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About Us


Hi. Welcome to the Dota Academy. This is a project that we (shostakovich and Wicked) started last year. We want to explain the philosophy behind this project. Any serious competitive sport or esport has a robust system keeping track of the matches and player performances. If you love basketball for example, just take a look at NBA, and you'll be flooded with numbers and information. There's a lot of people working at gathering all the data and present it in a meaningful way to everyone: the players, the fans, the press. Everyone uses it. A game like Dota screams for accessible statistics of its competitive scene.

We both think that the Dota 2 competitive scene could make use of a robust statistical system. The fans would have a lot of food for thought and the chance to follow their favorite players and teams closely; the casters would be able to study before getting to cast a match, feeding their viewers with useful information; and the players would be able to quickly check the last five lineups fielded by that team they're about to play. A database like this not only provide statistical input of the scene, but also keeps a history of the competitive scene. Our wish is to give to the entire competitive scene a robust statistical system. For a long time, we kept working on it, building the system and loading the information of the matches while collecting feedback from casters and players. Today we have more than 1000 matches loaded, and we finally think it's time to make it public.

However, there are some things we want you to know. First of all, this project is still in Beta, meaning there might be errors and imprecisions that we are still fixing. There's still too much work to do: for example, the information on some tournaments are still incomplete. At the same time, the page design is not pretty, as we devoted our strengths to improve the system and load the matches informations. Our server is also not powerful, so it's very likely that it will crash sometimes. Loading information and keeping the database updated is very demanding. With your help, we can keep it updated easier and faster. You're not going to see news or any other kind of coverage here, only statistics, numbers and graphics. It's important to notice that it's up to you to get the numbers and find if they're meaningful or not - we're just providing them to you. By themselves, the numbers means nothing.

We still have plans for the future: If we manage to get more people helping at keeping the information updated, we can devote more time to make this information be accessible at mobile phones and in a more interactive way. Also, with the eventual release of the tournament replays (RIGHT VALVE? Don't forget it!) and some more progress on the replay protocol, we will be able to release other really cool things. Just with more manpower, we could even track every single lane fielded in a game.

We're not making this for money. Instead, this is our tribute to Dota 2 and it's competitive scene. This project was made by the community and for the community. We believe that this project is important tool for the community as a whole, and we want to make it accessible for everyone for free. However, for this to happen, we need your help. The very nature and size of this project implies that we'll need help to keep going.

Finally, we wish to thank everyone that helped this project: The guys from GosuGamers.net (GodZ, Purge, Raistlin, dopeshow, Angel, everyone), joinDota.com (TobiWanKenobi, Blue_Knight, Reinnn), ESFIWorld.com (Joseph Gum, Danny Hyon, Phillip Aram), DotaCommentaries.com (Luminous, Atre, Nebula, LD, BBalin), itsgosu.com (Ayesee), Draskyll, Icefrog, Valve, Zeyall, Synderen, Wagamama, Warlord, Geffo, Jibbe, ReaverXai (Visit r/Dota2!)and everyone who helped us in making this a reality. We hope to continue to have your support.


Hey everyone! My name's Bruno Carlucci, I'm a software engineer from Argentina, and I'm the guy behind this site's idea.

I've been playing DotA since v6.20 and occasionally following the DotA scene. I was lucky enough to be in Köln on the first "The International" tournament the whole 4 days and I was thoroughly impressed with the dedication of the players and the attention to detail of certain teams. It dawned on me that DotA (and Dota 2) was a game with very clear parameters, and that there might be a chance that those parameters would indicate, within some degree of certainty, who had the upper hand in a match.

The first problem that intrigued me was that of "counterpicking". The lack of heroes on Dota 2 at the International (I think they were just 55) made clear that certain heroes were strong because "there were no counters to them". Now, that made me curious. How hard of a counter is a counter? A Slardar is generally capable of neutralizing a Riki, but does that mean that a Riki will never be able to perform well against a team that has picked a Slardar? Naturally, that's not the case, because a game depends on way more than just 1 player. But if the win percentage varied too much, you could attribute it to the "counter effect". Now, notice that this didn't need to imply the Win% vs the counterpick HAD to be bad, it only needed to be worse than the Win% vs everything else.

