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When drafting a team you need to take into account MOBILITY.
draft heroes that either have skills or core items like blink force staff.
i played Puck last night and there was chase where i evaded all 5 enemy heroes for a solid 4 minutes meanwhile my team took 3 towers bottom.
i like to build Pudge something similar Force Staff Blink Dagger Eul's Sceptre of Divinity Drums and BoT (with a aghs in there too) the fact is no matter how hard they try to kill me i can kite them and shift around them.
then build them on a hero with inbuilt Mobility skills, like puck and he is nigh unkillable.
so i thought... How important is mobility? what do you have to sacrifice for it? when do you get "enough" of it?
i see sing sing build blink on ember and i always thought... thats 2250 gold i could have spent on drums or perseverance. then i see pro builds on dotabuff for Timbersaw 75% of the time ...it has Blink Dagger why when he has a low cooldown longer range skill?
but then i remember how Dendi plays Magnus he builds Blink Dagger Force Staff... so now he has 3 abilites that cross distance quickly. if used all three he can cross 3200 units of distance in 1.6 seconds .... thats insane.
There's no such thing as too much mobility. Even when you don't have abilities or heroes that demand it, better positioning in teamfights is an incredible advantage. As is being able to respond or escape quicker than normal. Combined with the general versatility of mobility items (There's a reason why Blink Dagger and Force Staff are some of the most commonly built competitive items. I think they might even be the top two?).
I'd also say most commonly mobility is something brought about through itemisation rather than drafting. Though you do get things like Batrider and Centaur Warrunner , since Stampede is great with Flaming Lasso.
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