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How to build a donk range (turn or river)? How to build a donk range (turn or river)?

01-05-2017 , 03:49 PM
Hi

I think about my turn and river donk ranges, and I'd like to expand it (6max).
Atm, these ranges are very narrow.

I think GTO tools don't donk very often, but maybe I am wrong.
I think expanding my donking range might still increase my winrate.

So, whether we talk about the turn or the river spots, Villain is IP and bet the previous street.

I'd like to read your thoughts on how to build my donking range.

I have thought about various factors we could consider :
1. Is villain aggro? (Is he likely to bet himself?)
2. Is villain's range strong or weak?
3. Is villain a calling station?
4. Is villain a fish or a reg?
5. What is the S2PR?
6. Number of villains

Maybe there are other important things to consider.

My main questions are :
a/ when to donk?
b/ which value/bluff ratio should I target?
c/ what sizing?
d/ if the current street is the turn, what's the river plan?
e/ which proportion of strong hands should I donk with / check-call with / check-raise with?
f/ same questions for bluffing hands

Let me know your thoughts!
How to build a donk range (turn or river)? Quote
01-06-2017 , 07:27 PM
GTO doesn't feature much donking on early streets. You can think about donking the turn or river on runouts which give you a range advantage. e.g. if the turn/river puts a lot of strong hands into your range, but it's a bad card for villain, you can value-bet and bluff appropriately. It doesn't make much sense to take the lead when OOP if villain has a stronger range than you, especially as some of your very best hands would prefer to go for a check-raise.
How to build a donk range (turn or river)? Quote
01-06-2017 , 08:05 PM
you want a donking strategy - try it with strong hands, see how players react, mark those who are too aggro/cally vs donks and dont donk vs them with bluffs, mark those who fold too much and donk every time vs them. your profit should come from cally/aggro people paying you off when you got it and folding people folding when you dont have it, pretty simple.
How to build a donk range (turn or river)? Quote
01-12-2017 , 03:42 PM
This is how I think about it:

Quote:
Once we decide that the board is dynamic enough to warrant a donking range, then it's easy to pick the top of our range to donk 3 bet because that's how we get the most bets in the pot. Then the hands too weak to donk 3 bet, but too strong to donk call, become or check raising range. Then we go down the line of our range and a pattern is revealed from the top of our range to the bottom:

bet 3 bet/check raise/bet call/bet fold/check call/check fold

The selection of bluffs will follow a similar trend, with the strongest semibluffs being selected for bet 3 bet. Then there will be a range of semibluffs that aren't quite as strong which get check raised. The bet call region will be value hands turned bluffcatchers and perhaps some semibluffs that will check raise the turn selected for their ability to turn very strong draws. Then a region of pure bluffs that will bet fold the flop. I'm not sure about this final region of bluffs though. Perhaps they should be selected by a process of elimination. I think I'll select this region by choosing my worst hands to check fold, and I'll donk fold bluff with the leftover junk.

It should be noted that on a static board, the preflop raiser will have such a strong range that betting near 100% on the flop will be correct. Therefore there is no need to have a donking range on a static board and checking 100% to the raiser will remain standard.
The bold is bold to note that I've been experimenting with donking strong backdoor stuff on dynamic boards for a while now and have had good results. Overcard + natural backdoor flushdraw? I'll donk that vs a button raiser on the 467r flop. That flop hits my defense range well and I get lots of folds. If I don't get folds, then my stronger hands are gaining ev.
How to build a donk range (turn or river)? Quote

      
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