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Read the groups, not the total

Why a 91 with a hole loses to an 84 without one, and how to steal for the weakest group first.

4 min de lectura · actualizado el 8 sept 2026

Every hero is elite in exactly one group and filler everywhere else, so the 97 you want comes with a hole you have to cover from someone else. Every build is thirteen numbers, but the season only looks at five: the group means. Damage, Survival, Control, Macro and Team. Your OVR is a weighted mix of those five at whichever position suits you best, minus a penalty for the weakest group. Opponents also pick on your weakest group directly: a team that "punishes Control" takes six points off your win chance if your Control mean is under 65.

The penalty

Any group averaging under 78 costs you 1 OVR per point below it. A Survival group of 66 is a 12-point hole on its own, and Survival only has two spells, so one lazy 45 in Escape drags the whole group down.

GroupSpellsCarry weightSupport weight
DamageBurst, Sustain, Push0.320.1
SurvivalDurability, Escape0.180.14
ControlControl, Initiation0.10.26
MacroFarm, Vision, Mobility0.220.28
TeamTeamfight, Versatility, Clutch0.180.22

What to do about it

  • By round 7, look at the grimoire's group averages. Whichever group is lowest is what you steal for next, even if the hero in front of you has a 97 somewhere else.
  • Two-spell groups (Survival, Control) are fragile. A single bad value can't be averaged away. Steal those from specialists: Durability from a strength offlaner, Control from a support with real disables.
  • Three-spell groups forgive one weak value. If you already hold a 92 Burst and 88 Sustain, a 70 Push is fine.
  • Don't chase the position. The engine picks your best position for you. Steal for balance and the role sorts itself out.

The report tells you where you lost. If it keeps naming the same group, that's where your next run starts.

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