyre rather than holding ground to finish the defense.
51:00
Final fight physical burst
Spectre · deep in own territory · 1,463 from ally · no sight on Spectre · in a fight
Turn toward your team when Spectre reaches you and avoid giving Desolate a solo target.
Your build order
Quelling Blade0:00
Gauntlets of Strength0:00
Circlet0:00
Bracer2:07
Magic Stick3:03
Magic Wand3:53
Boots of Speed6:15
Ring of Health8:38
Vanguard14:40
Vitality Booster14:40
Gloves of Haste17:26
Belt of Strength17:27
Power Treads18:00
Blink Dagger26:56
Aghanim's Shard32:30
Mithril Hammer37:10
Ogre Axe38:56
Black King Bar42:10
Blitz Knuckles47:49
Robe of the Magi47:49
Oblivion Staff47:49
Sage's Mask47:49
Claymore47:49
Orchid Malevolence47:49
Enemy threat timings
JakiroAghanim's Scepter47:49NecrophosBoots of Travel17:20NecrophosHeart of Tarrasque32:43NecrophosAghanim's Scepter44:53SpectreManta Style30:39SpectreButterfly48:56AxeBlink Dagger13:33
Reads
Black King Bar: 42:10 → Start at the realistic 34:00 window
Heavy magic deaths at 34:02 and 41:34 arrived after the item was affordable and before it was complete.
Gold @102,032
Level @105
CS @1020
Denies @103
Stun applied57.0s
Runes2
Bounties1 · team 6 vs 17
Wisdom5 · team 6 vs 7
Farm split114 lane · 77 neutral · 13 ancient
POSITION 3 · CORE DUTIES
FARM
188LAST HITS351GPM593XPM
TEMPO
14.7kNET WORTH9.7kHERO DMG415TOWER DMG
FIGHT PRESENCE
21%KILL PART.57sSTUN10ASSISTS

Your offlane fundamentals split into three parts: reach the first timing, enter fights with the control ready, and remain present long enough for the carry to damage the target.

Farm and lane access The early lane produced 20 CS and 3 denies at 10:00. The lane was hostile, so your first job was not to force every last hit. It was to stay in XP range, spend regen before the next exchange, and use creep aggro when the wave sat at your Dire tower. The next-rank checkpoints are 30 CS, 5 denies, and level 6 by 10:00.

Initiation You applied 57 seconds of stun and the fight records credit you with starting the role's control chain. That part is real. The missing link was target persistence. Slardar's damage plan is not one Slithereen Crush and retreat. It is Corrosive Haze, Crush, repeated attacks, and Bash of the Deep on the same target.

Space creation The replay split enemy proximity pressure 45% toward you and 55% toward Juggernaut. That is close to even attention, so you did absorb a meaningful share. The team needed a stronger difference in the fights that mattered. When Juggernaut committed, your body needed to hold Necrophos or Axe in place and make the enemy choose between hitting you and losing their backline.

Resource and item timing Mana was never the bottleneck, and one Power Treads switch was enough to show the mechanic without making it a priority. The real resource issue was defensive timing. Your first Black King Bar components were available before the item was finished, so the next offlane habit is to convert gold into the commitment tool as soon as the threat requires it.

Replay
Where you stood, by phase own side river enemy side deepin fights: 1,263 units ahead of the team
Laning
Mid
Late
POSITION RELATIVE TO YOUR TEAM · HOLDING FIGHTS
TEAM
YOU +1,263u

You are a short-range frontline core. Being ahead of the team in a fight is correct when you are landing the opener. Your average front position was about 1,263 units ahead of the team, and the replay explicitly calls that expected for your archetype. The fix is not to fight from the back.

The map pattern was more specific. You spent 64% of your alive time deep in your own territory, 21% on your own side, and only 10% on the enemy side or deeper. That describes a team defending under pressure, not a player constantly wandering into enemy territory.

The isolated death at 11:59 is the clean positioning leak. You were 11,436 units from help on your own side. The four enemy-side deaths were mostly fight context, and your team later won several fights where you were forward. Keep the forward stance for actual initiations, but require one visible ally to be close enough to damage the target before you continue past the first Slithereen Crush.

Six deaths occurred in dark areas while your supports held an observer charge. That is team vision context for a position 3. Your personal response is to treat those routes as hostile, move with the nearest ally, and call for coverage before farming there. Five other deaths came with actionable sight of the killer, including 15:44, 31:11, 34:02, 44:42, and 50:44. In those moments, the correction was the decision after seeing the threat.

▲ YOU LOST 17▼ YOU TOOK 11
7:42 · Dire tower17:54 · Radiant tower19:09 · Dire tower22:15 · Dire tower25:03 · Dire tower25:51 · Dire tower26:56 · Radiant tower28:08 · Radiant tower30:12 · Dire tower32:05 · Radiant tower38:26 · Dire tower38:46 · Dire barracks38:55 · Dire barracks41:08 · Radiant tower43:23 · Dire tower44:03 · Dire barracks44:21 · Dire barracks44:41 · Dire tower44:48 · Dire tower45:05 · Dire tower46:16 · Radiant tower46:21 · Radiant tower46:27 · Radiant barracks46:29 · Radiant tower46:35 · Radiant barracks46:43 · Radiant barracks51:17 · Dire barracks51:23 · Dire ancient0:0051:23
TALL BAR = BARRACKS OR ANCIENT

Your team had a clear recovery window and used it well at 25:47 and 27:15. The break came at 28:43, when Ogre Magi opened with only three allied heroes present against five. That call gave the enemy the lead back. Your lever in that state was to hold Blink Dagger, keep your life, and wait for a full formation before the next initiation.

The team also left Roshan and Tormentor unscouted. At 33:36 and 49:38, no friendly observer covered the relevant area. Vision replacement and pit coverage belonged to your supports, while your role was to call for the objective information and avoid committing into the dark. Once Roshan was taken, the enemy had the Aegis and used it to take three bottom buildings. Your best response was a defensive hold around the next tower, not a blind contest in the pit.

The high-ground defenses were uneven. At 38:05, two defenders were dead when the enemy started an Aegis-backed push, so the team had no clean defensive state. At 43:29, one defender was dead and the enemy took six buildings. You were present for both defenses, which made your task clear: use Corrosive Haze on the first enemy entering tower range, then save Slithereen Crush for the hero whose movement lets the rest of the enemy team hit the building.

Juggernaut supplied 12.5k building damage and carried the team's primary structural pressure. Your 415 tower damage came during the midgame timing window, but the offlane contribution that mattered most was holding enemies away from Juggernaut while he attacked. At 46:04, your team pushed high ground while you were deep in your own territory. The team still took six buildings, but you were not present to make that push safer. When your carry begins a high-ground hit, use the map state to join the frontline unless the enemy has a clearly superior counter-engage already in position.

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