In the midst of my musings, I met shostakovich and I shared my idea with him. He encouraged me to pursue it, and the first version of this site was born. There were few tournaments back then but between The International and ESWC, we had enough to start fiddling with lots of stuff. The list of stats to track grew quickly, and we added more parameters to track. The cool thing was that we started "getting" what was going on. There was predictability in picks, we could see certain heroes being better than others (and not always the same heroes, it rotated with the metagame!), we saw that some carries naturally had more GPM than others, that certain heroes were particularly good at killing (while others were exceptionally good at dying!), that certain teams played with a slower pace than others, or more teamfight oriented than others (as opposed as pushing or ganking compositions), and more importantly, that Windrunner was EVERYWHERE!

This was hosted at my home and I didn't have an available web server to host it. "But, web servers are cheap!" - you might say, but not for the Argentinian economy. This was a hobby of mine and I didn't feel like making it a business, finding a way to monetize it and investing on it at that moment. Also the site looked like crap because even though I like to consider myself a decent software engineer, I'm a terrible web designer! So, going open was a no-go. However, thanks to the friends I made in the community, we were able to reach casters, players, news organizations, and most of them received the project with great enthusiasm. Since then, thanks to the continuous support of a lot of people, we are (somewhat) ready to share our project with everyone as I initially wanted. I do sincerely hope that you will enjoy skimming through this site as much as I enjoyed making it, and I promise you that more stuff is on the making!

Last but not least, a little shameless self-plug. Due to my country's deteriorating economic and social condition (Think not of it like Greece's crisis but rather as something more Orwell-esque, where we're slowly losing our liberties) I'm planning on moving away in the following months, most likely to Europe, as I'm a European national and it would be easier, but I'm not closing the doors to other opportunities. If you live somewhere where the software industry is challenging and interesting, and you can put me in touch with some company interested in hiring, let me know! (Also here's my CV). Oh, and if said company were Valve, I'd go through whichever set of tasks they'd require of me to prove them that I'm a real catch! In any case, it's really hard to search for a job when you live in another continent, as employers, understandably, won't risk engaging in negotiations with a person that may perfectly never go to the destination country, so this would help a lot.

Regardless: this is a picture of my dog, Diamante! He'd love to be famous!

Bruno.


Hi. My name is Bruno Tomaz, I'm a philosophy teacher from Brazil, and I'm the guy behind this site's idea.

I honestly don't remember when I started playing DotA: it was at the time when FearDarkness was part of Complexity. I've been following the competitive scene since then. I always liked to discuss DotA in terms of strategy: I used to write some blog posts that I called 'Dota as chess' to discuss strategy. Eventually I joined the strategy team at GosuGamers. There, I told heikki and sabmud - two great guys who were with me at the team - that it would be awesome to have statistics of the competitive scene, as it would provide us a lot more of information for our replay analysis. At the time, however, it wasn't possible, as the team were focused on other things.

One day, after becoming the leader of the strategy crew, I was asking the users for feedback. And then I received a massive wall of text with on-the-spot feedback. I decided to talk with the guy who wrote that - that's how I met Wicked. We started talking about a lot of things, from metaphysical meditations to music. And when DotA statistics came into the conversation, we just went 'Let's do this' and started making plans. That's how the whole project got started.

And executing this was tricky sometimes, because it's not only a matter of having a system that can collect all the data. We spent hours and hours discussing which data we should collect, how we should present it, what is interesting, what is not, etc. And that was just the beginning, as we had to load the information from the matches manually while improving the ideas and the philosophy behind the project. And naturally, this project became very personal.

I do believe that doing deep match analysis is an essential part of DotA - if you never did it, then you never fully played DotA. This is the instance per excellence to get better in the game. As I see, there are a couple of things that make DotA unique and different: the particular format of the map and the huge amount of possibilities and complexity created by more of 100 heroes present in the game are the most important ones, and both are the reasons why DotA is all about strategy and tactics. There's a lot to analyze in a particular match, ranging from the player's mechanics to the strategical and tactical manuevers employed, and having statistics to consult is very important when you're analyzing. The numbers doesn't provide the answers, as every game has it's own truth, but the numbers prepare you to study and find the answers.

Lastly, I want to remember that this project is the result of cooperation between people, not only me and Wicked, but everyone else who somehow helped. Thank you very much.

PS: This is something worth listening at least once in your lives.