
Dive
Enemies close the distance to overwhelm a carry or support before your team can respond.



Read the dive guide 
Recognise dive, poke, heavy CC, sustain, burst and split-push threats. Find practical counter items and a team game plan for the next fight.
A team composition describes how several enemies combine their strengths. Most lineups have more than one threat: dive can arrive behind poke, while healing can make a burst window harder to finish. Start with the pattern that keeps costing your team the fight.

Enemies close the distance to overwhelm a carry or support before your team can respond.



Read the dive guide 
Enemies wear you down from range and control the open approaches.



Read the poke guide 
Enemies chain stuns, roots, silence or displacement to deny your response.



Read the heavy cc guide 
Enemies extend fights through healing, recovery, barriers and saves.



Read the sustain guide 
Enemies pack their damage into a short combo or a catch-and-finish window.



Read the burst guide 
Enemies pressure side lanes while your team is busy elsewhere.



Read the split-push guide Most teams mix two or more of these. Work through it in this order.
Is the first problem a catch, the damage after it, or recovery that prevents the finish?
Buy an effect your hero can apply and coordinate shared utility with teammates.
Use cover, a better angle or a cooldown gap so the same sequence does not repeat.
A team with healing and heavy control may require both a reliable anti-heal buyer and personal protection for the player being caught. Buying the same item on everyone can leave the other half of the problem untouched.
A gun carry needs enough safety to keep firing. A frontline needs durability and a useful threat. A support or pick hero may be better positioned to supply targeted control or a save. Discuss who can deliver the effect before every teammate delays their next core item.
Needs safety to keep firing. Buy protection that keeps you in the fight.
Needs durability and threat. Buy what lets you hold space after the catch.
Supply the control, cleanse or save so damage dealers keep their spike.
Playing a role rather than against one? See Roles & Playstyles.
The Counter Item Helper ranks items across up to six enemy heroes.
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